|Commander / EDH||Legal|
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Copy target instant or sorcery spell you control. If Increasing Vengeance was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
Flashback 3RR (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Price & Acquistion Set Price Alerts
|Have (9)||, Ashy , accioali , pskinn01 , Kvothe1115 , moonmonster , rockleemyhero , PTsmitty , LTmiller|
Increasing Vengeance Discussion
2 days ago
Chain Reaction is a really good board wipe: it's inexpensive, has a low CMC, and almost always kills everything.Staff of Nin is recurring card draw and it's cheap. Mind's Eye is more expensive but probably better at drawing cards. Magus of the Wheel and Dragon Mage are more wheel effects you could try. You might also want to try Mana Flare, Treasonous Ogre, or Caged Sun for even more mana to sink into Ashling.
You might want to try damage doublers: Furnace of Rath, Insult / Injury, Quest for Pure Flame, Dictate of the Twin Gods, Curse of Bloodletting, Gratuitous Violence, or Overblaze. All of these are pretty inexpensive.
Copying spells is a neat way to increase the value of your burns. You could try any of these: Reverberate, Wild Ricochet, Fork, Chandra, the Firebrand, Dual Casting, Dualcaster Mage, Increasing Vengeance, Howl of the Horde. You can also use most of these to copy pesky counterspells or copy draw or ramp spells. Price of Glory is great since you're mostly playing at sorcery speed. Pyroblast, Red Elemental Blast, Ricochet Trap, and Burnout are good for hating on blue players. Overmaster, Reroute, or Shunt might be okay too.
5 days ago
Not all cards on the reserved list are expensive and/or powerful. Look at Roc of Kher Ridges. Nothing extraordinary, just a 3/3 French vanilla. except its on the reserved list. Interestingly. whilst Fork is on the reserved list, it has not prevented the printing of the likes of Reverberate or Increasing Vengeance.
The filter lands from that aren't that expensive (except Twilight Mire). But they probably shouldn't cost as much as a shock land...
1 week ago
I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.
Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.
One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)
Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.
What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.
There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.
Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.
Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.
Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.
Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)
The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.
Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.
I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.
Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.
If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.
Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.
Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.
My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.
2 weeks ago
2 weeks ago
3 weeks ago
Thanks for the suggestion Hybrow , more like Hy-bro.
Only reason they are not in the Main deck (and I waffled a lot. Like a lot. You think I'm joking. But I spent literal hours, arguing with me about this) is because this deck is more of a Thematic/Gimmick/Vorthos Deck centered around Chandra and only Chandra, as much as possible.
As time goes on and more Chandra-featuring cards are released and I have a better/more powerful/competitive-ish deck (here's hoping) I might wisen up and take the plunge in removing the worse Chandra cards and replacing them with more double-casting cards.
Alas, your comment will probably spark me to enter into debate with myself regarding this at 2am tonight. Again.
If you wish to assist me in this: would you kindly point out specific cards for me to remove from my Chandra deck to be replaced by double-casting cards?
Thanks <3. May the Fourth be with you.
3 weeks ago
I used to run my Mizzy deck with a huge focus on building experience counters and killing opponents with giant X cost burns. Inexorable Tide is an easy way to build experience, though the card has gone up in price since I first bought them. So after getting 20 or more experience counters, burn one opponent, then use Reverberate, Increasing Vengeance, Nivix Guildmage, or Sigil Tracer to copy all that damage to another target. There are a few more creatures out there that let you copy spells. Another strong artifact for burn spells is Pyromancer's Goggles. You can also look into Fire Servant, but he's got a tendency to not stick around long in my experience.
1 month ago
I've got a few suggestions depending on how you want to play your table.
Want to run a little more cleaner? Rewind and Syncopate are good counter spells to throw in, maybe adding a Isochron Scepter to make your Twincast and Reverberate a constant threat, draw cards like Blue Sun's Zenith and Stroke of Genius will help keep you with steady answers.
Want to blow your friends away? Comet Storm and Increasing Vengeance with Mizzix can get out of control, Insurrection is a great way to end a game if your table runs a little stompy. And I'm a huge fan of using Runechanter's Pike on Mizzix to remove someone from the game with commander damage.
Either way excellent deck thus far!! Mizzix a great commander to build around,