Artifacts, creatures, and lands played by your opponents enter the battlefield tapped.
|Have (3)||, metalmagic , GeminiSpartanX|
Printings View all
|Masters Edition IV (ME4)||Rare|
|Classic Sixth Edition (6ED)||Uncommon|
|Fifth Edition (5ED)||Uncommon|
|Fourth Edition (4ED)||Uncommon|
|4th Edition Foreign Black Border (4EDFBB)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Kismet occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
2 months ago
Thanks for the suggestions, followed a bunch of them (see update)! I guess the one area that I am tentative about switching is targeted pinging for universal pinging. I find in my playgroup universal pingers such as Glint-Horn Buccaneer receive a lot of hate vs. targeted pings such as the Nivs. I have been able to playtest a few times, but have not drawn into a Niv yet, so leaving in Niv-Mizzet, Parun for now until I get a feel for it. The draw/ping seems worth the cost to me. I took the Tithe out of another deck, so put that in place of Kismet or Frozen Aether. My worry with those two is that in an ideal world those get out turn 3, but otherwise, the cost is enough that others have already done the worst of their ramping by the time they are out. It might be worth playing around with though, I may be proved wrong. Huge call on the Vedalken AEthermage, I hadn't realized how many wizards were in here. Thank you!
2 months ago
Great list you've got going. I love the spell-slinging for value approach you've taken. I have a couple budget additions for you if you like.
Also, you don't have a lot of alternative ramp cards like Dockside Extortionist and Smothering Tithe. If you're on a budget, I suggest putting in the Talismans and pulling Myriad Landscape as its just too slow. Also, Migratory Route cycles to color fix you, but it only gets a basic and is practically unplayable. If you're going to keep a landcycler in, I suggest Sanctum Plowbeast. Granted, it's not exactly playable either, but it cycles for a "Plains" or an "Island", so you can go grab a basic or your Irrigated Farmland or your Prairie Stream or your Raugrin Triome, or any other fetchables that you end up putting in the deck. You might also consider putting in something to slow your opponents down like Kismet or Frozen Aether.
Seriously consider keeping Curator of Mysteries in for top deck filtering when you cycle. You could put Crystal Ball in instead, but Curator works with the cycling theme. We all would love to stick Sensei's Divining Top in our decks, but $$$$. Also, if you have Decree of Silence, put it in. At it's floor, it's a free counterspell with Gavi or New Perspectives, and at its ceiling, it eats your opponents next three spells.
I also suggest Hall of Heliod's Generosity to put Decree or Astral Drift or any of your other enchantments back on top of your library. If you're gonna run Akroma's Vengeance and Dismantling Wave, you should have a way to get your enchantments back.
Savai Thundermane isn't necessarily cost effective. I would suggest pulling it for the new Drannith Stinger. Ping ALL of your opponents for free when you cycle, rather than paying two to hit one target. If you're worried about targeted removal, don't forget you have Lightning Rift which does the same thing as Savai for one less mana and is much less likely to be hit by a wrath.
Have you play tested this yet? I've always found both Niv-Mizzets prohibitive in casting. Brallin, Skyshark Rider Flip and Glint-Horn Buccaneer work very similarly with Curiosity and Ophidian Eye, are far less prohibitive to cast, and with how fast this deck draws, you should have no problem getting to 8 cards.
Let me know your thoughts!
3 months ago
A few suggestions - food for thought.
Kismet > Imposing Sovereign. It's higher CMC so it doesn't come out as fast, but it's also harder to remove. Does more work / better late game draw.
Conqueror's Flail is great. Redundant with Grand Abolisher and harder to remove.
Kusari-Gama is awesome in voltron decks; puts the defending player in a bind - chump block and lose all their creatures, or don't block and lose the game... (For this or the flail, I'd prob remove Golem Gauntlets. By the time you have enough equipment out for it to matter, Balan will already be a 1-shot.)
Eight-and-a-Half-Tails. Mono-white staple. So good.
3 months ago
Hey dude, couple of recommends & questions, at 2 mana both Arcane Signet and Talisman of Progress are better than Azorius Signet, and also Frozen AEther is another Kismet effect, but blue so it has upsides if you keep on improving the deck.
How good has Thassa's Intervention been for you? I'm interested in trying it but it seems somewhat high mana for only a slightly good effect.
And how often does Castle Vantress get to activate?
4 months ago
Hey, nice budget version of Estrid.
I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.
I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.
Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.
With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.
The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.
