|Commander / EDH||Legal|
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|Dragons of Tarkir (DTK)||Rare|
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Creature — Dragon
When Icefall Regent enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Icefall Regent.
Spells your opponents cast that target Icefall Regent cost more to cast.
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Icefall Regent Discussion
3 weeks ago
Browbeat is certainly an interesting cantrip option, but it is unreliable because it depends on the other player. Blightning is awkward in this deck because of its mana cost, and tbh I think I'd rather stick to Bolt.
Thunderbreak Regent is shifting the deck in a more midrange direction. Although it is proactive it isnt really what I want to do as a control deck, as it doesn't contribute to the lockdown effect that Icefall Regent provides.
But thanks so much for taking the time out of your day to make these recommendations. I appreciate it and would be glad to hear from you more often :)!
1 month ago
I had thoughts about Hypnotic Siren, however it would only work once, as I don't think I can clone it for its Bestow cost, therefore it would only be a one time usage.
1 month ago
I have a Keiga deck too, here's a few of my thoughts from my build.
1 month ago
If you want to play things like walkers and big spells in the Esper Colors, you should probably go for a control shell.
The cards you should be looking into obtaining if that's the case (That aren't overly expensive moneywise), are:
Path to Exile is the best Removal spell in your colors, followed closely by Fatal Push. If you don't find them too expensive, play them (5-8 in a combination of the twon is my recomendation.) Besides those, Go for the Throat is good, but don't play more than 2. Blessed Alliance is a very flexible removal option. Condemn is also playable. It's really good against Death's Shadow, but otherwise mostly just a replacement for Path to Exile if you can't get enough of those.
As for counterspells. You've got a lot of decent options. 1-3 Mana Leak, 1-2 Negate (or Countersquall if you feel your manabase is consistant enough). 0-2 Remand and 0-1 Spell Snare. Other than those there is Deprive, which I don't particularly like, and Logic Knot which really takes Fetch-lands (like Flooded Strand and Polluted Delta) to be worthwhile.
Lingering Souls is a super consistant both as a block outlet, and a damage rack. I would run between 2-4 in almost every slow modenr deck that has black and white. But it's potential increases and decreases with how likely you are to get it into your graveyard by your own card effects. ( It gets better in decks with Collective Brutality and Liliana of the Veil). If you do decite to play Lingering Souls, Sorin, Solemn Visitor can be a great planeswalker.
Esper Charm is flexible card advantage. It's great.
As for what to cut from your current list, I feel like your very worst cards currently consist of:
Gideon, Champion of Justice, Sorin, Grim Nemesis, Tezzeret, Master of Metal, Diabolic Tutor, Quietus Spike, Icefall Regent, Angel of Condemnation, Aegis Angel, Followed Footsteps, Authority of the Consuls, and Dictate of Heliod.
1 month ago
Rzepkanut I thought Phyrexian Ingester said a creature you control as opposed to a creature in general... Stunt Double and Duplicant would sacrifice the $50 budget for the deck unfortunately, and I have an Icefall Regent instead of a Dungeon Geist because its just better, it does cost one more mana but Braids will just dump him on the field, thanks for the upvote and suggestions!
2 months ago
Thing in the Ice Flip is in my opinion the best of all the creatures in your deck. Lategame, you can draw it of a Sphinx's Revelation in opponents turn, and play and flip it in your own turn, making it a kind of sweeper.
Fetchland - you cannot replace a fetchland with a basicland, as the fetch can find both of your colors. Drawing a Plains when you want the third Island for your Cryptic Command is just bitter. Fetches smoothens this out a lot. If you draw one lategame, you either just leave it alone, or fetch a basic. But (in this deck) you bring them for early game manafixing, since you don't need them for delve, delirium, or something like that. Adding 4 fetches is a lot like having an additional 4 shocklands, except you don't have to draw all of them. And, randomly, they are a key component of playing against lantern control.
2 months ago
Mandalorian Thank you very much for your feedback, I appreciate you taking the time to give suggestions.
I have added in Gideon Jura as he looks pretty solid when it comes to protecting your life total.
One thing I don't understand are fetch lands.. Why would you draw a fetch land, play it, then sacrifice it and lose a life when if you'd replaced it with a basic land it would produce the same outcome?
Even though they don't survive sweepers?
2 months ago
Mandalorian is right concerning Divination. It's simply not a modern-playable card. You could play Opt instead - it digs just as deep in your deck as divination, but for a lot less mana, and at instant-speed.
Your creatures are interesting, do powerful things, and have some real weaknesses.
Nyx-Fleece Ram... why? To gain life? You have no synergies around life-gain, and it's not a relevant card in all matchups. Off to the sideboard, or out of the deck. Also, Sphinx's Revelation should be enough lifegain for most games.
For a control deck, you don't have much removal, and that could be a problem. If you want to play control, you should look for creatures that can survive sweepers, and then you should play sweepers - Wrath of God, Day of Judgment, Supreme Verdict, and so on. There's reason manlands are popular with control decks :)
Grand Arbiter Augustin IV is not really great in modern - he is killed by all the 3 most common 1 cmc removal-spells (Fatal Push, Path to Exile, and Lightning Bolt), contrary to the somewhat-similar Thalia, Guardian of Thraben he doesn't hit the table before a burn deck has emptied its hand anyway, and you have to get quite far into the game, before you can play augustin and keep up mana for a protective counterspell.