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Helm of Awakening
Spells cost less to play.
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Helm of Awakening Discussion
3 weeks ago
Consider running cards that can literally reduce the casting cost of your Samurai....examples are Urza's Incubator, Planar Gate, Stone Calendar, Helm of Awakening, Semblance Anvil, Cloud Key and Pearl Medallion considering its MonoWhite..With all of these artifacts being out, your Samurai should cost upto 10 mana less to cast, but that is as long as Kentaro is out on the field
1 month ago
Okay, so I do realize you ask for possible cuts, but I've honestly got too many things to list option-wise to say where a cut could/should be made. Some examples of options you may have missed:
Weird Harvest, Mana Flare, Dictate of Karametra, Howling Mine, Heartwood Storyteller, Shizuko, Caller of Autumn, Skullwinder, Horn of Greed, Helm of Awakening, Spectral Searchlight, Primal Vigor, Seed the Land, Bubble Matrix, Flux, Beacon of Immortality, Dawnbreak Reclaimer, Liege of the Hollows, Ghosts of the Innocent, Pulsemage Advocate, Orzhov Advokist, Wishmonger, Tangleroot. Storm Cauldron, Grove of the Burnwillows, Mikokoro, Center of the Sea, Geier Reach Sanitarium, Arbiter of Knollridge, Dakra Mystic, Concordant Crossroads, and
(my last two to mention that I cannot believe YOU don't even mention them how could you possibly have missed these and I'm metaphorically running out of air here)
whew. Okay, firstly I do not do "tldr" summaries, so I'm afraid you'll have to sift through the above the slow way (which that isn' even an exhaustive list btw).
Secondly, to help you sift through the above I would ask is there a specific manner in which you are wanting to help people? Do you like seeing certain gameplans win or hate others? By example is that I can see some cards like Hive Mind being too helpful possibly towards "storm" decks, but if you're playing a catch-all type of group hug then that's no big deal.
Another idea is are you into fringe group hug effects? By which I mean playing Urborg, Tomb of Yawgmoth just to help everyone mana fix that uses black. Or even playing Ink-Treader Nephilim in tandem with say Tempt with Reflections to give everybody an extra copy of literally every creature on their board and them some. Heck, if you ran Rite of Replication you could let everyone have EVERY creature on the board. The nephilim isn't directly a group hug card here but it has the potential to hug. Kinda like Guided Passage no?
Just some food for thought. ;D
1 month ago
Librudder, how many cards do you usually draw off a turn two Necropotence?
1 month ago
Yeah, I do really like Spelltwine half the reason why I took it out, was because I don't know if I really want to look through everyone's 30-40 card graveyards for that perfect spell, lol.
I agree Command Beacon is legit. Adding immediately.
Phyrexian Tyranny actually scares me a lot. Especially since I hope to have a no hand limit in play and there are more ways for me to draw than my opponents in this deck.
I do want both of the Talismans but I am straining to find enough cuts to add them back, and I already have the 3 signets to do very similar work.
Pact of Negation is out of my comfort zone as far as cost at the moment, but certainly worth thinking about.
I see your point about Minds Aglow. My original thought was that I could dump mana into it to finish the game. But you are right I don't really have many ways to support an X cost spell except in the case of the Waste Not + wheel.
Ghastly Conscription was also in there to deny a graveyard centric deck, as well as to get some potentially juicy creatures out there. Day's Undoing is only one spell and as long as there is like one or two wheels in between I think it would still have pretty good value. I honestly think that situation would be pretty rare where there isn't anything good left in anyone's graveyard.
I agree Runehorn Hellkite is very expensive for a wheel. However, being able to wheel from the graveyard is exactly why it's there. The way this deck goes dumping over half my library into my graveyard every game, I think it's actually very likely to be there as an ace-in-the-hole backup wheel when I need it.
Totally didn't realize Helm of Awakening was all players. Cutting it now.
Sudden Spoiling does so much more than Fog. It removes all creatures abilities without letting them respond. I'm thinking of all of the situations where someone is about to fire off a massive combo that relies on a triggered ability, or the repeated use of an activated ability. However, I am still going to cut it because it very likely won't be in my hand at the right time. Seeing as how my hand will cycle pretty much every time I have a wheel and at least one draw/discard trigger in play. I can't really afford to be much of a reliable responder with this deck.
My thought process on Nighthowler was to use him to survive the inevitable board wipe and still have high value on the board. But, I think you are right, it doesn't really fit as well as I would want it to, and I don't really have a way to make it connect.
1 month ago
Spelltwine fits a bit of the recursion theme - recasting one of your wheels, while giving you the added bonus of getting a spell from an opponent's graveyard since they'll be full to the brim.
Command Beacon is a land that can help mitigate the increasing taxation on your commander.
