Sorcery — Arcane
Draw three cards. Discard three cards at end of turn.
Printings View all
|Saviors of Kamigawa (SOK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Ideas Unbound Discussion
1 day ago
As far as I know, the vast majority of playgroups don't have consistent turn 3 comboing off. I wouldn't worry too much, it sounds like your playgroup plays at a pretty high level, but it's also not bad to aspire for greatness.
About the deck itself, I would try some more combos with your mana rocks and mana dorks and play fewer counterspells/removalspells. By that I mean things like Voltaic Key with Basalt Monolith. Clock of Omens with Emerald Medallion. Mystical Tutor into a Dramatic Reversal. Kodama's Might with Devoted Druid. Ideas Unbound for the turn when you plan to win. As I said, I'm building a Phelddagrif deck, so if you want any ideas, I'm happy to share them (though I don't guarantee they will be good.)
2 weeks ago
I've run into the exact same problem as you described, admittedly (lack of creatures, or having too many, and then not having enough mana replenishers during the combo turn). However, I did some research online, and some people (including myself) have come up with quite intriguing solutions.
I think the most competitively viable solution would be this - (and yes, I also now agree that more colors may be both necessary and useful) - tutor for Selvala, Explorer Returned with the buffet of black tutors available, try to play targeting cantrips that give creatures haste (or any other good way of giving her haste works too), then focus on playing the targeting cantrips that untap stuff.
This solves the issue of not having enough mana, and works well because your opponents most likely will be unable to do much with all the cards you're putting in their hand, as you'll most likely win that turn. If you really wanted to be creative, you could play elements of Lantern Control in that deck to optimize your Selvala taps and plan on milling them out, which is great synergy.
Another possibility (this one was not my idea), (also yes, it sounds ridiculous, please bear with me) is - Arcane Tribal. Basically, Arcane is normally terrible. However, with the way the rules are currently built, there just so happens to be some insane interactions with Zada. Say you have, Tazri+Zada and a couple other creatures, and you play Ideas Unbound. Your opponents think "OK? So what?" Now imagine that you Splice on Hundred-Talon Strike. For 2 mana, you just drew 12 cards. If you tap Tazri for the Splice (whatever), target Zada, you will give all creatures the first strike - as well as draw 3 per creature. This can also be applied with other cards, like Desperate Ritual - (of course, there are other splice cards, some you want to target, some not, some you want to play first, some not).
The main issue with this idea is that it requires more mana at the beginning of the combo - and more importantly - lowers consistency. However, what's more epic than playing ARCANE TRIBAL in cEDH? It would also require a lot more skill to use, however, would totally catch people off guard.
One last idea I had (this one is especially half-baked) is Additional Combat Tribal. There happens to be one card, Seize the Day, which both targets a single creature, and gives additional combats (and even has flashback!). One could tutor for it with black, play a lot of creatures with keywords such as vigilance, flying, haste, etc. and simply beat face. Hard. You could even play untapping targeting cantrips and cards that give mana for combats, such as Neheb, the Eternal and Sakiko, Mother of Summer.
Thanks for reading. If either of these sound like good ideas, feel free to try them. Luckily, with 5 colors, there are many, many possibilities, so eventually only one needs to work well to matter.
2 months ago
I would definitely try to focus on just two colors. Ideas Unbound is pretty hard to cast, and usually, you would want to sac a land with Perilous Research but because you have sac- lands, that gets a lot harder. Rush of Vitality may be better than Withstand Death too, because it's easier to cast, and because you can gain a ton of life in the process of going off, so if you fizzle, you can still wait a bunch and try again.
2 months ago
3 months ago
Some of these suggestions might not be strong enough, but I think Firestorm is an going to be one of the best non-counterspell interactive spells for this deck. Rites of Refusal deserves consideration for a slot over at least Counterspell despite not being a true hard counter.
Along the line of Firestorm, Conflagrate and Turbulent Dreams can be considered at the same time. I think Ideas Unbound probably doesn't make the cut, but is worth consideration. These are all probably stronger than Flux, which seems to be the weakest link currently.
3 months ago
So, pay offs and dredges are pretty nice for a deck like this. Dread Return and Vengeful Pharaoh have nice synergy with creatres and graveyard sheniaghans. Stinkweed Imp, Golgari Thug, Dakmor Salvage, and Darkblast are great for feeling your yard; getting them in the bin can be easily accomplished with Buried Alive, Entomb, Ideas Unbound and Forbidden Alchemy
6 months ago
yea the deck as it woz woz to slow so i'm thinking you guys were right that Ideas Unbound will make the deck faster so thanks for the advice and trying it this way what you guys think??
8 months ago
Hello, AhabDownUnder! I just cut Mystic Remora in the latest update of the deck last week, It was good, but sometimes it resulted in negative tempo if the opponent just dropped creatures, so I've decided to cut it for the time being.
Snuff Out was a card in the initial draft list a long time ago, but not being able to destroy Black creatures (which is one of the best colors in the format, thus gets played a lot) and the deck having so few Swamps to cast it for free meant it had to go. Syncopate is a bit on the weaker side, and there are some other counters I'd rather run if I needed more: Condescend , Mana Leak , Negate and Rewind all come to mind.