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Guardian of Tazeem
Creature — Sphinx
Landfall — Whenever a land enters the battlefield under your control, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step.
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Guardian of Tazeem Discussion
1 week ago
The keyword "infect" (search it in the advanced search if you aren't familiar) is super controversial because it was literally designed to feel un-fun. It will kill your opponent, but you might not have fun after 5 games.
I would suggest either a) the Ob Nixilis deck minus Mr. Nix, or b) a UW control/tempo deck.
For the UW control, effects like Reflector Mage put the hurt on +1/+1 counters and tokens, while you have things like Cast Out or Ixalan's Binding to answer planeswalkers. Counterspells like Cancel or Negate stop threats before they hit the field. Then, you can finish the game with a big flying creature like Guardian of Tazeem or something, once your opponent is behind.
1 month ago
I would definitely cut some creatures. Vortex Elemental, Aeon Chronicler, Guardian of Tazeem, and Stormsurge Kraken don't have the synergy or efficiency you will want. Keep efficient token producers and utility creatures or combo pieces.
Kefnet works best when he can come out early and start racking up commander damage. I would put more focus onto the "return a land to your hand" part for added consistency. Walking Atlas and Patron of the Moon are both great cards on their own that can play off Kefnet well.
5 months ago
Eladamri's Call and Cromat have never been reprinted, so I would like to see them reprinted in this set, and Worldly Tutor also should be here, as well, since it was left out of Eternal Masters in favor of Green Sun's Zenith.
As for iconic creatures, my predictions are as follows:
Angels: it is very safe to presume that both Serra Angel and Akroma, Angel of Wrath shall be in this set, hopefully, with new artwork for both, and I also would like to see Angelic Arbiter, Shepherd of the Lost, Angel of Jubilation, Pristine Angel, Iridescent Angel, Crypt Angel, Desolation Angel, Angel of Despair, Empyrial Archangel, and Archangel of Thune.
Demons: Lord of the Pit is one of the most iconic demons in the game, but some other excellent choices are Abyssal Persecutor, Archfiend of Depravity, Bloodgift Demon, Butcher of the Horde, Grinning Demon, Havoc Demon, Herald of Torment, Kagemaro, First to Suffer, Kuro, Pitlord, Lord of the Void, and Xathrid Demon.
Sphinxes: it was not until recently that sphinxes started to become powerful and efficient, but, thankfully, there ave been a number of excellent sphinxes made, recently, including Consecrated Sphinx, Conundrum Sphinx, Goliath Sphinx, Guardian of Tazeem, Medomai the Ageless, Sharuum the Hegemon, Sphinx of Jwar Isle, Sphinx of Magosi, Sphinx of the Steel Wind, and Sphinx of Uthuun.
Hydras: as with sphinxes, hydras only recently have been well-designed creatures, so some hydras that I would like to see in this set are Apocalypse Hydra, Domesticated Hydra, Genesis Hydra, Hydra Broodmaster, Hydra Omnivore, Kalonian Hydra, Khalni Hydra, Managorger Hydra, Primordial Hydra, Savageborn Hydra, Ulasht, the Hate Seed, and Vastwood Hydra.
Dragons: there are too many dragons for me too list all of them, but it is safe to presume that Shivan Dragon shall be in this set, hopefully with new artwork, and some of my top choices are Moonveil Dragon, Balefire Dragon, Dragon Tyrant, Ebon Dragon, Mirrorwing Dragon, Moltensteel Dragon, Scourge of Valkas, Stormbreath Dragon, Two-Headed Dragon, Utvara Hellkite, Vampiric Dragon, Viashivan Dragon, and Hellkite Overlord.
Wow, I certainly typed many card names in this post: I hope that I did not miss any.
8 months ago
I love this deck. It looks like a lot of fun to play.
I will say, there are a few pieces that have Landfall triggers but seem a little weak; namely, Retreat to Emeria, Retreat to Kazandu, and Guardian of Tazeem. These two retreats seem like they don't contribute enough to a win, and aside from being Landfall cards, they don't gel with your strategy that well. Guardian of Tazeem, in a lot of cases, won't do a whole ton in a 4-color deck that only runs 5 islands.
I also think Seer's Sundial performs poorly in a deck that has access to blue, which can draw so much more efficiently.
If it were me, I would think about swapping one of these out for the Exploration that has been suggested before. Even if it nets you one extra land, it's mana well spent.
That said, it looks like you are trying to stick to a budget, so here are some other suggestions:
Twincast and Reverberate are such versatile cards. I've scored them on things like Decree of Pain and Boundless Realms before, or I've used them to counter counters, etc... In a multiplayer game, copying someone else's great card can be just as good as including them in your own deck, or better, since you can pay significantly less mana for it.
Cyclonic Rift isn't in here, and I feel like it should be in every single deck that runs blue.
