|Commander / EDH||Legal|
Printings View all
|Duel Decks: Speed vs. Cunning (DDN)||Common|
|From the Vault: Twenty (V13)||Mythic Rare|
|Beatdown Box Set (BTD)||Common|
|Promo Set (000)||None|
Combos Browse all
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
|Have (2)||MrShhh , rockleemyhero|
|Want (5)||nClark45 , Lunchmonkey , energyforest , Darkspy , Timedrqgon|
1 week ago
I understand the reasoning behind the lack of 2 cmc rocks, but I also really like not having to worry as much about recasting Urza if he gets countered/destroyed. I haven't tested it, but on paper it seems a bit more safe.
I also really dislike Recurring Insight. Why not just use Urza's last ability more times with that mana? I've playtested this build multiple times now and tbh I've never drawn more than 4-5 cards (and that's casting the card in two different games). It just seems really bad.
Additionally, I think that Rings+Basalt+Power Artifact should be added in. There's a lot of synergy to be found in the cards and easy wins pop out when you cast them. I can understand the reasoning behind inclusions like Future Sight and Jeweled Amulet (especially after playtesting them), but the deck feels weird without those strong cards.
My CEDH for the last 3-4 years was Arcum, and the builds of the decks, in my eyes, were going to be quite similar. Obviously, different wincons, but ramping into a 4 cmc general that, if left unanswered, would win. It feels strange to be playing a Mono-U artifact-based deck that doesn't run some of these cards.
Lastly, your primer mentions winning with a Teferi ult but no teferi is found in the deck. Also, another budget option for timetwister (at least based on my playtesting) is Echo of Eons . I kinda understand your reasoning for replacing twister with Stroke of Genius , but the cards seem to fill different purposes, hitting it off an uzra activation seems really bad, and why not just run Blue Sun's Zenith ? Time Spiral may also be worth looking into. The Tabernacle at Pendrell Vale needs a) a budget replacement or b) to just be cut in general. It's not the worst thing in the list at all but has some major issues that others have mentioned in the comments. Also, Trinisphere is obviously really good, but don't you have to tap it during your turn to not be affected by it? And if so, wouldn't that make it not work on your opponents' turn? (Without unwinding clock, of course.) You also have Impulse and Copy Artifact in the main and maybeboards.
I think there's still some work to be done with this list. After playtesting, I wish I had a bit more creature removal and less instances when I just durdle out. I hope to see some changes!
Last thing: snow-covered lands are for people who run Extraplanar Lens or what?
1 week ago
1 week ago
Hey, looks good, but you left out Approach of the Second Sun in the deck list, the main wincon you want to use?
Unfortunately, Approach with rebound doesn't work to win you the game. A rebounded Approach is being cast from exile not from your hand. Because you must cast Approach from your hand to win as long as you did cast Approach any other way at any other point in a game. The extra turns and draw spells are good with rebound to draw seven cards deep to find Approach.
Reconnaissance is good as a repeatable way to remove Taigam from combat. After he attacks getting the rebound trigger for your spells you can take him out of combat, protecting him. This is helpful because Taigam doesn't have evasion and he has to attack to get the rebound trigger for your spells. Mother of Runes and Giver of Runes are repeatable protection and can give Taigam evasion by giving him protection from a color of a creature who's blocking him in combat. These cards can also protect Monastery Mentor who is by far the best prowess creature. Consider cutting several of the lackluster prowess creatures for more two drop mana rocks and draw spells? Getting Taigam onto the battlefield faster with ramp does much more with instant and sorceries.
Cards to consider adding:
- Mother of Runes
- Giver of Runes
- Reliquary Tower : no max hand size is helpful when drawing cards.
- Adarkar Wastes
- Prairie Stream
- City of Brass
- Talisman of Progress
- Baral, Chief of Compliance
- Knight of the White Orchid : land ramp, can search for Fountain, Farmland, Stream or Plains and put one of them onto the battlefield.
- Mystical Tutor
- Mind Stone
- Mystic Remora : one of the best budget sources of repeatable draw in multiplayer Commander.
- Dig Through Time : excellent delve card in Commander, amazing with rebound.
- Preordain or Serum Visions
- Frantic Search
- Impulse or Fact or Fiction
- Aven Mindcensor : disrupt your opponents tutors making them less effective includes Fetch lands.
