Search your library for a card, put that card into your hand, discard a card at random, then shuffle your library.
|Have (2)||, CompleteWaste|
|Want (3)||Atalajacalareja , Tocqy1 , Domitius|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Eternal Masters (EMA)||Rare|
|Vintage Masters (VMA)||Rare|
|Urza's Saga (USG)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
8 hours ago
Here is a full list:
Academy Rector, Auratouched Mage, Enduring Ideal, Enlightened Tutor, Idyllic Tutor, Lost Auramancers, Plea for Guidance, Tallowisp, Wild Research, Boonweaver Giant, Heliod's Pilgrim, Open the Armory, Totem-Guide Hartebeest, Gamble, Mangara's Tome, Planar Bridge, Planar Portal, Ring of Three Wishes, Tamiyo's Journal, any Boros card with transmute, and occasionally Thalia's Lancers.
9 hours ago
I’m looking into building an enchantment style deck in Boros colors and I was wondering what enchantment tutors are available. I know about Enlightened Tutor, Idyllic Tutor, and Gamble but are there any others that I could use?
3 days ago
gavriel1136 Thanks for bringing that to my attention! You are correct. I built this deck when I was newer to magic and didn't know any better. I guess I havent looked at the description in awhile to see if there are any other mistakes. I'll definitely do that soon.
This deck is also about to get a "tune" up as I'm playing rocks like Rakdos Locket and Rakdos Cluestone but not an Arcane Signet. I'm in black and playing Gamble instead of other, better tutors. There are other things I'll change but those are good examples of me updating the deck. Any ideas for cards I should be looking into?
1 month ago
Gamble and Intuition are a bit harder to recommend a 1x1 exchange of cards, as both of them would really like you to also run Underworld Breach (note that Intuition is already super busted on its own), so I'd suggest putting Breach in as well. I Suggest removing Thought Scour, Reality Spasm, and Pirate's Pillage. My reasoning for these choices is that I believe they are cards that don't really perform very well on the deck and can be taken out for this package. Pirate's Pillage nets you 1 mana when you have Mizzix out and that's very nice, but if you got Mizzix out with 3 counters already you're very much on your way to winning the game, while on other situations this card doensn't feel very nice, especially if it is countered. Reality Spasm also nets you mana, but you need Mizzix out with 3+ counters for that and if that's the case you can probably search your Turnabout. Thought Scour just wasn't doing enough for me, messing up a tutor now and then is nice, but most of the time I just wish I could have used this 1 mana for something else.
Underworld Breach wins you the game with Bonus Round and Frantic Search. Cast Bonus Round and then Frantic Search, with your floating mana cast Breach and the Frantic Search from the grave. Each cast will net you 1 mana and 1 extra card in the grave, envetually you'll find Reiterate and Seething Song, generate infinite mana returning Reiterate to your hand with buyback and mill everyone with Stroke of Genius or whatever. As p0megranates eloquently explains on the guide, once you get to this point winning the game is easy.
For Intuition you'll probably want to check the deck to see if there is a 3 card pile that wins you the game, as of right now I don't think so. But adding Mizzix's Mastery enables the following pile:Mizzix's Mastery, Past in Flames, Enter the Infinite.
If they give you Enter the Infinite, flashback Past in Flames, flashback Intuition searching Faithless Looting or Frantic Search or any discard outlet. Discard Enter the Infinite and flashback Mizzix's Mastery for Enter the Infinite.
1 month ago
I would cut Academy Rector,Arena Rector,Magus of the Tabernacle, Mycosynth Lattice,Karmic Justice, Propaganda, Price of Glory,Ghostly Prison,Solemnity, Sun Titan, Sphinx's Revelation, and Meekstone. I saw on reddit you were looking for a highly tuned deck and the above cards really only have place in a casual environment.
