|Commander / EDH||Legal|
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At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.)
1,W: Put a 4/4 white Angel creature token with flying onto the battlefield. Activate this ability only if Luminarch Ascension has four or more quest counters on it.
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Luminarch Ascension Discussion
4 days ago
I think Im so fond of Story Circle because I run Luminarch Ascension and no Suppression Field, and the need to get Luminarch on line quickly is very great; Story is a huge help doing that, preventing a wide variety of damage sources. Im resisting splashing red because of that as well but vulnerability to Tron (as well as activated tax effects) and the desirability of Blood Moon has me waffling.
6 days ago
sylvannosThanks a bunch. I didn't really think something like an Esper mill would work very well, but that seems pretty cool. I already had Ashiok, Nightmare Weaver in mind when I was considering mill and I was able to get three Breaking/Entering a little while ago for my deck as well. I've been thinking about adding Dream Salvage for card acquisition and Dream Twist as some cheap mill. For me, Fog Bank will always be a must in almos any blue deck. Then maybe I could add in some rootborn defences along with Holy Day. I've also got a Traumatize and I'm going to try to get maybe one more since multiple uses aren't too affective.
IcbrgrFor deck control, would Divination be good or are there better alternatives? I've always kinda seen it as a staple for Blue decks. With Azors elecutors and Luminarch Ascension I could definitly use Fog Bank which is definitly one of my staples. I'll definitly try to get Serum Visions, Drift of Phantasms, and Omenspeaker. I don't think I'll go fo Wall of Omens though since I'd have more than enough defenders. I might add it to my side deck though. I can also see how Ghostly Prison would work well since I wouldn't be attacking all that much too. As for my budget, it's not very high. I don't have a job yet, but I'm going to be getting one over the Summer and I don't have too much experience with budgeting money yet. I think that I'll just take a small amount from each paycheck or something for my magic expenses.
1 week ago
What does your budget look like? I took a gander at your decks and for the price tags the concepts of the Azorius decks seem pretty sound for the most part... your Dimir deck is like half built but your "maybeboard" includes most Dimir mill staples
for control i would advise a minimum of 24 lands with either 4-8 sources for draw and or topdeck manipulation or tutoring. Serum Visions/Wall of Omens/Omenspeaker/Drift of Phantasms/Muddle the Mixture as some examples.
1 week ago
Sry but didnt like the Felidar Sovereign or Test of Endurance wincon. And it wasnt very effective because they didnt help alot besides when i locked down the game. The bigger creatures i have to put out for them were better in most cases.
Luminarch Ascension is a great wincon in this deck. Fast and almost everytime active.
1 week ago
I like your Sigarda list a lot!
I happen to have someone in my playgroup who plays Ephara, God of the Polis. If you want to abuse her and draw on each of your opponents turns, you will have to play a lot of stuff that can either blink or create creatures. You do have some nice ETB abilities, so maybe something like Eldrazi Displacer can help you here. Another very powerfull card for Commander that fits Ephara perfectly is Luminarch Ascension.
Those are the 2 between which I would choose (or make both lol)
1 week ago
Well, hello there.
I see you're running esper control, and I fucking love it. But we need to discuss some points here. This may be a little long, though I'm sure it will clear up some aspects of esper deckbuilding.
- Manabase. Manabase is the crucial point for ANY three-color deck, and especially when we're talking esper, where you'll want to play cards with very color-specific mana costs (e.g. Cryptic Command, Esper Charm, Detention Sphere, Damnation and Supreme Verdict) you need to make sure you have fast access to these colors. In the right order. In the right time. And you really can't assure that using so many taplands. You have literally 0 lands that generate mana in the turn they get on the battlefield. If I had to warn you about one thing only, it would surely be: work your manabase. Right now, I believe the cheapest fetch land is Flooded Strand. With that you have access to get any Godless Shrine, Watery Grave or Hallowed Fountain straight outta the middle of your deck and fixing you really good. For a price, of course, but trust me, 3 lifepoints aren't so much when compared to the benefit of fast manafixing.