Cards to consider cutting:
- Cloudcrest Lake
- Azorius Guildgate
- Tranquil Cove
- Jeskai Elder
- Jeskai Sage
- Reliquary Monk
- Serene Master
- Stratus Dancer
- Student of Ojutai
- Wandering Champion
- Elusive Spellfist
- Ishai, Ojutai Dragonspeaker
- Ojutai Exemplars
- Zephyr Scribe
- Enlightened Ascetic
- Forbidding Spirit
- Kami of False Hope
4 weeks ago
also no a second non mill wincon ?
4 weeks ago
I'm also not set on Etherium Sculptor , sure it might make stuff cheaper but is that actually needed? It doesn't help fueling your commander directly. I'd rather have a controlly (stax/counterspell) or cantrip/extra draw there like Impulse .
Finally I'm not set on Recurring Insight I get that this is a fallback option if you run out of gas. However if you try to "hard cast" it it leaves you fully open: you probably have used all your mana, or have one or two mana left to counter things.
I'd much rather play Blue Sun's Zenith if we wish to refuel during combo (as it can also be used for a wincon on itself if the rest gets exiled), or Thirst for Knowledge as card advantage - that one gives simply midgame a way to dig, without leaving you without mana.
4 weeks ago
4 weeks ago
Definitely needs a good chunk of more artifact ramp and the staple blue card draw. I would say at least 10-11 artifacts that tap for mana.
I would look to add Cyclonic Rift , Dig Through Time , Fact or Fiction , Impulse , Ponder , Preordain , Gitaxian Probe , Sensei's Divining Top , Dramatic Reversal , Frantic Search , Rhystic Study , Mystic Remora , High Tide in addition to more artifact ramp of your choosing.
Looks like a good amount of counter magic, but see how it goes. Maybe cut Arcane Denial if you feel its too much.
Looking at your discard outlets for the Library of Leng synergy I assume, you'll want some more artifact tutors as well.
If you're looking at this deck to be cutthroat and competitive, you should look to Chain Veil teferi and cEdh Fblthp. The staple draw, interaction, stax and tutors they run would also be good here with the addition of your extra turns/top deck combo lines.
Best of luck to you, looks like a cool deck with a lot of potential. Hope that's helpful.
4 weeks ago
Right off the bat, I think you should run Preordain . The card is very powerful, and I see it in your 'Maybeboard.' Second, I saw you replaced Anticipate with Sensei's Divining Top . This is a good idea, but if you're looking for more cantrip effects, Impulse is a strictly better Anticipate . Furthermore, looking at your deck's curve, you might want to consider running Counterbalance in conjunction with top -- I have had good results with that combo, particularly if running Zendikar and Onslaught fetches to clear the top. Azami's draw ability would do just as well though.
I don't think Halimar Depths is a very good card. Sage of Epityr is a one-drop wizard who does the same thing (slightly better, actually) and doubles as card-advantage later in the game. Siren Stormtamer is another good utility one-drop wizard, as is Sidisi's Faithful . (Note that Sidisi's Faithful can be tapped to draw a card while the exploit trigger is on the stack, and you can still have it exploit itself.) Generally any low-cost wizard that has a relevant ability is a good idea. Furthermore, cards like Intruder Alarm and Paradox Engine are your friend, as they make spells into spells plus draw 4 or 5.
Pairing Azami with Mind Over Matter then becomes an auto-win in conjunction with Jace, Wielder of Mysteries . For the record, Laboratory Maniac is a wizard, but I like your choice of Jace better. I think the Lab Man/Jace combos are likely a better way to win than wizard aggro.
Riptide Laboratory is a good way to protect your general.
Sapphire Medallion , which I see is also in the 'Maybeboard,' is also a good card. Mono-blue has little ramp, so any two-drop ramp is good. Same goes for Sky Diamond , Baral, Chief of Compliance and Coldsteel Heart . With more rocks, things like Aphetto Alchemist also get better (I strongly recommend playing him).
I do not recommend Portent . Half the time I use cantrips, I am using them to find a land or some other card I want to use immediately. The Ice Age slowtrips just don't fulfill that need.
Finally, I am not sure I think Arcane Lighthouse or Detection Tower are very good. It may be a meta-call, but I feel that Azami costing triple-blue means you want to run as few colorless lands as possible.
All the best and good luck! Azami was one of my pet decks when I used to play her.
Impulse occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
UBR (Grixis): 0.47%