Choose an opponent. You and that player each draw three cards.
Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.
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Intellectual Offering Discussion
1 month ago
Other than something janky like that, most other tutor commanders are extremely good and when built right are generally T1-T2 decks, depending on playgroups.
I recommend a fun thing of Kaho, Minamo Historian and focus on Training Grounds. Add in a Clever Impersonator, Copy Enchantment, and the like to make his instants cost virtually nothing. Having him tutor up a Turnabout, Intellectual Offering, and Essence Flux for an infinite mana and draw.
1 month ago
Seedborn Muse lets you activate multiple times a turn cycle.
Birthing Pod is fun in tasigur decks
Step 1: get out tasigur
Step 2: pod him into Avenger of Zendikar
Step 3: Oh hi there Craterhoof Behemoth
Heartbeat of Spring+ Palinchron (already in the deck)= Infinite mana (you can do the same thing with deadeye already I know but redundancy for infinite combos isn't bad)Infinite mana+ Tasigur, the Golden Fang means you can mill your entire library and then keep activating him until there is nothing in the graveyard your opponents can give you back.
If hypothetically 2 of the cards you get back are Laboratory Maniac and a way to draw a card, or maybe an Exsanguinate or theoretically if you had Kokusho, the Evening Star and Hero's Downfall then used your infinite mana and tasigur to get both back repeatedly...
Look all i'm saying is it would be unfortunate for your opponent's life total.
3 months ago
I love the deck! I specifically like the low CMC and good curve. +1 from me! I did have a few questions/comments....
Can you provide a comprehensive list of your combos/synergies/win conditions?
Since you want to lock the board, here is something you might want to consider.... Oboro, Palace in the Clouds - Creates a soft lock with Quicksilver Fountain. Although it might be anti-synergistic with Back to Basics, it still holds potential value by hurting your opponents land base. Bonus points for the counters staying on the lands keeping them as islands even when the fountain is destroyed.
No Pact of Negation? Imagine the following scenario....
Invoke Prejudice <3 Love this card! Feels like it would be great here.
Maybe Savor the Moment?
Land Equilibrium seems like a great way to ruin someone's day
Gilded Drake just for sh*t's and giggles when you take their commander only to have them use a removal spell and then pay extra haha!
4 months ago
At least from the Blue/Green cards, I'm not seeing anything assymetrical. Thanks for the help though, Bhaal666.
In case the Hunted cards were insufficient in describing what I'm looking for, the Commander 2014 offering cycle (see Intellectual Offering) are another good example: they benefit me and another player (or 2. Our group plays mostly 4-player games) without helping the whole table. They can help me make alliances or correct a boardstate imbalance that would see one player jump too far ahead from traditional group hug cards.
5 months ago
5 months ago
Alright, time to tackle this beast from a deck builder's standpoint. First, let's talk about what packages this deck needs, and by that I mean the things this deck needs to do: Wipes, Ramp, Politics, and Utility. This deck does not need targeted removal or counter spells to function, the inclusion of which would actually diminish the power of the deck.
Wipes - These are all the Wrath of God effects you can and should be playing. These will make running any other kinds of creature removal obsolete, save for a little commander removal utility which I will discuss in the Utility package. These are the wipes that your deck should be playing:Wrath of God, Supreme Verdict, In Garruk's Wake, Planar Cleansing, Toxic Deluge, Damnation, Merciless Eviction, Blasphemous Act, Chain Reaction, Final JudgementWith these as your wipes, you shouldn't run low on answers to gummy board states, especially with your commander being the Death Baby.
Ramp - This package is going to get you the mana to do what you need to do, as most of your value is coming from cards with high costs. With the ramp, it needs to interact well with your five color mana base, which by the way I will discuss further down this comment so you can see why I would make it the way I would. Here are the ramp spells you should be playing, or at least what the ramp spells you play should be like:Shard Convergence, Farseek, Sylvan Scrying, Oblivion Sower, Chromatic Lantern, Gilded Lotus, Collective Voyage, Tempt with Discovery, Solemn Simulacrum, Fellwar Stone, Commander's SphereNotice that the ones that get lands, all but the Sad Robot, get your Shock Lands or any land, allowing you to more consistently hit all your colors. This is highly important, but don't lose sight of the importance of Basic Lands as well. They can be very useful and should be in this deck in force.
