|Commander / EDH||Legal|
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|Duel Decks: Jace vs Vraska||Common|
|Classic Sixth Edition||Common|
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Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
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Memory Lapse Discussion
1 day ago
I think you have far too many creatures in here, most of which do litttle to nothing. For example The Unspeakable...is there even a single arcane in the deck? I don't think so.
The main problem with Jhoira is that you show in advance what threats you have available. The opponents can prepare for what is coming and will most likely try to kill the Jhoira player before any suspended spell resolves. This is why you need a lot less suspend targets and a lot more defense, for example counterspells...preferrably those with VERY low mana cost or alternative casting costs, such as Mental Misstep, Spell Pierce, Daze, Thwart, Force of Will, Pact of Negation, Misdirection, Swan Song, Remand, Memory Lapse...mass removal such as Devastation, Wildfire and Jokulhaups are also great, something that destroys lands and creatures.
4 days ago
Great deck! If you put Thunderous Wrath in there, Brainstorm is an auto-include as a 4-of. Anyway, you may consider Memory Lapse to counter one of your own spells, untap Alchemist and get that spell back to your hand if Lookout is on board.
1 week ago
Oh right, I knew that, it was just a Memory Lapse
I was assuming Marchesa was out, which does keep them coming back.However, it also stalls them until the end step. Unlike persist. Thus, what I was talking about in my reply on Reddit. But, somehow I forgot that in a few hours. hahahaha.
2 weeks ago
I would say you are off to a good start, but I see some things to think about.
I would lower your mana curve a lot. Like actually cut almost every card that costs over 4 for cheaper options. Also I would try and decide whether or not you really want to focus on milling out people or not. Its not a strategy you can go half in on, its just not gonna work. Personally I would cut the strategy from the deck. You don't need too many cards devoted to "winning", if you have some good theft and copy cards in addition to the commander.
Your commander is very mana hungry to take advantage of, and needs protection. If you focus on supporting the commander more I think you will be in better shape. Things like cheap countermagic that can be cast the same turn as the commander, and especially mana rocks that can tap for any color so you can cast the cards from your opponent's hands easier. Just more mana rocks in general, can't have too many.
Thran Dynamo, Gilded Lotus, Coalition Relic, Fellwar Stone, ...just about any 5-color tapping mana rock. Then once you have enough of them in play Paradox Engine gets crazy good, it would allow you to untap during other people's turns. Turn Aside, Memory Lapse, Remand, Delay, Hindering Light, Echoing Truth, Displacement Wave, Cyclonic Rift, Vindicate, Anguished Unmaking are good counterspells, removal, and bounce that come to mind quickly. Vizier of Many Faces has been impressive lately as a great clone.
Lots of changes, good luck! I'm interested to see what comes out!
3 weeks ago
This is a cool commander despite being a bit expensive with 3 colours and cmc 5...the question is how can sen triplets be abused best?
being able to cast from an opponents hand requires two things: the opponents must still have cards in their hands and you need the mana, also correct colours, to cast these cards. One problem is to get the 5 mana to play sen triplets, protect them until the next upkeep AND have a good chance of finding a useful spell to steal from the Opponent of your choice.
Protecting sen triplets is the easiest part, simply Play as many "free" counterspells as possible (there aren't too many anyway): Force of Will, Pact of Negation (depends on your Budget though), Daze, Thwart, Mental Misstep
I strongly recommend cutting all counterspells with mana cost 3 or more, except Disallow because that one can target also abilities. Having a classic Counterspell in the deck has to be preferred over any one of the Counters that cost AND colourless mana. Negate and Mana Leak are also better than the counters you currently have. Adding Isochron Scepter would also make sense...and Orim's Chant/Silence can either be used for a lock with the scepter or they just stop a player from casting something for a turn so you can steal from their hand in your next turn...
