|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Common|
|Commander 2014 (C14)||Common|
|Duel Decks: Jace vs Vraska (DDM)||Common|
Combos Browse all
Into the Roil
Kicker (You may pay an additional as you cast this spell.)
Return target nonland permanent to its owner's hand. If Into the Roil was kicked, draw a card.
Price & Acquistion Set Price Alerts
|Have (8)||ibraJG84 , xXThormentXx , frederiklw , ironax , rainbowofdeath , , corys , DFDGamer|
Into the Roil Discussion
2 weeks ago
I built a deck like this and ended up hating Vapor Snag - I almost always wanted
1 month ago
I have been trying to piece together the deck on the cheap, so I haven't managed to put it all together and play with it much yet, but I will keep your thoughts on Echoing Truth vs Into the Roil in mind. The ability to kick it and draw a card is nice, but maybe not really worth it.
My other thought is to try to speed the deck up a bit by bringing in a playset of Quicken so that I can fire off my Living End and Ancestral Vision at instant speed. Part of what I like about the deck is the ability to be able to cast off of As Foretold on your opponent's turn. Being able to leave up mana for counters, then cycle a few creatures and drop a Living End at the end of the opponents turn, then untap and swing seems really powerful.
1 month ago
Pretty neat! I like the addition of Nimble Obstructionist.Do you often find yourself using Into the Roil's kicker, though? If it almost never happens, maybe consider Echoing Truth? Same cost, and returning multiples of the same permanent can some times be a big game changer.
1 month ago
lets me see if i can explain the choises:
Kefnet are a redundance for Azure Mage but harder to remove and Rhonas is something like a bkp of wincon with his buff atk (and kefnet can make he atk easy)
In fact i just choose Thousand-Year Elixir for the false haste. Holding at least one couple Pili+Architect in hand (in bad cases) and a counter we can combo with 5 manas avaliable. I never think about the 3rd color, i just dont say much on this for now, but things like bolt can bring more gas, maybe.
i thinked about more creatures to adjust the toolbox like Trinket Mage to get Walking Ballista (or side piece like Pithing Needle) Trophy Mage to get Elixir or more tools .. idk .. what creatures i can run? ideas?
I never thinked about Jace, but to recast CoCo (or anything) i want to trade Into the Roil for Cryptic Command grow Eternal Witness: Counter Bounce Witness, cast witness get back what we need, and can repeat.
1 month ago
While I like Kazandu Tuskcaller as a card, I think it needs a different color shell as a combo win condition. Temur would be the best choice with Intruder Alarm. The key thing is that you need to win on the turn you play Alarm, and the tokens don't have haste. So you either need a haste effect or an ETB trigger like Impact Tremors or Warstorm Surge. Without haste you have lethal on turn 5 and you'll let your opponent untap with the symmetrical Alarm effect online. That will backfire more often than not without extremely heavy counter backup.
Adding more mana dorks doesn't feel plausible. All the creatures already count as mana dorks, and playing more would cut into interaction slots, which are extremely important for protecting the inevitable combo explosion. (More on that later.)
3 vs 4 Alarms is a bit more complicated matter, so I'll try to explain my brewing choice. As mentioned earlier, you mostly want to win on the turn Alarm hits the field, so you generally don't want to draw more than one. It's also mostly a plan B, Azor's Gateway
Flip being the original starting point. There are two different scenarios for playing Alarm:
1) You have Gateway + Kiora's Follower or Fatestitcher already on the field and a creature or Forbidden Orchard in hand. You play Alarm to flip Gateway or spin the looting wheel to dig for Mastermind's Acquisition and win.
2) The nut draw. T1 Watery Grave (or just a fetch for it)), Inquisition of Kozilek for taking out fast removal, pass. T2 any green source, play Follower, pass. T3 tap lands, tap Follower targeting a land, tap untapped land, play Alarm, play Orchard, get infinite mana of all colors, cast Acquisition, win game with Banefire to the face. T1 sequence is sort of optional. You essentially only need GU mana T2 for Follower and T3 Alarm + Acquisition + Orchard. Not the most unreasonable scenario, but still pretty much once or twice in a lifetime.