Politics - This is a tricky package to put together. It will have cards that take you off peoples' radar as well as cards that can make you allies and enemies. One thing to be careful of here is putting in Chaos cards and Group Hate/Hug cards, because these will definitely not have the desired effect. Here are a few examples of cards that fit into this section, though exactly what cards like these you choose to put in are entirely up to you.Infernal Offering, Intellectual Offering, Volcanic Offering, Jace, Memory Adept, Reward the Faithful, Queen Marchesa, Jester's CapThis is clearly not a comprehensive list, but I think you get the point of what these cards do. Don't be afraid to make enemies, because sometimes it's the best way to make allies, and even if the world is your enemy, what creatures will they attack you with when you wipe the board, huh?
Utility - This last package is even more vague than the Politics one, but is arguably more important. This package will be filled with things that interact with your other cards, namely your commander, and serve a greater purpose in your deck. These cards are the cards that will really make your deck shine. Here are a few good ones:Hedonist's Trove, Sen Triplets, Rescue from the Underworld, Boros Charm, Greater Good, Nim Deathmantle, Greenwarden of Murasa, Demonic Tutor, Sepulchral Primordial, Archaeomancer, Song of the Dryads, Imprisoned in the Moon, Time Stop, Keranos, God of StormsAgain, clearly not a comprehensive list of utilities that belong in this deck, but this is a great way to start. Take a look at these cards and you will see the types of effects you need in your deck and you will notice the synergies that each of them has.
Now, let's talk mana base. First of all, this deck's mana base is too all over the place and will make not only ramping but getting your colors difficult. So, let's throw it out for now and start from scratch.First, when building a mana base for this deck, you want to think about what the best ways to get all your colors are. The most classic and well proven method is to play Dual Lands and Fetch Lands, or Shocks and Fetches, depending on budget. It is also worth noting on a budget level that the enemy Fetch Lands are exceedingly expensive and can be replace with Mirage Fetch Lands for the less affluent EDH player. Anyway, you will want to run one of each Dual/Shock and one of each Fetch.Next, is the obviously useful lands. These include, but are not limited to, Command Tower, Reflecting Pool, Exotic Orchard, City of Brass, Mana Confluence, and, because of your high concentration of black cards, Urborg, Tomb of Yawgmoth. Be sure to only fill up your mana base a little with these.Finally, it is time for basic lands. Now, I very strongly recommend playing between thirty-nine and forty-two lands in a deck with this kind of mana base and as high a curve as yours should and will be. So, now comes the math part. I know, Boohoo, but it is simple. what you will do is count up your lands you already included, then subtract that number from your total number of lands, let's assume forty, and save that number. For example's sake, I'll assume that number is 12. Now, go through your non-lands and separate by color, evenly distributing multicolored cards among their colors, until you have your five stacks. Count the total number of cards, keep that number, and then count the total number in each stack and save those numbers. The conversion is very simple from there: You take the number in that color, let's say white is 20, and divide by the total number of non-lands, which in this example is 60. You get 0.333333333 etc. Multiply that by the number of basics you will have, which in this example is 12. You get 4, so you will have 4 Plains in your deck. Repeat for each of the other colors, and you will have a complete mana base that will be at least mostly consistent.
Hope this helps with your fine-tuning process Trey, let me know if you need more help later.
6 months ago
6 months ago
So after some thought I think if you are going to use Phenax, God of Deception we need to tweak your deck. I think since Phenax, God of Deception does your milling for you mill cards might be something you do not need.
So I think the following cards can be replaced Dimir Charm, Psychic Spiral, Trepanation Blade, Mind Grind, Jace's Archivist, and Traumatize. You could straight up replace all of these with counter magic, mana ramp, and/or card draw.
Desertion for Psychic Spiral counter magic and control magic
Sygg, River Cutthroat for Tamiyo's Journal more potential card draw and 2 devotion
Thousand-Year Elixir for Trepanation Blade more mill, haste for activations, and at worst vigilance for a creature for 3.
Psychic Strike for Memory Plunder mill and counters
Freed from the Real for Identity Thief same devotion more value
Pemmin's Aura for Dimir Charm protection, mill, shenanigans
Traumatize for Intellectual Offering politics, mill, card draw
Tree of Perdition for Jace's Archivist win??