|Commander / EDH||Legal|
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|Born of the Gods (BNG)||Uncommon|
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Glimpse the Sun God
Tap X target creatures. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Glimpse the Sun God Discussion
3 months ago
Thanks for your comment, GeeksterPlays!
I absolutely think Rhystic Study is a better card, but I feel like it draws much more hate than Mystic Remora. I find players often just accept that I'll draw cards off of Mystic Remora, especially as it will go away by itself in just a few turns, whereas being able to pay just one mana to make my Rhystic Study card go away can be very annoying. I might add Rhystic Study in if this deck gets more competitive, but for now, I'll probably leave it out.
And yes, absolutely Alchemist's Refuge, I completely missed it. Thanks!
3 months ago
I love having an Alchemist's Refuge in play.
9 months ago
I used your deck to playtest against for the last hour or so and I have a few suggestions (I'll put some playtest notes at the bottom if you're interested). Overall, I think your cards could be more impactful, and I think you need more artifact ramp. You should also add a bit of graveyard hate. I notice that the deck cost is fairly low, so I'll keep my suggestions relatively budget friendly.
Ramp: Dimir Signet, Azorius Signet, Druidic Satchel, Darksteel Ingot, Sol Ring, Mind Stone, Hedron Archive, Wayfarer's Bauble, Dreamscape Artist. I would consider adding all of these cards, they will make your deck MUCH faster.
Final dump that I'm too lazy to organize: Phyrexian Reclamation, Drogskol Reaver, Tainted Sigil, Phyrexian Arena, Sphinx of the Steel Wind, Wall of Reverence, Defiant Bloodlord, Cliffhaven Vampire, Crypt Ghast, Ashen Rider, Beacon of Immortality, Dig Through Time, Fumigate, Chalice of Life Flip, Sun Droplet
Archangel of Tithes - Too much white, and your mana base isn't great.
Augury Adept - Too easy to block. Far too often this card does nothing.
Bloodbond Vampire - It gets big. Eventually. This is too slow.
Exalted Angel - This is 6 mana for a 4/4 flying lifelink. That is just bad.
Indulgent Tormentor - In EDH, paying the life is too easy.
Mourning Thrull - Uh...yeah. Doesn't really do anything. Change to ramp.
Resolute Archangel - High Cost, and if you're losing, this is not going to make you win except in VERY particular circumstances.
Seraph of Dawn - This is bad.
Tithe Drinker - There are better extort cards, and it's otherwise underwhelming.
Underworld Coinsmith - Slow and low impact.
Ruinous Path - Sorcery Speed.
Entreat the Angels - If this wins you the game, it's be a miracle (hehe). For real though, there are WAY better end game cards. check out
Moonsilver Spear - This is OK. It's slow, it makes tokens. I want every card in a deck to make me smile when I draw it, and this card just makes me go, "Ah, I see."
Steel of the Godhead - This is just kinda OK. Only creature to put it on is Oloro.
Sunbond - Slow and opens you up to being 2 for 1ed.
Sunspring Expedition - If you are going to play a card that only gains you life, it needs to gain you a lot of life. 8 is not a lot of life.
Pulse of the Fields - If an opponent has more life, you're doing something wrong.
Riot Control - Unless this card is great in your meta, it just doesn't belong is most decks. You should be controlling the field enough that this card doesn't do anything.
Samite Ministration - See above.
To the Slaughter - Yes, it can kill a planeswalker. But other than that, most people have a little shit creature they don't care about that they can sacrifice, and this costs 3 mana.
Anyway, I hope deckbuilding goes well! It looks like your building a fun deck. Cheers!
Playtest notes: I playtested against Reaper King stars in MTG: The Clone Wars. Obviously, mine is a MUCH more expensive and tuned deck, so it should win. I chose your deck despite the obvious mismatch because I'm getting some buddies into EDH and I wanted to make a deck that was powerful but didn't overwhelm them. Your deck seemed to roughly match the budget of what they'll be building. Overall, Reaper King lost one game and won three. The loss involved you getting an Elspeth and enough removal to protect her. The wins were mostly because of a lack of graveyard hate, not enough removal, threats that weren't very threatening, and mana issues. I think the mana issues deal was largely a luck thing, as you play enough lands, but some ramp would really smooth that out.