Mana rocks that cost more than 2 are really not good, except for Coalition Relic and Chromatic Lantern (if they fit the deck). In your colours you can play Talisman of Dominance and Talisman of Progress in addition to the 3 Signets and there's also Mind Stone. Best would be mana artifacts that actually accelerate, meaning produce more mana than they cost: Mana Crypt, Mana Vault, Mox Opal, Mox Diamond, Chrome Mox, Grim Monolith, Lotus Petal. Voltaic Key is good as well when you have some of These in the deck. Trinket Mage to search for everything, also Pithing Needle, Engineered Explosives or Grafdigger's Cage to Counter specific threats on the table.
I would start by getting the cheapest Cards first and remove the worst (and most mana intensive) Cards for them. Then think about how much Money you want to spend and buy those of the more expensive cards that improve the deck most.
3 weeks ago
I would strongly recommend cutting all the counterspells with mana cost 3 or more. There are plenty cheaper and better counters, also for a lower Budget. You want to cast Muzzio AND be able to protect him, so every counter that is either free or only 1 or 2 mana is fine.
There's absolutely no need to use any of the worse Counters, especially because the cheap ones can wreck the acceleration of the other Players and the expensive ones can't. Just imagine someone keeps a hand with sol ring, 2 lands and spells with mana cost 3 and more. they are on the play and in their first turn you counter the sol ring with Mental Misstep - you've just put one player out of the game for 3 or even more turns! Enough time to set up your own tricks...
1 month ago
Okay so if we are going to aim to win with Nekusar dealing lethal infect to each opponent, we obviously need ways to give Nekusar infect, and like we mentioned before, there are only five ways to do that, so we will make due with what we got. That's six cards done, but what about the rest of the deck?
Well, if we think about Nekusar getting infect, we can guarantee that our opponents will try everything in their power to kill Infeckusar as fast as possible, so based on that, Howling Mine effects are basically worthless. What we need are wheels. Play Tainted Strike and follow it up with a Wheel of Fortune and a Burning Inquiry.
The wheels we can add include Burning Inquiry, Commit / Memory, Dark Deal, Diminishing Returns, Incendiary Command, Jace's Archivist, Magus of the Jar, Magus of the Wheel, Memory Jar, Molten Psyche, Reforge the Soul, Runehorn Hellkite, Standstill, Teferi's Puzzle Box, Time Reversal, Time Spiral, Timetwister, Wheel of Fortune, Whirlpool Warrior, Whispering Madness, Windfall, and Winds of Change. That gives us 22 wheels, which I will recommend each one being used here. (Many of these are very expensive, so if you aim to build a budget deck, I completely understand dropping some of them, and that's rings true for all of my suggestions actually.)
So infect and wheels gets you about 1/3 through the deck, so what do we do about the rest of the deck? A small portion of the deck should be devoted to protecting the commander, and those are best done with counterspells, because they double as ways to shut down massive plays by opponents. Based off of MagicalHacker - List of All Counterspell Cards, I think the best 7 counterspells for this deck are Swan Song, Arcane Denial, Counterspell, Countersquall, Mana Drain, Memory Lapse, and Negate.
Next, we can definitely get use of a couple tutors to really make sure the deck fires off consistently. We have both wheels and infect pieces, that can be found with a various array of tutors. The seven I am going to recommend are Dizzy Spell, Demonic Tutor, Dimir Infiltrator, Muddle the Mixture, Shred Memory, Dimir House Guard, and Clutch of the Undercity.
That puts us 42 cards into the deck, and just 21 cards away from the 63 nonlands I want to see for the deck. These cards can be whatever you think is necessary, such as maybe 7 ramp cards, 7 draw cards, and 7 ways to destroy permanents, like board wipes and spot removal. As for draw, I highly suggested perusing through MagicalHacker - List of All Draw Cards (Burst) for cards like Treasure Cruise and Ancestral Vision.
As xander11 suggested, I think that proliferate would be a fantastic inclusion.
I do want to mention one last option. If you build just right, you can basically use rituals like Desperate Ritual and Dark Ritual to play your hand to make lots of mana, then spam out wheels and more rituals. It's a very risky play, but if you can get it to work, it can be brutal. In terms of low risk, going with wheels, tutors, infect, and counterspells is going to be your best bet an effective build of Infeckusar.
What are your thoughts?