|Commander / EDH||Legal|
Printings View all
|Saviors of Kamigawa (SOK)||Common|
Combos Browse all
Sorcery — Arcane
Draw three cards. Discard three cards at end of turn.
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Ideas Unbound Discussion
20 hours ago
Ideas Unbound seems good to me, especially in a deck like storm, but I haven't done much testing with it.
2 weeks ago
1 month ago
1 month ago
I would definitely go back up to 4x Thing in the Ice over Omenspeaker, especially because you don't have any creature removal whatsoever. I don't like Omenspeaker because it's a bad threat that doesn't fuel your Serpent or flip Thing, and gets sent back to your hand if you do flip Thing. I would just run card draw in that slot instead, it'll speed up your win conditions. If you want to be running Cryptic Serpent, the faster you fill your graveyard the better. I think that makes Telling Time better, especially considering it gets discounted by Baral. Censor seems pretty bad. It's a bad draw spell or a bad counter-spell put together and I don't think the utility really makes it better. It's worth noting that you only draw a card off of Baral if the spell actually resolves, so if they pay the 1 mana tax, you don't get to draw.
If you find yourself usually wanting more draw, playing a couple Thought Scour early will get you a turn 3 Cryptic Serpent. Divination also isn't a very strong card in Modern. If you want to filter through cards, Ideas Unbound could also help your Cryptic Serpent a bit more. Sleight of Hand is probably the next best blue cantrip after Serum Visions.
Splashing red and/or white adds a ton to this kind of deck but I get the feelin' you don't want to buy expensive lands :).
If you do want to experiment, red will bring you Enigma Drake, Manamorphose, Faithless Looting, Kiln Fiend+Temur Battle Rage, Lightning Bolt, Bedlam Reveler (which doesn't get sent to your hand by Thing, cuts down Serpent cost considerably, and refills your hand), Blood Moon, Izzet Charm, and the Pyromancer Ascension angle. A lot of those cards are pretty affordable with the exception of Blood Moon and maybe Manamorphose.
White will bring you Path to Exile, Supreme Verdict, and Myth Realized (which I'm a big fan of because you can activate it after flipping a Thing and usually swing for ~13 damage). If you do Blue+Red+White, you're open to Pyromancer Ascension which benefits from having a big graveyard and lets you get crazy value out of stuff like Boros Charm and Lightning Helix.
I love Thing in the Ice decks, played one for a while. Hope my insight was useful to you, gl :)
2 months ago
I think you can get away with less lands, as you only really need one to start the combo.
I used to play the following cards in my weirdstorm deck:Visions of Beyond fills your hand, Peek to look out for counters/removal, Ideas Unbound reads draw three for UU during combo turn, Thought Scour mainly to enable visions, Kiln Fiend as a backup
Just some thoughts, good luck
3 months ago
3 months ago
If you had room for basic lands you could easily run the Scroll Rack + Land Tax card engine. Land Tax gives you three basics, scroll rack swaps those cards along with any other trash cards you don't like in your hand for new cards, and then Land Tax shuffles your library on your next turn so not only will you not draw into what you tucked away, but the process always repeats giving you the equivalent of an Ancestral Recall on all your turns.
Honestly at this point you got your deck feels like its held down so tightly it almost looks impossible to suggest any ways in which to make improvements.
I noticed you're running Wheel of Fortune. I don't know if you've considered Reforge the Soul some time long ago, but considering you're running Vampiric Tutor, Mystical Tutor, Lim-Dul's Vault, and Imperial Seal with can-trips galore it would practically be Wheel of Fortune for 1 less or at the same cost but at instant speed given it miracle cost. Sure it slightly impacts Dark Confidant and ad nauseum but only by 2 damage more on the off-chance it gets top-decked in a 99-card deck.
Other spells I could probably throw at the wall to see what sticks would be, Fragmentize, Argivian Find, Abolish, Ideas Unbound, Lightning Axe, Day's Undoing, Long-Term Plans, Defense Grid, Swerve, Darkblast, (Specifically for dredging dead cards with Sensei's Top.) Painful Truths, Abrade, Shattering Spree, Ensnaring Bridge, Standstill, Surgical Extraction, Snuff Out, Vendetta, Pongify, Rapid Hybridization, Innocent Blood, Esper Charm, Kolaghan's Command, Reanimate, Maze of Ith, Arcane Denial, Apostle's Blessing, Shadow of Doubt, Impulse.
Sorry if none of that ended up being helpful to you. I tried covering a wide range of spells that would vary in their ability depending on how your meta is.
5 months ago
I'm sure you're already aware of Wheel of Fortune, but that's the one big one I'm seeing that could go in.
These ones are good not just for draw triggers, but for filtering to what's needed at the time.
I can see you're focused on making -everyone- draw. You have a lot of high-powered cards here, but some lower costed filters like these can push out damage and improve your position. You'll likely be drawing a lot anyway, so the discard portion of my suggestions isn't much of a drawback.
I've worked with Nekusar builds before, and while they are awesome on paper, giving your opponents so much draw power can be detrimental.