- Wincons. Your deck depends on either flipping Thing in the Ice Flip or Luminarch Ascension to win the game. That's not a problem. Spotred has a very awesome deck that wins the game with Myth Realized and that's the coolest thing ever. The problem is you're not moving toward your wincons. Banisher Priest in the same list as Thing in the Ice Flip is horribly bad. And AEtherling, well... Whenever I see and AEtherling I remember a comment I made on Jwillette72's Don't wake horror! (Sung like Don't Wake Daddy), read the comments if you want it, might clear up some stuff too. Basically, Aetherling is awesome and I love the card, but it costs waaaaaaaaaay to much mana and doesn't win you the game. You might as well be dying by turn 6, then you draw one of these guys, cast it and... well, you're still losing the game. As a 6-drop, I'm a great fan of Elspeth, Sun's Champion. She generates a lot of board presence, and if your opponent doesn't handle her in time, she wins the match on her own.
- Strategy. Building esper is hard because there are awesome midrange oriented cards such as Lingering Souls and Geist of Saint Traft, at the same time you have the two best removals in modern Path to Exile and Fatal Push (which should probably replace your 3 copies of Anguished Unmaking for. This card is horribly painful and certainly not better than Path, Push or Sphere), and even counterspells. (friendly reminder: Counterspell is not modern legal). This brings us to some hard dillemas: building a draw-go strategy or a midrange strategy? I play esper draw-go, check my list if you want it: Esper. The main advantage of this list is that you don't really need to play in your turn, and if your opponents don't show anything you need to handle, you have 4 copies of Think Twice for generating an insane amount of card advantage. The midrange strategy is also very consistent, so it's up to you to choose. The main point is: choose one. Not defining what your deck does or how you should play it is very often the biggest mistake by esper players, because you end up with a half-breed of two decks that does literally nothing dues to its lack of strategical consistency.
- Counterspells. Well, this is blue, right? We need to talk about it. Right now, you're using two Counterspells. Since they're not legal, you're probably replacing them by Mana Leak (don't use Cancel. Cancel is bad). There are a few options of good counter magic in Modern right now: Spell Snare, Dispel, Negate, Spell Pierce, Cryptic Command and Remand are probably the best ones, but Remand isn't exactly a counterspell. The point of counter spells is to assure that they cover up your enemies cards. So if your local game store has too many players using creature-based decks, Negate is probably a bad choice. If you have a lot of Jund and Affinity, Spell Snare is a bomb. And so goes, but I believe this sort of analysis is up to you. Just the keep on with the low converted mana cost spells. This is important. And keep the Vendilion Cliques. They're abusively good in any blue control deck.
- Suggestions. I read your comment about Dark Confidant and you don't really need him if you have blue mana. Bob is only good in jund or abzan builds, where you don't have card advantage generators. Snapcaster Mage goes really good here, and I believe he is one of the most interesting cards in all MTG history in terms of gameplay. Sometimes, going off a color might be interesting too. Lately, I took off black and started playing this TrUWe Control, and hell, this is fun. Although, if you really want to keep esper, I strongly suggest using more Esper Charms and Fatal Push. This cards push the esper into a whole new level of control. Lingering Souls is also very consistent in modern right now. There's a small part of the esper fans using Mystical Teachings lately... I don't really like it, but give it a try if you want it.
I hope I helped. I don't really intend to diss your deckbuilding skills or anything alike. I just like to show new control players the ideas other control players shared with me in all these years. If you want to discuss more about esper colors or controls strategies, please feel free to add me.
Anyhow, good deck! Keep it up! +1
1 week ago
Oh, good catch with Rakdos Riteknife. I threw this together pretty quickly and didn't notice the color identity.
1 week ago
Great looking deck, lots of cool ideas! Small comment, you can't have Rakdos Riteknife in here because the color identity is red unfortunately.
Random suggestions: You can't have a counters deck without Doubling Season! Fertilid seems like it'd be great in this deck for repeatable ramp, Wickerbough Elder as repeatable artifact/enchantment removal, Fathom Mage is always nice to draw another card every turn for free, and Luminarch Ascension can win games by itself. I feel like Lightning Greaves and/or Swiftfoot Boots would be very valuable in this deck as Atraxa is so synergistic with the rest of the deck and will draw a ton of hate.