Current board state has a heavy impact on whether playing Alarm is a good idea or not, so playing 4 seems overkill. Drawing one is still rarely a complete dud, since it can be looted away with Gateway as the 3-drop, leaving our interaction in hand. 3 copies gives a good chance to draw one and a reasonable chance to draw a second one if the first was thrown through the Gateway.
The interaction package is a bit unconventional, but there's method in this madness. Since win conditions take away slots from the sideboard, mainboard interaction needs to be flexible, even at the cost of some efficiency. Gateway also requires several different mana costs, so spreading out action to different costs is another key point. Remand is the main counter before sideboarding. No restrictions and does not cost a card, which is important for efficient looting. The downside is the recast opportunity given to opponent, but just buying that one more turn is often critical. Into the Roil is the catch-all for threats that evaded counter protection, the kicker is relevant for keeping your hand full. Hero's Downfall gets planeswalkers and creatures too big for Fatal Push, instant speed is the deciding feature when comparing to other similar effects. Evacuation is the board wipe of choice for two reasons: instant speed and the ability to get our own key dorks back on the field afterwards. Could also be used as very inefficient protection against opposing removal. Cyclonic Rift is on double duty as early game critical spot removal and late game asymmetrical board wipe, just one copy for flexibility since Roil is preferable in early game. Dissipate is the hard counter for things that need to go away and stay away.
When I'm looking for some wiggle room in the list, the two cards I'd like to play as 4-ofs are Remand and Acquisition. The possible cuts could be Cyclonic Rift or a Forest, since the deck does not need many lands to operate. Acquisition is the trickier nut to crack. While it's essential for firing any of the win conditions, it doesn't really do anything if the mana engines are not online. Four mana to tutor a combo piece is likely too expensive. Then again, there's still the pitch-to-gateway option.
Sideboard is pretty simple. Hate for opposing combo decks and graveyards, more counters against control and some enchantment/artifact removal that is a bit lacking in the main. Land based shenanigans like Tron and Valakut could be tough, so countering the real threats is key.
Final disclaimer: I don't currently have the full deck. I have most of the cards, but I'm missing some of the more expensive ones and while I have roughly all of the manabase, the lands are all over other decks. I'm a deck hoarder, not a competitive player, but this is something I'd like to put together at some point. The idea came from an attempt to transfer a working standard idea from MTGGoldfish into modern with some extra layers of insanity.
1 month ago
Recommendations for cards-
Cut down your land base to at most 32 lands (you really won't want more than that)
Cut out your extra turn spells unless you plan on dedicating the deck to taking extra turns. If you plan on being competitive however, I do advise against extra turn spells.
1 month ago
Keranos, God of Storms seems like a potential add if you need a late finisher. Fire/Ice seems great in counterburn. Stormchaser Mage is a great beater. Fiery Confluence is good but a bit expensive but works amazingly. Eidolon of the Great Revel can deal a lot of damage but is also expensive. Firebolt is just an shock with flashback. Flames of the Blood Hand is good if your meta has a lot of life gain. Lava Spike 3 points for 1 mana. Harsh Mentor is great for punishing people with money. Monastery Swiftspear is a lot of damage early and late with prowess. Searing Blaze is both removal and burn. Shard Volley is 3 damage for 1 mana. Soul-Scar Mage the only other 1 mana creature with prowess and helps deal with indestructible or annoying creatures. Sulfuric Vortex stops life gain. Thundermaw Hellkite deals the final 5 damage. Vexing Devil flame slash to the dome or a 4/3 for 1. Zealous Conscripts steals a blocker and can turn it sideways. Zo-Zu the Punisher punishes lands entering the battlefield.
Censor. Fantastic tempo card cycles into stuff later. Cryptic Serpent hopefully 2 mana 6/5. Dig Through Time this card is nuts. Fact or Fiction who doesn't love picking their poison? Gitaxian Probe gives information and draws a card. Impulse look at the top 4 and take anything is pretty good. Into the Roil hits anything that isn't a land and draws a card. Miscalculation censor 2.0 Mystical Tutor get's the final points of damage. Pull from Tomorrow draws 4 and you discard a land. Torrential Gearhulk expensive but replays anything for free (also rotates from standard at the end of the year and the price will drop)
heaps more cards here https://docs.google.com/spreadsheets/d/13mMN_mKwaWaOjZhwoyYOiVtIRSZ81y0mkDRrqX0WgdM