|Commander / EDH||Legal|
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|Aether Revolt (AER)||Rare|
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Kari Zev's Expertise
Gain control of target creature or Vehicle until end of turn. Untap it. It gains haste until end of turn.
You may cast a card with converted mana cost 2 or less from your hand without paying its mana cost.
Kari Zev's Expertise Discussion
3 days ago
Well, here's what I would do:
-all 15 creatures
+4 Fatal Push
+4 Rune Snag
+1 Mana Leak
3 weeks ago
Dreadhorde Arcanist is perfect for this deck, genius. Would probably cut Rancor , Simic Charm and Kari Zev's Expertise for more copies of both Arcanist and Bloodbraid Elf . Maybe it could be good to add a couple of Faithless Looting to fuel Pteramander , pitch Crashing Footfalls and Ancestral Vision for Arcanist and setting up the "combo"?
1 month ago
I chose Hijack mainly because it fits with Angrath, but also because it takes artifacts. A lot of infinite combos that I run into use an artifact as one of their core pieces. Being able to shut that down by taking them is useful. Mana rocks like Dreamstone Hedron and Hedron Archive are pretty common, and make great targets to take and sacrifice. I hadn't considered Kari Zev's Expertise , but it could definitely make it into the deck.
1 month ago
I have to ask, why using Hijack when Kari Zev's Expertise exists? I understand that Vehicles and artifacts are diferent things and you will never see a vehicle deck but you have a lot of 2 drops and it could accelerate your game
2 months ago
2 months ago
I haven't fleshed out the description for the new list yet, but the general gist is it takes the ideas from this list and trims down the CMC (TappedOut doesn't do CMC for split cards correctly, so the number it reports is wrong), adds protection effects, efficient standalone token producers, efficient targeted clone spells, and tries to go instant speed where it can, and it removes the slow, narrow, and situational cards. In general, it's faster and more resilient with fewer dead cards and more potential to win out of nowhere.
Notable removals from this deck:
- Mentor effects: Talrand, Sky Summoner , Docent of Perfection Flip, Metallurgic Summonings : Mentor effects are slow, removal magnets, and generally not as good as efficient standalone token producers (the same four mana for Talrand gets you five creatures immediately off Hunted Troll ) or clone spells. These three were cut because they're the most expensive, plus Talrand and Summonings don't have the same synergy with the added clone effects.
- Targeted token makers: Adverse Conditions , AEther Mutation , Supplant Form : Expensive, replaced by cheaper clones like Quasiduplicate . Clones have additional synergy with Hunted creatures and the few ETB utility dudes ( Eternal Witness , Imperial Recruiter , Spellseeker ).
- Wincons: Berserk , Confront the Unknown , Fiery Gambit , Willbreaker : Berserk and Confront have been replaced by Appeal / Authority , though Confront might still be better. Gambit is a 3-mana wincon that's annoying to resolve and still doesn't win through infinite life like LabMan does. It's been replaced by Kari Zev's Expertise , which is a wincon, untap/haste effect for Earthcraft, Cryptolith Rite, and Natural Affinity, and also has the insane ability to cast a spell from your hand for free for each creature, and each of those spells then gets copied as well. Willbreaker is painfully slow, requires you to cast another spell to actually do anything, and doesn't even give the haste/untap from red threaten effects. If the deck needs to pass the turn after it tries to go off, Willbreaker's likely going to get removed anyway.
- Synergy: Isochron Scepter and Unsubstantiate : Too slow, and your cheap instants are redundant enough that you don't really need to be able to repeat a specific one. Plus, most of the time you'd want to put a cantrip on it, and Scepter actually increases the cost of those. These are slow win-more cards that look clever but don't actually end up doing much in practice because the deck is already plenty redundant.
- Hexproof equipment: Swiftfoot Boots and Champion's Helm : Cut for Lightning Greaves . Shroud looks anti-synergistic, but the zero equip cost means you can move it over to a token on your turn when you're ready to do things and it can be used to give a mana army haste for Cryptolith Rite or Natural Affinity. If you need to protect Ink-Treader while actually going off, shroud is worse than hexproof, but generally you'll just wait to go off until you have a protection spell ready.
- Cantrip: Shadow Rift : This was actually the hardest cut. Instant-speed targeted cantrips are what makes the deck tick, and for a while I had Refocus in. I eventually decided that the difference between 10 and 11 1-mana cantrips was negligible, and Shadow Rift is the worst one (it does literally nothing; everything having shadow is the same as nothing having shadow). All of the others have at least some utility or synergy.
There's actually an infinite combo in the deck with Spellseeker + Earthcraft/Cryptolith Rite: With one of the rampchantments and Inktreader in play plus some mana to start, cast Spellseeker into Twinflame . Twinflame (radiated) copies Spellseeker and gets more hasty dudes to tap for mana. New Seeker gets Regrowth , which gets Twinflame back. Twinflame again gets you even more dudes, plus two new Spellseekers. One of those seekers gets Eladamri's Call into Eternal Witness , which gets Twinflame back, the other seeker getting a cantrip. The next Twinflame not only gets you four more seeker-tutors, it also gives you another Witness, which can get back Twinflame again, and further Twinning makes multiple Witnesses so you can get back your graveyard, all while drawing your deck through the cantrips you've seeker'd up and getting an infinite army of hasty dudes for attacking and mana (you're tapping two for Twinflame mana every iteration, but each cast doubles your army size).
The most exciting single new card by far is Electrodominance . For a long time I had Savage Summoning in the list because instant speed is so important for combo decks, and this just replaced it. Dominance has the downside of not being able to cast Ink-Treader from the command zone, but it works on all spell types instead of just creatures, can be used as removal in a pinch, AND it's targeted, which means it has the Kari Zev's Expertise effect of casting a free spell for each creature on the field that then also get radiated. We play targeted indestructible effects for protection and Pongify anyways, so you're likely to not even reduce the creature count from the Dominance damage. EOT radiated Electrodominance for X=3 is generally game.
3 months ago
Nice deck! A few thoughts:
If you don't mind double red, then either Kari Zev's Expertise or Traitorous Blood would be better than Act of Treason. The latter grants Trample, which can be very relevant, while the former effectively costs 1 CMC instead of 3 if you have a 2-drop in your hand. Currently you have 21 spells that would be castable, so very likely to get that benefit.
I'm not sold on Desecrated Tomb in this deck, considering you only have 5 creatures that will trigger it. Speaking of, while Reassembling Skeleton is a must-have for this strategy, I'm not as much of a fan of the Phoenix, because it's slow and tied to your upkeep (you can't sac the Elemental at any time to recur the Phoenix). It's also easy to stop the cycle simply by removing the Elemental before the upkeep.
5 months ago
Architects of Will has cycling and a cool effect. As Angel_Zero said an expertise, I'd go with Kari Zev's Expertise since it's cheaper to cast and more suited to your mana base. Hope this helps, good luck with your brew.
Kari Zev's Expertise occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%