I'm also a huge fan of Day's Undoing. It shuts down graveyard and tutor shenanigans, and casting it on turn 2 after Burgeoning all but guarantees you'll be a few steps ahead of your opponents throughout the game.
I'm really digging this build, and I'll be keeping an eye on what you're doing with it. It seems really solid.
9 months ago
As for blue creature threats in Standard to give improvise, here are a few thoughts: Aethersquall Ancient, Aethertide Whale, Sphinx of the Final Word, Guardian of Tazeem, and Gearseeker Serpent as you mentioned. (I stuck with a big creature theme here)
Insidious Will could be good with improvise as well, I believe.
1 year ago
Okay okay so I'm rebuilding the deck using quite a few suggestions thank you for being so helpful! At this point I've separated my deck into 5 distinct groups. It looks like this:Tapping down creatures:1x Topplegeist2x Rush of Ice1x Fogwalker4x Containment Membrane4x Chilling Grasp4x Niblis of Frost2x Guardian of Tazeem3x Skyline Cascade
Card Draw2x Anticipate
So here's why some of these cards stayed in and others did not.
Topplegeist stayed in as my only one drop creature, as well as being a flyer with an ability allowing me to tap a creature. This is advantageous to me if I'm on the draw. Rush of Ice Stayed in as a very useful one drop instant which perfectly fir this deck. Fogwalker Is in as a nice 2 drop blocker with an ability which works well with this deck, basically being a Rush of Ice for 1 more mana as a 1/3 Containment Membrane is perfect for getting rid of big creatures, and is cheaper than a card like Sleep Paralysis plus the surge cost makes it very playable if combined with LITERALLY A THIRD OF MY DECK Chilling Grasp is Expose Evil but better, lasts for longer and is great for buying some time for me Niblis of Frost would be great as a 3/3 flyer for 4 with prowess but its ability to tap things makes it even more wonderful Guardian of Tazeem Is in as a win condition, a flying blocker, and its landfall ability is fab in this deck, possibly setting up things for Containment Membrane or Sheer Drop Skyline Cascade IT'S LAND THAT TAPS THINGS WHAT MORE COULD I WANT? IT IS Rush of Ice FOR 0 MANA Void Shatter is a 3 mana counter anything, brilliant. Scatter to the Winds is a 3 mana counter anything with awaken if I so desire Horribly Awry is a 2 mana Spell Queller killer. Immolating Glare is inexpensive removal Sheer Drop Is perfectly suited for this deck, and has the ability to awaken things if I want, why wouldn't I play it? Reflector Mage is a 3 mana 2/3 which does the equivalent of "Tap target creature, it doesn't untap during their controller's untap step" which makes them pay mana. Anticipate Is a draw card for if my hand dries up. Thing in the Ice Flip is still here due to being a 0/4 blocker for 2, and for only requiring 4 spells to be played to become a 7/8 board wipe. due to the fact I have more instants than creatures, not even counting sorceries, I believe it is a wise card to play. Sphinx of the Final Word Is here because it is hard to get rid of , especially in a situation where I have countered or tapped down any major threats, and is thus a win condition. Displace is here on the off chance I play an opponent with a similar strategy and don't have a counterspell in hand at the time.
1 year ago
Yeah, I would recommend running 4 Chilling Grasps because they are super powerful. I would take out all the Expose Evils because it is just not as good, your Blessed Alliance because it doesn't tap things and the lifegain isn't that great, and one Anticipate. Sphinx of the Final Word, while completely amazing, is seven mana which could screw you over in the early game and Thing in the Ice Flip doesn't tap stuff and can't block fliers so I would take both of them out to make room for four Niblis of Frosts.
Here is an example decklist:
3x Port Town
4x Rush of Ice
3x Sheer Drop
Here is my reasoning for each new card (feel free to take as many or few suggestions as you want):
Chilling Grasp can lock down opponent's creatures until they don't matter anymore.
Containment Membrane keeps things tapped.
Crush of Tentacles just seems like a fun card.
1 year ago
Idk, this seems too bold. I think you're in desperate need of some mana dorks or ramp. Rethink some of the creatures and replace them with dorks, or mana rocks.
I would really strongly consider cutting Guardian of Tazeem, Bear's Companion, Akoum Hellkite, Honored Hierarch, Hellkite Charger. Sage of Ancient Lore Flip, Scourge of Fleets. I also would consider dropping double mana symbols in red or blue if you're not going to run much ramp.
Grab some cluestones/keyrunes/signets in your color schemes Gruul Cluestone, Izzet Cluestone, Simic Cluestone / Gruul Keyrune. Izzet Keyrune, Simic Keyrune / Gruul Signet, Izzet Signet, Simic Signet. Maybe even Temur Banner to help fix mana. Hedron Archive, def a Sol Ring if you wanna ramp, altho I know it's a little expensive.
All that being said, if your deck plays consistently well with your playgroup then disregard everything, but it looks like all beaters and zero room for missing your land drop.