Pact of Negation - nothing helps resolve a commander like a free counterspell. Albeit not a budget card.
Some more lands - 34 is way too little unless you want to waste your wheels to draw your 4th/5th land.
Minds Aglow is basically an over-priced wheel. No one is going to willingly pay mana into it, meaning you're stuck with footing the bill. Could be really great after a Waste Not + wheel leaving you with 10 mana, but more often than not, this will be "Pay 7 mana to have everyone draw 6". It is good in a team format though.
Runehorn Hellkite is a 7 mana wheel that has to be in your graveyard in order to work.
Helm of Awakening is pretty high-risk as it discounts your opponents' plays. This can backfire pretty badly unless you plan on winning immediately.
Nighthowler doesn't fit the deck very well. Their graveyards may be big (or not after Day's Undoing) but the deck doesn't support attacking or removing blockers meaning they'll always be able to block.
1 month ago
Wee_Dragonaut: While Arbor Elf can be a little inconsistent its ability to tap for blue and black far outweighs the downside. This deck has very little need for the green nonland ramp Llanowar Elves and his brothers provides. The key is to mullighan away hands where you draw arbor elf and don't have a fetchland or dual forest. Getting those turn 1 ramp sources is vitally important for the early win so I use arbor elf l despite its hoops.
BarbeChenue: Thank you! This is honestly the type of deck I have always wanted to make but I never had the right combination of cards/commander before.
Waste Not is a greedy card with little utility outside my wheels, but it does allow for some ridiculous early wins. It also helps alot on ad nauseams since if I get to 5 but don't have engine I can use all my mana for it and a wheel to get much more mana and a new 25 cards. Whispering Madness proved to good for me despite being one mana more expensive than what is ideal. A less "all in" deck could cut both and Helm of Awakening (which I may cut anyways since it is only a viable play on a combo turn) for more interaction. While the turn 2 win rate would likely drop below the 16-20% it has been testing at over my past 100 or so runs (I got 3 turn 2 wins in a 4 game stretch 10 minutes ago!), the deck would be more resilient and have more answers to killer stax pieces.
Indeed Codex Shredder is a neat backup win condition with alot of subtle uses (disrupting topdeck tutors/ regrowth effect/ mox opal activation), but I still may go back to Praetor's Grasp as it is more useful for this deck outside win condition situations.
The added rituals, Culling the Weak and Cabal Ritual fit the all in combo deck wonderfully, but I also think they make the deck more resilient. Just like Carpet of Flowers they make my ramp package less vulnerable to Null Rod and Linvala, Keeper of Silence. Both have tremendous upside on combo turns as well.
1 month ago
I remember that Yawgmoth's Will + LED game!
I see you've made quite a few modifications to the list. I'd have to go over many cards to get a good grasp of the changes (this tool helps: https://www.youtube.com/watch?v=VwPRfXnu2EE). I'll compare it to my static tournament-legal list Paradox Scepter Storm.
What I've noticed is the addition of Astral Cornucopia as a replacement for Mishra's Bauble (since you can cast it for 0 as a way to trigger Paradox Engine in a pinch, and it doubles as a color fixer). You had already added Everflowing Chalice as a replacement for Urza's Bauble, it was probably based on the same argument. You added Cyclonic Rift, Vandalblast, Jace, Vryn's Prodigy Flip, Helm of Awakening, Merchant Scroll, Cabal Ritual, and Spell Pierce: all of which I can easily fathom the reasoning; Helm combos with top, and Jace combos with both Dramatic Scepter and Paradox Engine, the rest are great removal/counterspells or added rituals. I guess Merchant Scroll can fetch for both removal in Cyc. Rift or Dramatic Reversal. You always ran Culling the Weak, which is very explosive. You run two different lands in Inventors' Fair and Gemstone Caverns while I prefer Tarnished Citadel and Arid Mesa.
I'm a little surprised by the return of Whispering Madness: I'm guessing you found utility in it despite the higher CMC? Waste Not returned as well. Codex Shredder is a spicy addition as well, I'm guessing it is there to get back Paradox Engine when it's removed?
The other card I still play and you don't are Bloom Tender, Candelabra of Tawnos, Dimir Signet, Fire Covenant, Flusterstorm, Kiora's Follower, Lim-Dul's Vault, Praetor's Grasp, Simic Signet, Sylvan Library.
I'd be curious to try both lists in a pod. Your play style is miles more all-in than mine, and this latest iteration reflects that. Very good work!
enpc on Lilbrudder
1 month ago
What do you think about Etherium Sculptor in place of Helm of Awakening? And that makes sense redunandcy wise. Do you feel though that you can get the required 17 spells in one turn to get the 150-200 dmaage required to kill the table? Doesn't it also mean that you end up running a high number of cantrips just so you have stuff to cast?