|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Mythic Rare|
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Creature — Human Wizard
Level up (: Put a level counter on this. Level up only as a sorcery.)
At the beginning of each end step, if it's not your turn, take an extra turn after this one. [3/5]
Lighthouse Chronologist Discussion
1 week ago
1 week ago
How do you feel about Lighthouse Chronologist ?
3 weeks ago
Temporal Manipulation : A functional reprint of Time Warp; officially left the reserved list via ULTIMATE MASTERS as a Mythic Rare.
Savor the Moment : Inexpensive, but w/ the drawback of not being able to untap anything.
Timestream Navigator : Same cost as Time Walk , but requires her to be put on the bottom of the library for an extra turn; & that requires 10 Nontoken Permanents in play under your control. It's unknown how this deck can retrieve her for infinite extra turns.
Lighthouse Chronologist : A Level-Up Creature that when reaching Lv. 7; requiring 7 , allows an Extra Turn in between your opponents turns.
That's what I could find for good options...
Now for the rest:
Dang, poor Yanling isn't doing so well... Maybe the Starting 2 Loyalty DOES hurt?
Right landbase, huh... I think my Landbase may be such an example; I, mean, the list so far has Golos, Tireless Pilgrim , & Crucible of Worlds . I think the question after that is the last question about Wrenn and Six ; but not only is it the hardest to answer, but it involves the Instants & Sorceries having Retrace as an Emblem. Well, at least we have a 2CMC Walker that is great after the hell Tibalt went through until WAR; where he was improved just a little bit; but for the Half Devil, that's a Thumbsupsky enough.
Heh... I figured as much about Xenagos. Now I might be learning something...
Well, at least one Walker with a Starting Loyalty of 2 is to be added...
I know my center color is infamous as a gambling color, but I'm taking my chances on this.
Well, I will say this, I really appreciate all the help I could about this. But if I had one thing to say, it's...:
(Huh... Now I think about it, I think I might actually have learned something. But how can I even learn that very thing if I'm DEAD?!)
Well, I'm actually not dead; just a failed attempt to reference Scott Pilgrim (The Movie, obviously. Though it's a World of Sin that I'm the only Atoner who hates Wallace Wells; Bad art (Graphic Novels.). Bad personality (Both.). He isn't even good as anything. Sorry, but if I had a gripe about the film, Knives' Dad was mentioned, but never shown; & he is an absolute badass.)
No really though, this is going to sound really stupid, but as I'm making a Human Tribal deck as we speak, other plans are still imprinted in my head:
Is there a place anywhere in Commander for Inverter of Truth ? MTG Goldfish even stated this card as "Against all Odds" material, & has an episode about a deck tech about this.
It's quite ironic nobody wants to see a Mono- deck w/ elements outside of that of itself. We got Vivien's Arkbow , Tree of Tales , even Vorinclex, Voice of Hunger stated Jin-Gitaxias, Core Augur is nothing but a dumbass on all regards stating Nature is the prime winner; BUT STILL MADE ARTIFACT CREATURES in w/ quotes by him. Such hypocrisy from a Praetor that Nature is superior to actual though of mind, & INVENTED his own creatures! & this is before KALADESH! While we're at this, there even is Birthing Pod ; another Artifact. I actually have plans to make an anti- Mono- deck. I know everyone wants to say no, but after the accordion crap earlier on, I think it's time to settle the debate: Birds of Paradise to anyone w/ Reach (Spiders must die.). Philosophy of Nature to Philosophy of Evolution (Also Mono- possible, so it does work.), Impurity Killers to even what Thrun, the Last Troll , who is very supportive of the idea of artifice in spite of his Mono- status, as well as his kind driven to extinction. I'll proceed by the time I'm finished w/ my The Red Pill Vorthos Deck.
Sorry about all that. I've so many ideas, it's criminal. Well thanks for all you could; I'm guessing Inverter of Truth won't work in a The First Sliv deck about Casting Self-Exile Spells, while retrieving them back just as easily, are there any cards that can just retrieve Exiled cards FACE-DOWN (Face-Down being the key term; normally Exiled cards are face-up.)? If not, could it still work? I'll keep the Devoid Eldrazi in the Maybeboard until further notice. Well, I'll end this soon enough; but the other 2 projects are literally in my path currently; & wow. How I wasn't working on cEDH Boros after a second cEDH project in the works; sadly, I'm no Limited Edition ALPHA player, so to those that require expensive stuff, why? & are there any conventional reprints that do just as well?
Well, as Gene Wilder would say: Adieu. Adieu. Parting is such sweet sorrow.
1 month ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
1 month ago
Well since your friends Cmdr is muldrotha I think Lighthouse Chronologist would work great for extra turns. Since normal means of removal will never be good enough.
1 month ago
Oh yeah absolutely! Little discussion topic lol - I discovered a card whilst researching for another deck and stumbled across Lighthouse Chronologist . Do you think something like that might find a place in this deck? I'm aware that Urza will ramp like crazy with mana and thought this could be pretty brutal. What are your thoughts?
2 months ago
If anybody but you wins the clash, the turn order repeats as though time sifter did not exist. If you win, you get an extra turn inserted into the turn order. Think of it like an inconsistent Lighthouse Chronologist
2 months ago
I would definitely drop all copies of Lighthouse Chronologist . I takes Waaay to much mana to be good for anything and if you are playing a control deck, you want your mana available at all times, for a counterspell or some quick removal. I would also look to drop some of your creatures, particularily some of the more expensive ones(mana wise) like Dominus of Fealty . This is Modern and is incredibly fast. I would look at a Snapcaster Mage for an increased threat of control or Torrential Gearhulk for a good end game threat. Counterspells are always something you need so, id suggest dropping Protean Raider for maybe a Mana Leak . Or maybe Opt / Serum Visions because you dont seem to have much card draw. Which brings me to another point. Control decks must, Must, MUST have a fair amount of card draw in them. You need to have your hand stocked with what you need so that you can respond to things when they pop up, not 2 turns later. I would suggest not only Opt / Serum Visions but Chart a Course and maybe Merfolk Looter which can help keep your hand at an even 7, while still making spells available using previously mentioned cards like Snapcaster Mage , Torrential Gearhulk , and Call to Mind .
Lighthouse Chronologist occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%