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Holistic Wisdom Discussion
4 months ago
That all makes sense, and is also why a card like Holistic Wisdom might be a good thing to have.
It turns out that I have been reading Awakening wrong this whole time, I thought it only untapped my own creatures and lands. What I really want is a Prophet of Kruphix that falls under the Naya umbrella to pair with Sigarda's Aid, which is more symbiotic than Vedalken Orrery and much less frightening than Vernal Equinox.
9 months ago
As for the other suggestions here are my thoughts on them:
Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).
Kamahl, Fist of Krosa: same as elesh
Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.
Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.
Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.
All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)
Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.
9 months ago
Try some of the new ixalan tribal cards they really help ex, Vanquisher's Banner,Regisaur Alpha, Mavren Fein, Dusk Apostle. Non ixalan cards you might want to add are Holistic Wisdom, Coat of Arms maybe Horde of Notions and Zombie Apocalypse. Sarkhan Unbroken is nice if you can ult him. Endless Ranks of the Dead provide quite a bit of cannon fodder,The commanders from c17 are nice too.
9 months ago
In my decks, the cards that haven't been printed since the modern frame that I had never seen played before I found them to put them in my deck are Caverns of Despair, Grip of Chaos, Hall of Gemstone, Holistic Wisdom, Primal Order, Titania's Song, Hunting Grounds, Ritual of the Machine, Steal Enchantment, Aura Thief, and Thalakos Deceiver.
mazrimtaim on BGM
10 months ago
I would say take out Godhead of Awe it still leaves creatures with their abilities so making them smaller doesn't really help that much. Possessed Portal seems too easy. Sprout Swarm is just bad. I don't see much use to Enchanted Evening and Holistic Wisdom.
11 months ago
Been a while since I commented. I'll try to respond primarily to those points that others haven't already addressed.
Thought-Knot Seer is expensive to cast and doesn't really perform a vital function in this deck, given that its abilities don't have a high impact.
Stax is a challenge. This deck does have the means to outpace some stax decks by ramping extremely aggressively, but sacrifice engines in particular are effective at keeping utility creatures from having a great deal of impact. I haven't played in several years (apart from the casual 60-card game here or there), so I'm not really qualified anymore to assess how this deck competes with more modern Tier 1-Tier 2 stax decks.
This deck would rather not play Zendikar Resurgent or Mana Reflection because they need to be hard cast and are more difficult to find. Vorinclex, Voice of Hunger would be a stronger choice in that respect (because it's Tooth and Nailable), but even then it hasn't made the cut. I leave that to players' discretion, though. Some people may find that the redundancy is important in their meta.
As a combo deck, this deck can normally outpace most noncombo aggro decks. Certain commander damage decks can pose a threat if unanswered. And don't forget that you can chump block with utility creatures if you have to. Surviving in a difficult position is preferable to being out of the game entirely.
I do feel that way about Consecrated Sphinx from time to time. Unfortunately, having not played in a true competitive multiplayer environment in a long time, I can't say with certainty whether it needs to be replaced. The mana cost is the biggest downside, but it's a powerful backup draw engine that's much less risky than Damia herself.
Stroke of Genius is serviceable, and there are ways to recur cards from the graveyard just as there are ways to get them back from the library. I use Blue Sun's Zenith because mana is not an issue by the combo turn and the win con is safer (from hate effects) in the library than in the yard.
Timetwister is an interesting choice, and certainly something that becomes more potent as this deck becomes faster. I would test it.
Arbor Elf ramps, but Crop Rotation does not. I'm not sure if they're comparable in terms of slot consumption. In some metas, the land tutor may be more important because there may be a greater dependence on cards like Boseiju, Who Shelters All.
I don't recommend playing Demonic Consultation unless you're playing Laboratory Maniac, and I don't really think this deck wants to play either (although it could be built in such a way that they're more viable). Demonic Consultation presents the issue of exiling potentially necessary win conditions in order to find a combo piece, and it's never really completely safe to use. Similarly, Tainted Pact isn't in the deck (and is actually covered in the "Omissions" section). I don't think there are many cases where I'd so desperately need a single card that I could risk potentially exiling every other card for it.