11 months ago
Splash white, add Glimpse the Sun God. With the Thaumaturge, you gain control of any number of creatures and scry one, though they become tapped.
1 year ago
mike98908: On this site, being told "hey, you labeled the deck wrong" isn't an attack on the deck. It is, as I suggested with my first response, usually a case of a mis-click during the deck building process. Had you labeled this as 'Modern', we would only be concerned about Aggravated Assault being a non-Modern card. Had you labeled it as 'Casual'? We wouldn't have cared!
But turning around and saying (effectively) "You don't like my deck? I don't care, make your own!" tells me at least that you aren't interested in proper feedback that you may get in the future.
So here's the feedback:
Your mana curve is all over the place. It's fairly flat, but the deck doesn't start until your second land drop. For a deck that advertises itself as 'Destroy Quickly', it's slow. In fact, the only card you can play on turn 1, you shouldn't as it's Glimpse the Sun God, and that has in the cost, meaning if you play it turn 1, you are only going to scry 1 and nothing else.
Second, your mana is poorly arranged. You only have 12 native sources of Red for 34 cards that are Red. Yes, I know you have Vivid Grove and Vivid Meadow as well as Vessel of Volatility, but those are all transient sources of Red. And when you're running as deep into Red as this deck does with all the cards here, you are just delaying the inevitable inability to actually cast your cards.
Another strike against your theme of 'destroy quickly' is that you have a lot of enchantments that do nothing, or you cannot expect to see. One of Assemble the Legion is next to useless as you can't expect to see it in any given game. You have three Awaken the Ancient, but only 5 Mountains. Curse of Bloodletting has been done better as Furnace of Rath or Dictate of the Twin Gods. Yes, I know it's 'Target Player' only, but the mana cost is, well, slow. And it would work better if you had more than Aurelia's Fury for direct damage. Where is Shock? Or even Lightning Bolt if you can get them?
So, suggestions to improve the deck: Less Enchantments, more creatures. Anything you have one of in the deck? Ask yourself "How well does this deck work without it?" and then see if you want to include more copies of them, or ditch them entirely. Throw in some 1 drops, even if it's just creature removal.
And good luck with your deck!
1 year ago
I've updated again to what's currently in the deck, after getting a few more of the suggested cards. Since Glimpse the Sun God is out, I probably won't try to get Sunblast Angel, at least for now, but it's good to know that's an option. I've had chance to test this version, and it works pretty well, with fairly solid coverage in the side board. Still need Clifftop Retreat instead of Boros Guildgate. Arid Mesa might be nice too.
1 year ago
So there are some lower impact cards in this deck that could be replaced over time. I think I will start by listing the cards that I feel are the lowest impact, and then I will offer some possible additions. So, here are the cards I feel are weak:
Angelsong (low impact)
Annul (a bit on the specific side. Artifacts and enchantments are important in EDH most of the time, but creature, instant, and sorcery are also very important. I tend to prefer the slightly more expensive counterspells that deal with more broad spell types)
Countermand (expensive for a counterspell)
Crippling Chill (doesn't really deal with a threat)
Dispel (same reason as Annul)
Glimpse the Sun God (same as Crippling Chill)
Lost in a Labyrinth (Temporary, and only affects power. Not something I'm super thrilled to run)
Shelter however it is nice to protect your commander sometimes so maybe it can stay
Thirst for Knowledge (not enough artifacts for this to be as good as it can be - I will suggest other card draw below)
Arctic Aven (very small, the life is mediocre, and it has no other effects)
Azorius Herald (that's overpaying for 4 life and a 2/1)
Graceful Adept (only because it is easy to remove creatures and then all of a sudden you have to discard a bunch of things. Nobody wants to discard their cards)
Guardians of Meletis (you don't need to be this defensive)
Mindscour Dragon (mill isn't in your gameplan, so why overpay for a 4/4?)
