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Creature — Human Wizard
If you would draw a card while your library has no cards in it, you win the game instead.
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Laboratory Maniac Discussion
16 hours ago
EDH deck building is harder than modern because of your card count and limitations to 1 of that card. Plus you could play 10 games and never even draw some cards. I don't consider myself "good" but I prefer EDH because it doesn't require a large investment and provides a great social time, so I'll chime in. I play casual only because of time restraints and budget. I like to sit down at night with some friends, have some drinks and hash out a couple quick games (1 hour?) or a long game (2-3 hours). . For me, first it comes down to this.
Build around a concept/color or Build around a Commander.
Commander / EDH*
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As you can see for the top competitive tiers, lots of tutors or combo/win enablers. They tend to rely on their Commander to run their decks effectively or beat face with their commander by enabling the 21 damage rule....and some degenerates will use Infect (filthy filthy filthy). Ahem, anyways. Concept or Commander, it's really your choice. Sometimes you run across a legendary creature that you'd think would make a neat commander, and build a deck around it. In this case you'll typically try exploiting some aspect of that Commander. As for Concept Design, you build the deck first and then add in a commander to aid the deck, these decks tend to work well without the commander ever hitting the field, in which case they're there simply for the color, example Teysa, Orzhov Scion: Is she going to win the game alone? Typically no, but she would work great as support in a sac-reanimate deck as an optional low cost sac engine and creature removal. But, if you use Nin, the Pain Artist then you are likely building the deck with use of her activated ability as a key component, so she would be a Commander first, deck build second type.
As for me, I've done both and both can work just fine. But in competitive realms (I'm casual mind you) you're going to be building with the commander in mind since you can utilize them at any time you wish and they usually implement ways to hit infinite combos.
So, first pick what kind of deck you are going to run and then you have to decide how you plan on winning: Beat down, Commander Damage, Poison (evil glare), Mill, Life-drain, Infinite Combo or Card Conditional Win (like Mechanized Production and Laboratory Maniac). It's usually a good idea to have several win conditions in a deck since you only get 1 of the card (with a couple exceptions), so make use of your options. And Tutors....utilize Tutors (hence strong tendency of tutoring abilities in the top tiers).
Generally speaking, I try to have at least 33 lands, maybe more depending on the other cards in my deck and mana costs. I then look at how the mechanics of my deck are going to work and what colors I'm utilizing. When I went out to build my mono-white Bruna, the Fading Light deck, I saw the obvious Angel/Human tribal pattern and then decided to focus on ETB effects (of which is very strong in Angels and white in general, I know that Bruna is on cast though) which led to adding Panharmonicon and lots of Blinking spells. Then the obvious issue of white, card draw. So I added artifacts for card draw and that was essentially the make-up of the deck. Then I made of list of desired cards in a budget range, included some board wipes, some "fun" surprises from Time Spiral and BAM...EDH deck. Fun deck, gets some crazy combos going.
Board Wipes/Control: Unless you're investing heavily in card mechanics it's a good idea to have several board wipes available because EDH games can get a bit crazy in terms of board states.
Removal: You have no side board, so adding ways for spot removal of creatures, Planeswalkers, lands, Enchantments, Artifacts is a good idea, but also dependent on your color selection.
Mana Costs: You're coming from Modern, so don't expect the game to be decided by turn 4. You can afford to have higher cost spells, even in RED! Yes, red has spells that cost more than 3, go figure...I'm just being a smart ass now. Anyways, keeping cost down isn't a bad idea though, but keep in mind that getting to 8 or 12 mana isn't hard to do in commander so those high cost spells in the realm of 5-8 are definitely use-able. You might have all kinds of 2-3 drop cards but you'll quickly be top-decking in no time flat while everyone else is just biding time as you burn out and then just board wipe you. A vanilla 3/3 in EDH is simply a speed bump. Ramp is always viable, but typically just more inconsistent in EDH. Typically keeping your total cost to around 3.5-4CMC is a good idea unless you're running lots of ramp (in which case your board state is going to be weak anyways because of spells used on mana rocks and mana dorks early on). Also, Sol Ring. Get one.
Card advantage is huge is EDH, can't state that enough. You'll be dead without sufficient means to cast more spells. Hence again the tutoring commanders. It took my friend who plays Modern G/W Elves, Modern Red burn, and Modern Green Infect (all of which stomp our casual modern home brews in 3-4 turns) nearly a year of getting stomped by our EDH decks to realize that maintaining card advantage is maybe the biggest factor involved in EDH games. He'd always managed 20-30 damage on someone and then quickly lose ground because he wasn't replacing the cards in his hand. Graveyard utilization is also important for colors that can utilize it.
Politics: Now, head to head, there isn't any. Just go after each other until someone wins. But when it's 3 or more players, this is important. Your deck might be able to beat someone head to head, but if it's 2 versus 1 will you survive? This is where deck balance is important. If you are an aggressive player you're going to quickly draw a target on your self.
Time Spiral!!! No matter what color you focus on, you look through this block. Do it! Nothing is more fun than doing the unexpected.
