|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Common|
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Target creatures gets +1/+1 and gains haste until end of turn.
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Maximize Velocity Discussion
22 hours ago
As said, either you're gonna play more wizard either your gonna drop some cards, If you're gonna put more Wee Dragonauts, maybe you should trade your Risk Factor against Maximize Velocity and it will turn to an aggro deck, then Wizard's Retort could also become an option.
Anyway, with two instances of each card you'll either win with a lucky top deck or lose because you didn't draw the fitting card. You might never get the feeling that some cards aren't doing their job. If you start playing three or four instances of each, you'll start to understand which cards are the safest, which cards are always sticking to your hand and change them to something closer to your needs.
1 week ago
Standard... budget mono...
I'd run Shock and Lightning Strike over Shivan Fire and maybe drop a few of the enchantments. That can go to the face as well as removing creatures. Fight with Fire is another good option that can hit a larger creature early on, or dome them for 10 late... can even one-shot kill if The Flame of Keld procs 3rd saga goes off with the kick.
Fanatical Firebrand is also one of the best 1Drops. I'd consider adding just for the utility of having another aggressive play and can just tap-sac to ping damage.
I like all the spell-play opportunity with Fire Urchin. I'm wondering if using that and something like Maximize Velocity to give it haste would be worth it... could discard a land, and cast it again for another trigger. I don't know if it's better than your build... but it's got me thinking.
Regardless, looks fun. Hope this helps.
Any thoughts on sideboard?
2 weeks ago
Another card that could work is Maximize Velocity, this would allow you to swing with Torgaar, Famine Incarnate for lethal assuming they have no creatures. Run Amok could be used as a red Titanic Growth or even Sure Strike. These however don't really guarantee a win. Tilonalli's Crown might be viable also since it gives trample.
3 weeks ago
I think the series of articles on mtg wiki has a lot of information:
If we use that information we get basically the Izzet guild:
"Blue and red: The two colors are common in their regard for what is new, and alike in their distaste for those barriers that keep them from investigating it. Blue and red can form a partnership of exploration, colluding in their discoveries and assisting each other in destroying barriers to their wanderlust."
"Blue versus red: In red, blue sees a very foolish, dangerous color. Red cares nothing for blue's patient thought and slow progress. Red wants to act on its emotions immediately. This short-sighted behaviour is very dangerous, as exemplified in the flavor text of the Mirrodin printing of Shatter: "Days of planning, weeks of building, months of perfecting, seconds of smashing."
Combine the two paragraphs and you get basically the gist of the Izzet guild. Colors interacting are an exercise of love and hate. For example, for Izzet, the red part of Izzet is pretty much exemplified by Maximize Velocity's art and flavor, while blue is more exemplified by Radical Idea.
1 month ago
These two cards especially Arclight are good for a competitive strategy with lots of instants and sorceries. Dragonauts and Field are too low impact to be competitive. Arclight and Crackling interact very well with Chart a Course, Tormenting Voice and Discovery / Dispersal. All these cards can put other instants and sorceries into your graveyard while at the same time drawing. Putting instants and sorceries into your graveyard is good with low mana cost jump-start (Radical Idea, Risk Factor, Maximize Velocity, Beacon Bolt). Velocity is pretty powerful with Crackling because giving it haste can just win the game depending on how many instants and sorceries you have in your graveyard and/or in exile. Jump-starting Velocity also doesn't reduce Crackling's power because a card that's jump-started is then exiled. Jump-starting cards is also good with Arclight because these spells you can cast twice or you can discard them along with Arclight and then cast them later on to them help to reanimate Arclight.
If 4x Arclight is not of your budget range then consider Enigma Drake and Crackling. This Drake pair is fine, less competitive, but still powerful.
Good luck with your deck.
1 month ago
I don't think Ral is good enough. You don't have enough creature to keep him safe so at best it will activate his abilities once or twice. ( and they are not gamebreaker in your deck imo )
Guttersnipe can get in some huge swing thanks to all the low ccm instant/sorcery.
Rekindling Phoenix is a nice threat to run and is a great target to the Beamsplitter instant/sorcery copies.
You could also use a bit more card draw from blue to fill your graveyard without loosing gas in your hand. That will fuel both the drake so they will quickly be big. But it's not a focus on the Beamsplitter anymore.
1 month ago
How about something like Maximize Altitude or Maximize Velocity? They are cheap spells that work perfectly with Beamsplitter Mage, and the fact they can be jump-started (recast) at such low costs can make for a huge buff/attack for relatively low mana investment.
1 month ago
Etali is cool but Risk Factor is strickly better in that draw card slot. While Browbeat style effects are not generally super powerful Neheb capitalizes on both sides of it in a way that makes them auto includes.
I am also eyeing Maximize Velocity as a good haste outlet but am not sure what to cut for it.