Counter target spell. At the beginning of your next main phase, gain an amount of equal to that spell's converted mana cost.
Printings View all
|Iconic Masters (IMA)||Mythic Rare|
|Vintage Masters (VMA)||Mythic Rare|
|Masters Edition III (ME3)||Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Mana Drain Discussion
1 day ago
You're missing some obvious optimization includes in your mana base. Notably, you have 6 more fetchlands to include, 3 green and 3 blue. 36 is also definitely too many lands for a competitive build, and could easily go down to 32 or even 31, freeing up slots for more spells.
There are also a handful of staple mana rocks missing that should be slotted. Mana Crypt and Chrome Mox come to mind, so does Mox Diamond. I'd also recommend Priest of Titania as a must for this deck.
The biggest problem with this build as opposed to the Magical Hack build is that you're forced to run a bunch of sub-optimal cards that don't advance your game plan simply to get Momir Vig triggers. Almost every single Simic creature you run is only slotted to get triggers, and without Momir are dead draws on their own. Now compare to the Magical Hack build. After hacking, the mana dork suite that powers out Momir has now also gained value by being able to start the hack chain and serves a double purpose, freeing up other slots for interaction and problem solvers for cards that shut down the Momir dork chain. The creatures being green only also means that there is blue mana available to throw counterspells as needed to protect the dork chain.
Another problem I can easily identify with this build is having to pass the turn in the middle of the chain. You're giving opponents an opportunity to remove your commander or necessary combo pieces for winning. You're also letting them untap their mana to hold counterspells to stop your game plan. I also think that the combos you are choosing to slow are rather low value too, Palinchron has been abandoned in competitive builds for quite a long time due to needing lots of lands on the field and the high casting cost, as well as opportunity cost from slotting and potentially drawing it during the game. Deadeye Navigator is another card with all those same complaints. The Cloud of Faeries combo requires having one of two specific lands, so I'd recommend a slot for Crop Rotation if you want to rely on that combo at all.
3 days ago
I have been doing some more thinking about Explore. Could Explore be Dryad of the Ilysian Grove? It gets you another land drop every turn and as a small bonus turns on every land in the deck for Earthcraft.
Growth Spiral seems too limited. It could be a continuous and much better draw effect with Sylvan Library. Three Visits is a better ramp spell. I can get another major combat buff in Shared Animosity. Or another piece of interaction in the form of Mana Drain or Swan Song could be added.
I count 27 spells which produce mana. This is not counting Pir's Whim but is counting Uro, Titan of Nature's Wrath, Thieving Skydiver, Sword of Feast and Famine, Explore and Growth Spiral. The decks plays 39 lands which seems high given the massive amount of mana this deck can produce. Has there been any thought to cutting down to 37 or 38 lands?
Counting the interaction in this deck is a little tricky. Let me ask this. How often does Thieving Skydiver steal a mana artifact as opposed to a stax or hate bear artifact?
Including Thieving Skydiver, Sword of Feast and Famine, and Commit / Memory I count 12 interaction spells. Has this been sufficient? Could an argument be made to cut one of the mana generating spells for something like Force of Vigor. Let's say Explore and Growth Spiral had already been cut. What is your worse mana producing spells left?
What wheel gets cut for Timetwister?
Has Pir's Whim been an effective removal spell? I assume you only choose yourself as friend.
2 weeks ago
I've gotta start out in saying I like this community. So here's my question, which brings multiple points/questions following.
Why do you use TappedOut?
Me personally, I like to come here to springboard ideas on what could be very horrible decks (and most likely are) or give a sort of primer on what I'm playing or detailed guide on how to build a deck that has four million card choices.
Do you use tapped out as a sort of "social media" for your deck?
Do you use tapped out as a showcase for cards that's taken you time to acquire?
Do you use tapped out to show how amazing your deck is?
Do you use tapped out to give others ideas on builds?
Now I've gotta say there's nothing wrong with any of these things. However, there are some things I see frequently that are kinda mehhhhh, that users do.
Cycling a deck that's been rotated out of format because it's received a lot of upvotes and views.
Building all foil decks with very very very expensive cards.
Bringing up certain subjects that feel horribly opinionated, or are extremely touchy topics that could end up quite badly.
I realize these two things truly don't matter to a degree, but at the same time, I wonder what the purpose is for this.
For point 1. It's possible that you've been out of Magic for a bit and not realized your deck has rotated, OR it just recently rotated, but after a certain point I'm wondering why people still do if cards are banned or no longer legal (this is outside of errors of course) and you're not bothering to change the tag.
For point 2, It's not to say that you do not own these particular cards, but when I look at your list and I see a foil Mana Drain foil Force of Will foil fetch lands and so on, all in one deck I'm starting to frown on if the cards are actually owned.
It's one thing to put an expensive card into a deck that is necessary to make the deck function, but after that what is the point on clicking the foil button if you're trying to show how the deck works?
For Point 3, Sometimes its good to have healthy discussions about things that have a negative impact on us, but at some point, I feel as though you have to agree to disagree. Especially if theres truly no right or wrong answer and not continue replying with your feelings
How do you guys feel about this? Thoughts?
