|Commander / EDH||Legal|
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Replicate (Blue) (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Tap target permanent.
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1 week ago
I love playing control. Nice list!
I wonder if you need Gigadrowse if the plan is to go wide with Peezy. Maybe more permanent removal like Incendiary Flow would be better or something like Peer Through Depths for card selection. Similarly, my control friends tell me to play Mana Leak over Remand in case you can hard-counter something. Maybe the Unsubstantiate could be a flex spot for conditional removal like Spell Snare or Negate.
Have you tested with Hurkyl's Recall, Shattering Spree, Shatterstorm, or Vandalblast over Smash to Smithereens? Have you tested with some graveyard/Counters Company hate out of the sideboard like Grafdigger's Cage?
1 month ago
One of the important things to remember when playing mill is that your opponent basically starts the game with 53 life instead of 20, since that's how many cards will be in their library to start with.
As such, you want your mill cards to be as cost-effective as possible. Otherwise, you're just playing a really bad version of Burn. One Lightning Bolt is equal to 15% of a person's starting life total (3 out of 20). That's 15% for one mana. Your mill cards should be in the same ballpark.
Curse of the Bloody Tome, on the other hand, is rather inefficient. You're spending three mana to chip away less than 4% of your opponent's "life total" each turn. Curse of the Pierced Heart already does 5% of your opponent's life each turn, for less mana! Nevermind something like Lava Spike doing 4 turns of damage that a Curse of the Bloody Tome would do. Glimpse the Unthinkable is the most cost-effective mill card, so you'll definitely want to splash black.
Archive Trap and Hedron Crab, etc. are great win conditions. But keep in mind--they're win conditions. You still have to pay attention to board state and keep your opponent under control with countermagic and disruption. Otherwise, they'll just race you before you can mill them out.
Since you're in Mono-Blue for the time being, I would build around Sphinx's Tutelage and Elixir of Immortality. Essentially, you're looking to play Sphinx's Tutelage as soon as you can protect it, then spend the rest of the game playing draw-go while keeping your hand full via Visions of Beyond, Opt/Serum Visions (or both), and Thought Scour.
There's 2 examples you should look into that can be built for less than $100:
I'd also look into various Mono-Blue Turns deck lists because they have similar issues and themes Mill runs into:
- Sample using As Foretold
- This list wins via Jace Beleren
- I like this one because it has all 4 copies of Exhaustion and Part the Waterveil
Because you aren't playing the more cost effective mill cards that let you play like a Burn deck, you basically have to stall your opponent out until they die to Sphinx's Tutelage/Jace's Erasure. Exhaustion, Gigadrowse, Mana Leak, Remand, Vapor Snag, Boomerang, and so on are going to be your key pieces. You'll probably want Tormod's Crypt/Ravenous Trap/Relic of Progenitus in your sideboard to deal with Emrakul, the Aeons Torn (and the other Eldrazi titans), along with Dredge and Goryo's Vengeance.
1 month ago
2 months ago
Match Reports One:
So as I mentioned earlier I tested your deck against some of the better decks in modern as well as some personal and fringe decks. I will preface each matchup with a brief description of the deck you were facing as well as my own experience facing and piloting them, that will be followed by a match report and general comments, if you have any questions about any of these matchups just let me know.
vs. U/B Turns 1-2
List: Taking All the Turns
My personal modern deck, U/B Turns aims to take as many turns as possible before awakening a Card: Part the Waterveil for the game. Whilst setting up the combo turns will deny its opponent mana and stability in the wake of comboing off.
This is a matchup where instant speed means a lot. As a turns player, any manner of burn decks are really my worst matchup as they can Bolt, Helix, etc all at instant speed in response to Gigadrowse, it's like starting at 10 life. This is what happened in game one, your deck drew into burn spells that stole you the game as I was a turn from comboing off. Game two and three highlighted the need for a sideboard, both games turns was able to play both Thing in the Ice Flip and have it flip, and Chalice of the Void on one (game 2) or two (game 3). Like most matches with turns it was close but your deck just wasn't fast enough (I also take into account my experience with turns as a contributing factor).
vs. 4-Color Allies 0-2
Allies is a list I have been tinkering with to see what can be done but really my point in testing your deck against a very fringe deck like allies was to see how you hold up against agro. Game one you stood no chance in the wake of a Kabira Evangel pro-red, and 3 Akoum Battlesinger giving two unblockable (because of Evangel) 5/5 Oran-Rief Survivalist all their triggers, it was certain death. Game two you got out-tempoed with the aforementioned Aether Vial. Overall, in the agro mirror it seemed to me like your deck just can't keep up consistently but remember to take that with a grain of salt as the decks I was testing against are largely tuned for competitive play.
vs. U/B Faeries 1-2
A personal favorite deck of mine and one of my favorite tribes, faeries is a deck that was once one of the most dominant decks in magic, however it has lacked a sufficient upgrade for many years now.
Game one got incredibly lucky topdecking Lightning Bolt the turn before losing putting opponent at one and dead to their Bitterblossom. Game two lost to Bitterblossom beats and interaction. Game three got locked out by Spellstutter Sprite basically.
vs. Titan Shift 0-2
Titan Shift is an interesting deck operating in the upper tiers of the modern format, essentially it aims to kill it's opponent with a multitude of Valakut, the Molten Pinnacle triggers enabled by the card Scapeshift, once it happens you are dead no two ways about it so it's important to move fast in this matchup.
vs. Grixis Shadow 1-2
Personally I consider Death's Shadow to be a midrange deck. Against your deck it's susceptibility against burn shone through as game one constant beats followed by a flurry of burn spells was easily good enough. Game two and three was marked by bad luck on your part with having to mull aggressively both times; sometimes the heart of the cards just isn't there.
WHAT IS NEXT
Going to try and test against G/R Vengevine a deck that has been popping up around my meta recently, my friends Seismic Swans deck, and Polymorph combo.
2 months ago
I think Part the Waterveil is the best win condition in Taking Turns decks and would play it over Savor, especially because you can abuse it the way As Foretold decks can. In conjunction with Gigadrowse you can tap your opponent out and make sure the coast is clear to keep attacking. you can even Part on something like Inkmoth Nexus and kill in just 2 attacks, even through infinite life. BTW I think I like Gigadrowse over Kami when you already have 8 cards that draw you extra cards. Otherwise you have next to 0 interaction with your opponent.
3 months ago
3 months ago
A turn three Gigadrowse tapping an opponent's lands down is devistating to most decks, and can slow an opponent enough to go pseudo-infinite.
3 months ago
You need 4 Gigadrowse it is one of the most important cards in the deck as it provides early disruption. I would also cut on the turns spells, you have too many and in turns you don't want a hand of all turn spells until you combo off. Cut Elixir of Immortality and go up a Howling Mine, with Card: Part the Waterveil decking out is not a huge concern anymore.
Additionally, as opposed to a playset of Inkmoth Nexus, run one copy as a way to kill with infect, in your mana base you also want Mikokoro, Center of the Sea and Oboro, Palace in the Clouds as one-of's. Move the Spreading Seas to the side and play Remand instead.