Synergy is important though to be competitive, without it decks really don't flow and sometimes you're sitting there with a dead card you can't use. But don't discount the fun factor either. Warp World doesn't really synergize with much but damn it's fun to use. Or get a group, find random decent cards, throw them together and see what happens, this leads to some great games actually. Ensuring that each card benefits really comes down to trial and error. I used Talent of the Telepath in my Lazav semi-mill deck that utilizes the opponent's deck against them. Does it synergize with my deck and commander: hell ya it does. But my group doesn't utilize many game changing Instant/Sorcery spells so it more times than not fizzles.
Anyways, that's some advice from a long winded filthy casual >;)
19 hours ago
the best deck i have ever seen run 4 of each of those cards and then a Laboratory Maniac
1 day ago
You should add Laboratory Maniac, and some other permanent that lets you draw when it enters the battlefield, such as Mulldrifter. If both are in your library still when you cast Primal Surge, and opponent(s) let it resolve, you win!
3 days ago
That makes sense about Mirror-Mad Phantasm Thanks for the advice, Currently Laboratory Maniac sits in my deck with Unburial Rites but in my ~15 games I've yet to utilize the combo. (I've got a few dual lands to use the flashback)
Fantastic advice Sidisi, Brood Tyrant looks crazy, how many do you suggest I run? I'll try to trade for it to keep the deck budget.I'll work on my land situation today, seek some dual tapped lands or what not. Cheers.
Delve looks awesome, Haven't heard of it before today so I'll investigate. Fantastic advice, I'll edit the deck over the next 24 hours. Check back in, Cheers !
4 days ago
I see that you have 3 copies of Mirror-Mad Phantasm, but it works better as a one of as just a note.
To help out your mana base, tap lands from Khans/Fates that gain you a life could help (Thornwood Falls and such).
If you want an additional wincon, Laboratory Maniac is 3 dollars, not totally budget, but it could be handy if you occasionally deck yourself.
Hope that helps, happy building.
4 days ago
Looks pretty good! Here are a couple suggestions.
Sol Ring in particular is insanely powerful as being able to cast 4mana spells turn 2 puts you pretty far ahead. Ramp in general also halps cast your top end. Chromatic Lantern makes sure you have al three colors.
Board wipes: Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. If damnation is out of your budget, Crux of Fate is a fine substitute but i'd add in atleast a few of those effects. Living Death is also good in graveyard decks.
Removal: I can guarantee that most opponents are going to be playing creatures you don't want to stick around. I'd put in a few more spells to pick off a specific creature. On the same note, i'd run a few more cards that can deal with non creature spells. Beast Within is good as it hits almost anything you need it to.
Not sure how you feel about infinite combos but personally i like to have a couple. The Gitrog Monster already in the deck goes infinite with Dakmor Salvage (discard salvage to having above 7 cards in hand, gitrog trigggers, you choose to dredge instead of drawing, now you have 8 cards in hand so you discard due to hand size again..... works even better if you have Laboratory Maniac but it still allows you to put as much of your library into your graveyard as you want.
Deadeye Navigator is a good card by itself (really gross if you pair it with Acidic Slime). If you pair it with Peregrine Drake you get infinite mana. Infinite mana+Tasigur, the Golden Fang means you get every single nonland card in your library in your hand by activating an infinite amount of times. if one of those cards is Blue Sun's Zenith....
Oh i'd also try to get a copy of Genesis
Sorry, this ended up being longer than i expected but I hope it helps!
4 days ago
Speaking of general; General Tazri is another tutor commander that can track down wincons
4 days ago
This deck is going to be put under changes in the near future, it will either become a general that is considered one of the more competitive mono blue commanders, Azami, Lady of Scrolls. Or I will be shifting this deck towards a Mass Polymorph deck.
Just placing these as lists of cards that I need/want to try out. The first one is just a list of cards that I wish to put into the deck to make it better no matter what route I take. (these will be cards that are going to be included very soon.)Sky Diamond, Whir of Invention, Snow-Covered Island, Coldsteel Heart, Buried Ruin, Chrome Mox, Dramatic reversal, Gush, Extraplanar Lens, Muddle the Mixture, Long-Term Plans, Frantic Search, Back to Basics, Merchant Scroll, Mystical Tutor.
This next list is the cards I would need to make it a Mass Polymorph deck. Mass Polymorph, Synthetic Destiny, Polymorph, Proteus Staff. Deadeye Navigator, Jin-Gitaxias, Core Augur, Blightsteel Colossus, Palinchron, Tidespout Tyrant
And lastly the last list is if i pushed it towards a Azami, Lady of Scrolls deck. /note for azami I will have to up the mana rock count by 5+ thus also including Paradox EngineMind Over Matter, Aphetto Alchemist, Cursecatcher, Jace, Vryn's Prodigy Flip, Laboratory Maniac, Martyr of Frost, Sage of Epityr, Sea Scryer, Snapcaster Mage, Stonybrook Banneret, Trinket Mage, Vedalken AEthermage
This last list is cards that I wish to put into the deck when I clear up funds for this particular deck.Time Spiral, Scalding Tarn, Polluted Delta, Misty Rainforest, Flooded Strand, Cavern of Souls, Sensei's Divining Top, Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Grim Monolith, Mana Drain, Force of Will,