Budget lands to consider adding:
- Command Tower
- Yavimaya Coast
- Exotic Orchard
- Seaside Citadel
- Bant Panorama
- Opal Palace
- Ash Barrens
- Prairie Stream
- Evolving Wilds
- Selesnya Sanctuary
- Simic Growth Chamber
- Azorius Chancery
The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:
Good luck with your deck.
4 months ago
As some of you may be aware, the combo of Dockside Extortionist is used alongside Temur Sabertooth to generate infinite mana, usually in 4 or 5 color shells with a commander as an outlet for winning. The gist of the loop is to create 5 Treasure tokens from Dockside, then use 4 of the tokens to bounce and replay Dockside from the Sabertooth.
This combo has been covered in a few places before, but I keep seeing it! So lets dive into why I personally think this combo should be avoided.
1. Players can scoop
The single biggest reason not to run this combo for winning.
- 104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.
Conceding is an action that doesn't use the stack, and can immediately stop your combo from executing. Imagine a scenario in which you have 3 opponents, with 5 artifacts/enchantments split among them with a 2/2/1 split (so two opponents have 2 and one opponent has 1). With Sabertooth on the board, you play Dockside to start your loop. An opponent who is knowledgeable of the combo with 2 artifacts/enchantments decides to scoop. Now, instead of winning, your combo is going to be mana negative and no longer works.
But Dingus isn't that unsportsmanlike?
Ethics aside, scooping at will is an action other players can take. Relying on your opponents to act in good faith is a losing strategy. Also consider that there are quite a large number of spiteful players, a problem exacerbated by losing. I can think of more than one game I've seen someone revel in their role of playing Kingmaker (deciding who wins after they lose)
2. Dockside relies on opponent's board state
Relying on your opponent's having a certain board state to execute your combo makes it much more fragile. Even if you're holding both A + B of your combo, having to wait until your opponent's assemble a certain board state means you may end up losing with both pieces available for use.
Also: artifact/enchantment removal in response to the trigger is another vulnerability for this combo. Seeing 5 qualified permanents on the board and having one or two removed puts you under the threshold.
3. Treasure tokens require a tap and activation, and an ETB to be created
Much more minor than the other points, but still a reason. ETB tapped cards see play, especially Root Maze Blind Obedience and Manglehorn. There are a handful of other ones too, like Kismet which are more niche. There are also cards that stop artifact activations, namely Stony Silence and Null Rod but also Karn, the Great Creator. The effects that turn off ETB triggers, namely Hushbringer Hushwing Gryff and Torpor Orb all stop this combo as well.
Counterpoint: Both pieces have high enough independent quality to be worth running
Dockside Extortionist is treated for the most part like a red ritual. Temur Sabertooth has lots of application for resetting valuable ETB effects or saving creatures from removal. A large argument for running this combo is that many decks would want to run both of these cards anyways, and slot efficiency is saved by relying on it for a combo.
I acknowledge this, but wholeheartedly believe that Dockside is much weaker than people realize. Most importantly, the two biggest decks to consider in the EDH meta currently are skewed more towards creatures than artifacts in terms of mana ramp. While these decks do indeed pack artifacts and enchantments, they aren't as prevalent as creatures. Furthermore, the biggest combos in the format currently with Flash Hulk and Fish Consultation don't run artifacts or enchantments, and are cost effective enough where the pilot doesn't need to build a massive rock board state to execute the combo.
Do you consider this to be a viable combo for winning? Despite my opinion, I'm certainly interested in gathering more information or perspectives on the combo.
5 months ago
Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:
More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:
- Sensei's Divining Top
- Scroll Rack
- Crystal Ball
- Courier's Capsule
- Wheel of Fortune
- Stroke of Genius
- Mystic Remora
- Jace Beleren
- Long-Term Plans
- Land Tax
- Academy Rector
- Idyllic Tutor
- Madblind Mountain
- Fetch Lands. Literally any fetches.
More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:
- Path to Exile / Swords to Plowshares
- Seal of Cleansing / Dispeller's Capsule
- Return to Dust
- Crush Contraband
- Shattering Pulse
- Shattering Spree
- Chaos Warp
- Lightning Bolt
More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.
Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.
Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)
Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.
Karn, Silver Golem: See above.
Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.
Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.
Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.
Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.
Firemind Vessel – See above.
5 months ago
Ah fuck. Looks good dude.
You have 2 Journey to Nowhere in your list.
If you really want to be a dick, you can mass land destruction with Enchanted Evening + Opalescence. I've considered it as a win-con in my Tuvasa list, but also wanted to avoid all the salt that could come with it. Enchanted Evening also goes infinite with Archon of Sun's Grace and/or Ajani's Chosen.