Student of Ojutai (not enough impact. I get that you want this deck to be about gaining life, but this may not even get value on any given turn)
Vedalken Engineer (not enough artifacts)
Evanescent Intellect (again, mill isn't your game plan)
Infiltrator's Magemark (I think this deck will want to play a lot of flying creatures and auras, thus the unblockable is a lot less relevant, however, it is good enough to keep for now, just worth replacing in the long run)
Acid Rain (it's just so specific. Against some decks it will do actual nothing which will feel really bad when drawn)
Divination (It's weak card draw, but good enough to keep for awhile. Just think about replacing it in the long run)
Hopefully that wasn't too overwhelming. I don't mean for you to feel like I am tearing this thing apart. You have some strong stuff in here, but there is so much potential that you haven't leveraged yet. I know you want the deck to revolve around some lifegain, and I think one really good way to accomplish that may be to load up your commander and other creatures with auras and equipment to gain you life. Also, you seem to want to be the control deck, so there is that aspect there. You will want solid card draw, counterspells, etc. Here are some things I would suggest:
You've already got Steel of the Godhead, so that's good news. I am a huge fan of Basilisk Collar. Also, Celestial Mantle is hilarious. Venser's Journal gets you no maximum hand size and life in the same card, so that's a worthy include. While it is on the pricey side, Wurmcoil Engine is a house. Loxodon Warhammer is pretty sweet too. Eternity Vessel is hilarious. Since we are going to add some card draw, you can change that into life with Words of Worship. Also, use that in conjunction with Well of Lost Dreams. True Conviction will help you gain some life as well. Victory's Herald does a similar effect but is on a beatstick of its own. To make your life total a lethal weapon, play Storm Herd. Since life matters, run Felidar Sovereign and Test of Endurance.
Other valuable cards to consider:
Sun Titan is an EDH staple. Jin-Gitaxias, Core Augur is also amazing for a control-style build. I also love Silverblade Paladin. Rhystic Study is one of my favorite ways to draw cards. Dig Through Time has always been a great way to find cards. Brainstorm is also amazing, especially in combination with miracle cards like Terminus and Entreat the Angels, both of which are very good. Counterspells can be very useful for you too. I suggest Dissolve, Dissipate, Counterspell, and/or Swan Song. If this is going to be slightly more voltron-esque, then Divine Reckoning is very good. On that same note, Swiftfoot Boots/Lightning Greaves are very good, as is Darksteel Plate. I also like Champion's Helm. Finally, I advise artifact ramp. Sol Ring, Gilded Lotus, and Thran Dynamo are all pretty good. Going to wrap it up here, but if I think of more suggestions I will post them here. Sorry that this is super long, but I was told you would be happy with any and all recommendations. I also hope this isn't too intimidating. Let me know if you have any questions, just be sure to place my screen name enclosed in 2 sets of square brackets (like [.[evncrbch].] but without the periods).
1 year ago
I like it!I'll suggest a couple things, one of which is to maybe change the Explosive Vegetations to something like Rampant Growth, Elvish Mystic, or Avacyn's Pilgrim (a personal favorite of mine). I suggest that because, while getting two more lands is great, this deck REALLY looks like it wants to be doing other things on turn 4, yet your turn 1-2 could be spent getting a little more mana instead!
Also, at first glance I would say you could really use more creatures. I know it's hard to cut the great support cards, but right now you only have a 1/6 to draw a creature every turn, but you have 23 noncreature spells. Maybe add Dromoka, the Eternal? Just my 2-cents on that. =)
I love Glimpse the Sun God, I really do. However, it doesn't seem to quite be what you want in here. Even though you said the deck needs early protection, having to leave mana open to tap creatures seems a tad cumbersome.
I hope I don't come across as "your deck is totally wrong." I really like the +1/+1 counter synergy decks (I even have one of my own!), and I think this one can do well.