Stax decks often run into the issue of just adding stax and hoping to win, but that just leads to long drawn out games with no interaction. First thing you need to do is come up with win cons. How are you winning? I see iso rev, but the only payoff is Urza. I see you have a few pieces of hard locks in place, but you arent including the often played halves (Drannith Magistrate,Lavinia, Azorius Renegade). Youre playing a blue deck, but running Price of Glory which removes blues best trait which is stack interaction. You arent running wheels which work great with Narset, Parter of Veils in both they stax your opponent while getting you a new hand. You are running a ton of board wipes which in a more competitive environment wont do much.
Approach of the Second Sun is a slow and casual card but right now it seems like the most consistent way to win with this deck so only remove it once you come up with better win cons. You're in the colors to run Breach lines, so maybe try to incorporate that? Why not runRest in Peace and Helm of Obedience as you are in blue and white so you specialize in artifact and enchantment tutors? Add the other halves of the hard locks, toss in Muddle the Mixture as an easy way to tutor for Lavinia and Drannith, and that should turn them from a magical christmas land scenario to something that should happen more often. If youre in red, you should be playing Dockside Extortionist as it is currently one of the best pieces of ramp in cEDH. To be honest, you really should check out this website (https://cedh-decklist-database.com/) and look at decks that share your colors and gameplan, and see where you can make improvements.
Cards I would add Windfall,Wheel of Fortune, Drannith Magistrate, Lavinia, Azorius Renegade, Dockside Extortionist, Gamble, Muddle the Mixture, Force of Will, Force of Negation, Mana Drain, Counterspell, Dispell, Flusterstorm, Mental Misstep, Ghostly Pilferer, Gilded Drake, Hushbringer, Rest in Peace, and Helm of Obedience.
Hopefully this helps.
1 month ago
So if I had these cards to add to the deck any chance you would help me figure out what to remove?
Thanks! Pretty excited to play this!
1 month ago
VexenX, I love the new conversation sparked by Zendikar Rising! When deck-building or adding new cards, I think it's important to revisit our win-cons. As it stands, I believe your deck has two types of win cons: burn and creature overrun. Ever since the removal of Akroma's Memorial and addition of Fiery Emancipation, I've come around to the fact that Burn is a more competitive win con. Would you disagree?
Next, since Omrath runs little removal, I believe that we should be in the mindset of designing a deck that works towards its strengths more than patching its weaknesses. This way, our goal should be to put pressure on our opponents and win as quickly as possible. You can see where I'm going with all this, as I am suggesting cuts to creature overrun enhancing cards and keeping/adding burn enhancing cards.
A few comments on your new card update post:
1) I 100% agree with Valakut Exploration. Although card draw is neat, you and everyone else on this page may be underestimating just how good the burn value can be! Because the damage is dealt to "each" opponent, we have a mini Purphoros, God of the Forge on our hands. Since Valakut Exploration burn is triggered by landfall, it works especially well with - you guessed it - Burgeoning + Ghost Town! And the more creature overrun enhancing cards like Doubling Season we slot out for cheaper draw-into-hand cards, the more smoothly Burgeoning works in the deck just by itself. And the more cheap draw-into-hand cards we have in the deck, the more likely we are to cast the cards we draw off of Valakut Exploration. Ahh!!! Okay rant done.
2) I feel like slotting out Perilous Forays is crazy talk. Other sac outlets need Omnath, Locus of Rage AND creatures to sac to take effect. Perilous Forays only needs Omnath, Locus of Rage in play - plus an upside of comboing off - plus an upside of working towards the burn win con.
3) I can see slotting out Force of Vigor. It is a flex card after all. Personally, I think 0 mana removal is too broken to cut through.
4) Ancient Greenwarden may be a godlike card, but I'd like to play devil's advocate and remind you that it is both expensive and plays towards a creature overrun win con just like Doubling Season. I respect and even back your choice to add this card, but I think it's just a little clunky and on the for-fun side.
5) Isn't Roiling Regrowth a strictly worse Springbloom Druid? Not that I'm against adding more cheap mana ramp, but I would personally add Springbloom Druid back first. For the record, I do agree with Ranger's Path being on the chopping block. Same goes for Migration Path. On paper they look just fine. In testing, I'd be happy to see one or both go.
