Creature — Bird Scout
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Printings View all
|Khans of Tarkir (KTK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Jeskai Windscout Discussion
3 years ago
Hi,Firebones675!Thanks for you comment! I want to try some other choices like 2 Invisible Stalker in place of my Jeskai Windscout and play with 60 cards. Do you have any other suggestions? What should i take it off, or replace? Thanks a lot for the help! =)
3 years ago
3 years ago
So i feel like you have added your own twist on mizzix and what not and its not too bad adding in additional win cons like kiki/splinter with exarch and what not but i feel like alot of your creatures could probably get tossed out for protection for your commander. Some lock out or stall enchantments and better mana rocks would also probably be more beneficial. I would take out Jeskai Windscout, Blistercoil Weird, Keranos, God of Storms, Kiln Fiend, Melek, Izzet Paragon, Monastery Swiftspear, Nivix Cyclops, Stormchaser Mage, and Thing in the Ice Flip. Alot of these just wont be popping off for damage or are situational at best especially because even if you play 1 or 2 spells a turn they still dont do much for you and its honestly just easier to put in some spells and gas to get big spells faster or to combo out with mizzix. So creature wise id take all those out just my opinion. Uhm things id add are probably Darksteel Plate, Pyromancer's Goggles, Vedalken Orrery. So idk i feel like those are good additions, plate helps mizzix live through wraths although giving him shroud or hexproof would also help, goggles help get a copy of giant blast right away although it probably is a little slow for your build i think, orrey just another way to give sorceries more kick in this.
3 years ago
First off Reckless Charge is not modern legal. Assault Strobe is not going to suffice at sorcery speed. I would recommend Temur Battle Rage. If you have 2 attackers, you can buff the one that does not get blocked, rather then giving the one that they block double strike.(Trample is nice too). Izzet Boilerworks is a good budget replacement for Swiftwater Cliffs. If you do this, you can actually take out 2 basics due to the card value that the bounce lands bring. Another cheap land replacement is Temple of Epiphany. If you have more money: Painlands < Shocklands < Fetchlands. There is absolutly no reason to not have Lightning Bolt in your deck. Too Bonkers to not be an auto-include. Harness the Storm is nowhere near as good as you think it is, and I would reccomend cutting it.
Your Creatures have a weird power level gap. Cards like Stormchaser Mage and Monastery Swiftspear are great, but most of the others arent too great. I would cut Jeskai Windscout and Bloodfire Expert. Replacements would be Shu Yun, the Silent Tempest (2x) and Abbot of Keral Keep (4x). The Abbot is rather expensive right now, but it will rotate out with Eldrich Moon, and should go down to a reasonable price.
4 years ago
My rule of thumb:
- Effects that say that creatures are "gaining" or "getting" something only affect the creatures that are on the battlefield (and satisfy whichever condition is set for the effect) at the time the effect resolves. Let's say I control Glory Seeker and Wild Mongrel and cast Sanctified Charge, then cast a Mons's Goblin Raiders and discard a card to make Wild Mongrel white. Mons's Goblin Raiders will be a 1/1, not a 3/2, because it was not on the battlefield when Sanctified Charge resolved; and Wild Mongrel will not get First Strike since it was not white when Sanctified Charge resolved. Conversely, Glory Seeker will retain First Strike even if it stops being white for whatever reason. This is the case for Languish.
- Effects that say "each creature" (or "each artifact", "each permanent", etc) also work the same way. If I activate the ability on Immobilizer Eldrazi, my opponent won't be able to block with his Warden of Geometries, even if they target it with Unnatural Endurance and make it into a 4/3 after the immobilizing ability has resolved. Conversely, they can still flash in a Void Grafter after the ability resolved, and block with it, even if its toughness is greater than its power, since it wasn't on the battlefield at the time.
- Effects that don't fall in either category don't "tag" the creatures and will affect creatures regardless of whether they were on the battlefield at the time the ability resolved - basically these abilities create a temporary change in the rules of the game. If my opponent casts Temur Charm choosing the third mode ("creatures with power 3 or less cannot block this turn") and I control a face-down Efreet Weaponmaster and a Jeskai Windscout, I can go to flip up my weaponmaster, target the windscout with the abilites, and now my creatures (a 4/3 and a 5/1) can actually block.
Hmmm. I think I might try to make this into an article. Not sure, but I think knowing this "rule of thumb" might be interesting for the people out there.
4 years ago
When it comes to prowess, you want to be able to cast a lot of cheap noncreature spells, and then swing in for massive damage. You should consider some fliers like Cunning Breezedancer Riverwheel Aerialists Jeskai Windscout or Lotus Path Djinn. If you're going for a more aggro build, consider taking out an Archangel of Tithes or Seeker of the Way to make room. For more control, you could definitely use more counterspells. Stratus Dancer is a good one. Card draw is always nice to have as well, so some things to consider are Coastal Discovery Dragonlord's Prerogative Enhanced Awareness Treasure Cruise or, if you want to pay a little less mana, Refocus Defiant Strike or Angelic Gift.
Your mana color ratio is a little off, so you might want to fix that. Some other cards that are just generally useful here are Bone to Ash Contradict Profound Journey Jhessian Thief Jace, Vryn's Prodigy Flip and Ojutai's Command. I'm not sure if surge works well here, but prowess is a solid mechanic and I think this deck could definitely win some games.