|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
|Duel Decks: Izzet vs. Golgari (DDJ)||Uncommon|
|Promo Set (000)||Uncommon|
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- Counter target noncreature spell unless its controller pays .
- Izzet Charm deals 2 damage to target creature.
- Draw two cards, then discard two cards.
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|Want (2)||samuelianstorm , mafmatician|
Izzet Charm Discussion
5 days ago
Electrolyze and Thermo-Alchemist could help you a bunch! Opt could lead into better card draw as well. Serum Visions might help you also. Lava Spike and Rift Bolt if you want to go more burn. Remand and Izzet Charm would be great counterspells.
1 week ago
Angrath, Minotaur Pirate, is not a legal commander because it is not a creature. Only Planeswalkers which specifically delineate that they can be used as a commander (example: Teferi, Temporal Archmage), or when they start as a creature (example: Jace, Vryn's Prodigy Flip).
Another rule of commander is that all cards in the deck must exclusively fall within your commander's colour identity. Colour identity includes both the colorus to cast the spell, and all mana symbols in the text box. Even assuming arguendo your commander is legal (though it is not, as established herein), its colour identity would be Red and Black. Thus, you can only play cards with Red or Black colour identities.
I am well aware Boros Reckoner can either be red or white. Its colour identity is both Red and White--as such, it would be illegal with a Rakdos commander.
The following cards, would also fall outside Rakdos' colours, and thus would not be permissible:
- Admiral Beckett Brass
- Daring Saboteur
- Deadeye Plunderers
- Hostage Taker
- Sailor of Means
- Siren Stormtamer
- Skyship Plunderer
- Storm Fleet Aerialist
- Storm Fleet Sprinter
- Dimir Charm
- Grixis Charm
- Izzet Charm
- Pit Fight
You also cannot use any lands which have non-Red/Black symbols in their rules texts. Vivid Creek, Island, Dimir Aqueduct, Dismal Backwater, Swiftwater Cliffs, and Izzet Boilerworks are all no-goes. The same is true of artifacts, so Dimir Signet, Izzet Signet, and Sky Diamond cannot be used. While Fellwar Stone can produce non-Red/Black mana, because it does not have mana symbols in it, its colour identity is colourless, and can thus be used in any deck.
I think that covers everything. There might be more that I missed. I hope this proves helpful.
2 weeks ago
First: Sorry to ask a rude question: Have you actually tried playing karoo lands against someone who didn't like you to? Trainwreck, right there. Opponent kills your Merrow Reejerey, it's bad enough, but if you can hang on a couple of turns, you'll catch up in lost mana (karoo lands both enter the battlefield tapped and bounces a land, so playing it in turn 2 means that you don't really get any extra value of it compared with a 1-mana land until turn 5 under normal and undisrupted circumstances, after that it adds extra mana). Opponent Ghost Quarters your karoo land instead? (and presumably everybody has anti-land-tech, because tron) That was that game, gg, extend hand, after having tried to crawl back from having 1 land in turn 3, and at best a Cursecatcher on the table to defend you. Sure, you'd also get a basic land if an opponent ghost quarters your karoo, so that's the silver lining, but it's not really what it could have been.
Second: Manamorphose. Is it better than Spreading Seas? That's the card most merfolk deck plays in full sets, for obvious reasons, and you don't have at all. It doesn't just cantrip, it also tampers with opposing lands - enough to cut of a color for a 3color deck, or delay tron for at least one turn. Sure, it's 2 mana: draw a card, with Isochron Scepter, but so would Squelch or Remand be (provided you could find a target for them).
Last: Low number of creatures, no Aether Vials, and piles of instants. Normally the most powerful thing about merfolk is that you can cheat on mana with vial, like 6 extra mana by turn 4. And you have to, in order to play more merfolk than your opponent can keep up with removing (which is how you're most likely to win with classical merfolk - more cratures hitting harder over shorter time than opponent). Here you don't have that luxury, so you have to play your merfolk out of your mana... which you would also like to keep up for instants like Simic Charm and Izzet Charm, or for Isochron Scepter activations. Speaking of scepter, the charms aren't really good without it, so an opponent with an early discard spell would likely target the scepter, and leave you with all the charms, and they just aren't all that good (they are not Lightning Bolt, Mana Leak, and Blossoming Defense, or whatever they resemble a bit, as they cost too much).
So I think this take on merfolk, while inventive, is too reliant on synergies, that do not work without all the pieces - karoo + reejerey only works when both are there (on turn 4, with a cursecatcher and a 2 cmc merfolk), isochron scepter + charms are only good if you actually get the scepter into play while you have a charm in hand. In return you give up the basic winning strategy of merfolk, known as "puke fish out all over the table, watch opponent die".
3 weeks ago
Hey ej133, thank you for your feedback! Truth be told, this deck is a thought experiment at this point and something I'd like to build but can't afford at the moment.
You raise a good point regarding Blood Moon, and it is something I've considered being a problem as well. Since this build only runs 6 fetches, and just 4 can grab an Island, it may be that Blood Moon is untenable in this build. I did add the 19th land to the board for that reason, but it may not be enough.
As for Opt, it may be that the deck wants to run some number of them, but Serum Visions is a must-play in Delver for ensuring that it flips. I did consider Opt instead of Peek, and that may be the correct choice.
I haven't seen many other Temur Delver lists running Izzet Charm, and it may be that card is just bad here, but it appears to do a lot of things we want: digs for cards and fuels Delve, creature burn, or noncreature countermagic.
Again, I really appreciate your feedback, and I'd love to hear any other thoughts you have on the deck. Thanks!
3 weeks ago
I'm just wondering how you play those Blood Moons on your sideboard without totally locking out your game. Is it working fine for you?
Anyhow, these are just suggestions. Love everything you're doing here. Keep it up!
1 month ago
Izzet Charm is a must for Izzet decks, I think :)It helps with removal, countering, and also with card draw triggers!
1 month ago
Hey, very nice, but there's a lack of cheap mana draw spells.
One drop draw is good with Kess:
Not sure why you left most of these out of the deck they're budget.
Two drop draw is also good:
Good budget tutors:
If the win condition here is Hailfire or Exsanguinate consider more of the powerful rituals:
Cabal with threshold is very good.
Good luck with your deck.
1 month ago
Why is it that for any spell that lets you choose a mode (Izzet Charm, Cryptic Command), you always have to declare what mode you're choosing as you cast the spell and not as part of the resolution, whereas a spell that instructs you to choose a card name (Cabal Therapy) has you choose as part of the resolution?