6) I'm worried that Nahiri's Lithoforming may de-ramp us in some games resulting in an autoloss. The risk is too high for this card in too many hand states in my opinion.
7) I think Moraug, Fury of Akoum is a great reason to be back IN for the creature overrun win con. However, it benefits greatly from Doubling Season effects and doesn't synergize at all with Where Ancients Tread or sacrificing effects. This once again comes down to priority of win cons. If we're more in burn, which I personally believe us to be, than I would recommend against this.
Next, I'd like your thoughts on a few cards as additions to the deck if you wouldn't mind!
1) Play Tooth and Nail, paying it's entwine cost (9 cmc total - which is nothing for this deck)
3) When they both hit the battlefield, Terror will see Sekki and trigger causing 8 dmg to a target. In this case, point that damage right back at Sekki.
4) Sekki will lose all of it's counters, creating 8x 1/1 faeries and going to the graveyard.
5) Terror sees these 8 faeries coming in, pointing this 8 damage at a player's face.
6) Then sac all 8 faeries to bring Sekki back. (Sekki's last ability is played from the grave)
7) Rinse and repeat for an infinite damage combo.
In my opinion, adding 1 card to the deck, Sekki, Seasons' Guide, isn't a tall ask for an extra infinite combo in the deck. We already have creature tutors, so Tooth and Nail isn't even required. But after the addition of Sekki, Seasons' Guide, adding 1 more card, Tooth and Nail, instantly wins us many games when we draw it for just 9 mana. Not only do I think you could cut Craterhoof Behemoth for this combo but Craterhoof Behemoth works towards a creature overrun win con, so I'd argue it's on the chopping block anyways! You could use Avenger of Zendikar and Purphoros, God of the Forge as backup Tooth and Nail targets for the burn win con. To take this one step further, with the addition of a card that can win us the game if resolved, why not run Gamble? Twice the chance to draw into a quick and easy win con with added upside of 1 cmc and flexibility.
2) Thoughts on Skullclamp? I think it's a disgustingly good card for draw and we already have sac outlets to trigger it.
3) Thoughts on re-adding Sylvan Scrying? Ever since the removal of Tempt with Discovery, I've been missing nonbasic land tutors. Lets compare Sylvan Scrying to Rampant Growth. Rampant Growth gives us 1 mana ramp for 2 mana to use as early as turn 3. Sylvan Scrying at the very least does the same if we search up Ancient Tomb. And I think it has so much more upside if we draw it mid or late game too.
4) Thoughts on Sensei's Divining Top? I think it feels great to draw in opening hand and makes early game even more consistent.
Thanks for your time in answering my posts. I know they can be a little long!
1 month ago
Fuzzlewuzzle let the discussion flow!
On Grave Upheaval: To be honest, I'm surprised you're experiencing instances where you may miss land drops. Have you hit a lot of those instances? I'd almost rather that slot be occupied towards something that pushes the strategy forward more while also reducing the likelihood of missing land drops: Cathartic Reunion pushes your deck forward faster while also pitching dragons, Gamble lets you tutor what you need while also pitching something, or Patriarch's Bidding lets you have another mass recursion spell (and probably acts to kill one or two players, depending on ETB cantrips/volume of dragons).
On Molten Echoes: I might be a bit worried about this being a 4-drop, when Heat Shimmer and Twinflame can come down earlier. I think I'm worried about a 4-drop that doesn't impact the board and requires another turn to see value. I've added it to my "Considering" section. While we're on the subject...
On Combo Focus: How come you haven't included Worldgorger Dragon? I've found it a bit tricky to trade for but I believe it has very similar combo lines to Bladewing the Risen. What's also kept you from adding a go-infinite suite with Dualcaster Mage, Heat Shimmer, Twinflame, and maybe even Splinter Twin?
On Oubliette: I think we're different players - I'd much rather just send a Commander to the yard.