|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Uncommon|
|Duel Decks: Jace vs. Chandra (DD2)||Common|
|Mercadian Masques (MMQ)||Common|
Combos Browse all
You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.
Draw two cards.
1 day ago
4 days ago
1 week ago
Ghostly Flicker seems like a good cut - it was mostly in because of Archaeomancer and I cut that down to just one of those so there isn't much value left (except the ability to protect 1 or 2 Anglers/Augurs from removal).
Gush seems to be too good to cut - great synergy with Growth Spiral and Foil (I have since moved 1 foil to mainboard). Daze shares the same synergy - I will test it out when I dredge it up from my collection. I see 2x Daze as often a dead draw - I hesitate to go 2 mainboard but there should probably be at least 1 mainboard and at least 1 side.
1 week ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
1 week ago
1 week ago
I like your list quite a bit, one thing that I do have to suggest is to up Gush , from my playtesting, I found 3 Gush and 2 Foil to be the perfect number to run. Many games turned around for me the moment I drew Gush, and it allowed for some really crazy turns.
One card that has overperformed for me is Echoing Truth over Snap. I'm currently running 2, but for the next tournament I'm going to be running 3, and this is mainly for my local metagame, as some of the matches I came against were elves, mono white wheenies, and blue mill with Persistent Petioners. In all these matchups it often removed lots of tokens, or bounced 2 or 3 creatures at a time. It was even helpful against boggles, as it allowed me to bounce enchantments in multiples.
2 weeks ago
paulrafael7 If you Proteus Staff Fblthp with no other creatures in your library, you get you order your library however you want to and then draw two cards. The basic line from there is: draw Lion's Eye Diamond and Gitaxian Probe . Cast LED, cast Git Probe, crack LED with probe on the stack. Probe draws you Gush . You use the alternative cost on gush, and draw Frantic Search and Mana Crypt . Discard the lands you bounced for gush to draw two with FS, grabbing Dramatic Reversal and Isochron Scepter . Assuming you still had three lands, you should still have UUU floating. Use crypt mana to play the scepter, use UU to use it to untap the Staff, use your final U and mana crypt to proteus staff Fblthp again. Grab two more mana rocks, probably Mox Opal and Mana Vault . Now you have enough mana rocks to produce infinite mana with the dramatic scepter combo, and Fblthp+Proteus Staff draws your deck. At this point, you can win in several ways, but the cleanest is looping Stroke of Genius
3 weeks ago
dude1818 The more I play and upgrade this deck, the less its about cascade. Wheel works really well without cascade, and while trying to cascade out a wheel, it can be far harder to predict. As it is, Yidris is usually just my opener, cascading out for value early on. My playgroup has wised up to the threat of cascade from Yidris, so lower cmc spells also help to stabilise a board after hes hit with heavy CC. My plan is to add in a Doomsday combo soon, my pile being Gitaxian Probe , Gush , Pact of Negation , Street Wraith and Laboratory Maniac . Or, for a less mana intensive, cascade friendly version, Ancestral Vision , Pact of Negation , anything (maybe more protection), Gush and then labman, with the initial cascade trigger being anything else in the deck. After this I want to add ad nauseum then lowering the average CMC to be 3 or less except for Whispering Madness and a few other things. This is why my average CMC is getting lower and lower.
Gush occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%