3 weeks ago
I spot someone looking to play my favourite dragon!
First off, what's your budget like? You're running cards such as Mana Drain so I'm going to assume a high budget at least for this comment.
Starting with your lands, you generally want to avoid cards that always enter tapped. This especially goes for a more aggressive list like this where you don't want to be waiting until the next turn for your mana. I recommend dropping all of the lands you have that enter tapped including Temple of the False God, and instead look at picking up others like Adarkar Wastes, Prairie Stream, Seachrome Coast, Nimbus Maze, Skycloud Expanse, Port Town, or even just replacing them with basic Islands/Plains. If you have a lot of money to burn there's always cards like Ancient Tomb, Cavern of Souls, and of course fetchlands.
I highly recommend picking up a Stoneforge Mystic and Batterskull if you can afford them, they go extremely well together. Umezawa's Jitte is another really good piece of equipment but also is a bit more on the expensive side. I recommend cutting Whispersilk Cloak as Shroud makes you unable to equip Ojutai with anything, and Swiftfoot Boots is redundant due to Ojutai's natural hexproof. If you want another way to protect him, there's cheap options such as Sword of Vengeance which gives him a tonne of stuff.
As for other cards there's Fabricate, Steelshaper's Gift, and Enlightened Tutor if you want to get pricy. I also recommend cutting Karn's Temporal Sundering, Time Warp, and Ojutai, Soul of Winter since they won't help you in your overall gameplan much.
Apologies for the wall of text, but I hope some of this helps!
3 weeks ago
Mystic Remora always puts in work for me. Swords to Plowshares is best removal printed to date. You're gunna have a hard time winning against the counter suite that is Mana Drain, Force of Will, Force of Negation, Counterspell and Delay. Also, I highly recommend bringing new prospectives in from your board it belongs in every cycling deck capable of running it.
3 weeks ago
Ancient Tomb, The Tabernacle at Pendrell Vale, Scalding Tarn, Misty Rainforest, Prismatic Vista, Verdant Catacombs, Polluted Delta, Flooded Strand and Snow-Covered Islands would all bolster consistency and give you a tad more ramp/attrition - though all of this comes in at a few morgage payments unless your group lets you proxy.
Gilded Drake - for the cost of a used Nintendo switch you can make commander dependent decks salty and sad every time :)
Anyways, hope that helped some :)
1 month ago
v3n0m29 Thank you for the extensive feedback!
Honestly, the list as it was here is no longer up to date, but I am currently updating it.
I am working on adding more wincons and hard locks, and looking into adding some cards like Dockside and RiP as you mentioned. I just bought a house so some cards - Gilded Drake and Mana Drain I can't proxy (my playgroup is ok with it, but I only proxy cards I own)- but things like Flusterstorm or the Forces I can and will add.
The list here looks more like the actual list. Thanks for your recommendations! It did feel like the pillowforty cards were not that good.
1 month ago
I would cut Academy Rector,Arena Rector,Magus of the Tabernacle, Mycosynth Lattice,Karmic Justice, Propaganda, Price of Glory,Ghostly Prison,Solemnity, Sun Titan, Sphinx's Revelation, and Meekstone. I saw on reddit you were looking for a highly tuned deck and the above cards really only have place in a casual environment.
Stax decks often run into the issue of just adding stax and hoping to win, but that just leads to long drawn out games with no interaction. First thing you need to do is come up with win cons. How are you winning? I see iso rev, but the only payoff is Urza. I see you have a few pieces of hard locks in place, but you arent including the often played halves (Drannith Magistrate,Lavinia, Azorius Renegade). Youre playing a blue deck, but running Price of Glory which removes blues best trait which is stack interaction. You arent running wheels which work great with Narset, Parter of Veils in both they stax your opponent while getting you a new hand. You are running a ton of board wipes which in a more competitive environment wont do much.
Approach of the Second Sun is a slow and casual card but right now it seems like the most consistent way to win with this deck so only remove it once you come up with better win cons. You're in the colors to run Breach lines, so maybe try to incorporate that? Why not runRest in Peace and Helm of Obedience as you are in blue and white so you specialize in artifact and enchantment tutors? Add the other halves of the hard locks, toss in Muddle the Mixture as an easy way to tutor for Lavinia and Drannith, and that should turn them from a magical christmas land scenario to something that should happen more often. If youre in red, you should be playing Dockside Extortionist as it is currently one of the best pieces of ramp in cEDH. To be honest, you really should check out this website (https://cedh-decklist-database.com/) and look at decks that share your colors and gameplan, and see where you can make improvements.
Cards I would add Windfall,Wheel of Fortune, Drannith Magistrate, Lavinia, Azorius Renegade, Dockside Extortionist, Gamble, Muddle the Mixture, Force of Will, Force of Negation, Mana Drain, Counterspell, Dispell, Flusterstorm, Mental Misstep, Ghostly Pilferer, Gilded Drake, Hushbringer, Rest in Peace, and Helm of Obedience.
Hopefully this helps.