It's true that Crucible of Worlds is a good card, but every card in this deck is a good card. Crucible of Worlds doesn't really provide necessary functionality to this deck, though, so I wouldn't call it one of the best cards and similarly wouldn't be able to justify increasing its redundancy at the expense of some other functionality.
Lots of feedback there. I'll try to respond to as much as I have space for.
Rising Waters is an issue because this deck really wants to maximize its mana availability.
Future Sight was in a much earlier version of the deck, but was cut because the cost outweighed the value. Some people may prefer to run it, but I don't.
Pendrell Mists is a good stax card, but this isn't a stax deck. I'd rather keep my utility creatures at the risk of letting other people keep theirs.
Autumn's Veil has some potential. I've never really experimented with it in the 99, though.
Night's Whisper is not as preferable as a draw engine, in my opinion.
Notion Thief could be good in some cases, and I haven't actually tested it in the deck, but there weren't very many times where I think I would have (and would prefer to spend) the mana on it given its inconsistency from game to game.
Brainstorm was in an earlier version of the deck, and it could still justifiably be run given all of the fetch lands, but I prefer to spend the slot on other cards.
Baleful Strix doesn't really do enough to justify spending the mana.
Trinket Mage is a more expensive and more limited tutor than those already in the deck.
Arcane Denial is in the deck because it's a hard counter for , which I'll gladly take in the final turn.
Three Visits and Nature's Lore are important ramp cards and cannot be cut. Skyshroud Claim could potentially be cut on a cost basis, but it's very powerful and pays for half of its own cost on resolution.
Mindslaver is not something this deck needs. I don't really want to spend to control someone's turn if I could spend much less to get myself closer to actually winning. It's not good without a recursion combo or when facing multiple opponents.
Academy Ruins could be played, but I don't really need to recur any of the artifacts in this deck as much as I need access to on-color mana.
Omniscience is not necessary. My primary win con is an spell, which doesn't benefit at all from Omniscience and does benefit from an infinite mana combo (the latter of which enables just as many other cards as the former).
11 months ago
Since you already have Primal Command, which can can put it back into your library, then search the library, maybe Holistic Wisdom to recur either Panglacial Wurm or the Command? Not quite what you were looking for, but the closest I could find.
11 months ago
odd mechanics in green:
Bellowing Tanglewurm, Beacon Behemoth, Avoid Fate, Cream of the Crop, City of Solitude, Brooding Saurian, Heartwood Storyteller, Gurzigost, Genju of the Cedars, Gaea's Liege, Freyalise's Winds, Fertile Imagination, Eyes of the Wisent, Engulfing Slagwurm, Elven Warhounds, Elephant Grass, Hermit of the Natterknolls Flip, Hidden Gibbons (and the other hidden creatures / enchantments), Dosan the Falling Leaf, Holistic Wisdom, Hornet Sting, Hunted Troll, Ichneumon Druid, Kashi-Tribe Reaver (and the rest of kashi-tri, if only for the lockdown mechanic), Lifeforce, Lignify, Lost in the Woods, Mammoth Harness, Meandering Towershell, Midsummer Revel, Mindbender Spores, Mortal Wound, Multani, Maro-Sorcerer, Nacatl War-Pride, Nature's Wrath, Night Soil (okay, this one is odd - because the colon is after the removal of creatures, it happens faster than players can respond or trigger to - it happens at the "cost" step of activating the ability), Noxious Revival, Panglacial Wurm, Permeating Mass, Planeswalker's Favor, Protean Hydra, Quirion Druid, Recycle, Revelation, Riftsweeper, Rite of Passage, Root Maze, Rootrunner, Rust, Scarwood Bandits, Sprouting Phytohydra, Sporogenesis, Spike Tiller, Sheltering Ancient, Selvala's Charge, Sekki, Seasons' Guide, Wave of Vitriol, Wonderlust, Vernal Equinox, Unyaro Bees, Typhoon, Tropical Storm, Tornado, Tempting Wurm, Tempting Licid, Symbiotic Deployment, Superior Numbers, Stunted Growth, Wild Mammoth, Wolfcaller's Howl, Worldspine Wurm, Xantid Swarm, and Yavimaya Dryad