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|Commander 2017 (C17)||Rare|
|Return to Ravnica (RTR)||Rare|
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Creature — Human Wizard
, : Draw two cards. , , Discard a card: Mercurial Chemister deals damage to target creature equal to the discarded card's converted mana cost.
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Mercurial Chemister Discussion
2 months ago
Ultimately, the joke "'sup, plantform" wasn't clever enough to maintain a spot in the deck. Both the cut cards create card advantage, but Zndrsplt does it better and, come on, his name is "Zndrsplt." If that's not on-brand for this deck, I don't know what is.
4 months ago
SOOOOOOO it revolves around putting out insects right? also a lot of tokens?
I run a few decks that heavily feature token play. Let's make people hurt from it. We have two enchantments that do damage from creatures literally entering the battlefield. Warstorm Surge lets you hurt people in so many ways just for putting out creatures. So does Impact Tremors, but not as powerful.
Thats about all I can give you. Just reconsider your creature selection, bump your card draw, and make. them. HURT.
>:3 Good Luck!
6 months ago
If you're still looking for cuts here are my suggestions.
Overall Ideas: 1. Cut the instants and sorceries. 2. Add better creatures/artifacts with activated abilities.
I would look to add more wheel effects to get cards into the graveyard. Although it can feel a little similar to chaos the results are more effective card draw and will fill up your graveyard faster with more additions. Meaning you would fill your graveyard with more potential options for Marsil; and will add more overall card draw potential than the following cards: Probe, Flux, Mystical Teachings, Cathartic Reunion, Careful Study, Gifts Ungiven, Thirst for Knowledge, Frantic Search
Silumgar's Command: There are better creatures/artifacts that can fulfill this role through Marsil and have the additional benefit of being repeatable.
Walking Ballista: 4 mana for a +1/+1 counter is not efficient enough to justify it's inclusion.
Argent Sphinx: I think that relying on Metalcraft in this deck will end poorly in most situations.
Snapcaster Mage: By removing the instants and socrceries Snappy becomes less effective and should be removed.
Galecaster Colossus: Similar situation with this card having no activated abilities, the high CMC, and the ability to only bounce two (with the Colossus and Marsil on the battlefield) non-land permanents a turn doesn't seem worthy of an inclusion.
Decree of Pain: Being in Grixis colors, you have access to more effective card draw and board wipe spells than to justify this cards high CMC even with the cycling component.
Anthroplasm: This card confuses me and I don't understand its use. Care to enlighten me?
Cephalid Coliseum: You have access to better card draw that is repeatable.
Hammer of Purphoros: Unnecessary haste inclusion.
Basalt Monolith: All the ramp. None of the draw backs.
Hateflayer: BOOM, goes the dynamite.
Pili-Pala: The best part of your deck is this card.....
Jace's Archivist: Wheels for days..
Avatar of Woe: Problem solved. Plus can be a cheap cast on its own.
Vandalblast: You're playing red right?
Mercurial Chemister: Ehh, Idk about this one.
Entomb: Tutor time.
Gamble: Great tutor for your deck.
Cavern Harpy: Wow, just, wow....
Training Grounds: Mana reductions are the key.
7 months ago
Cut Fire Servant, Satyr Firedancer, Hypersonic Dragon and Mercurial Chemister and run a full playset of Monastery Swiftspear and Nivix Cyclops/Kiln Fiend as they are the staple of any blitz style deck.
AS for spells, cut down on any spell that isn't under 2 or 3-so cards like Firemind's Foresight, Gridlock and Prophetic Bolt has to go. Cut all your counterspells and replace them with 2 or 3 Counterspell, and any combination of Brainstorm, Ponder and Preordain (all very powerful cards that are banned in Modern).
A UR spells deck tends to aim for fast wins off of Prowess creatures like Monastery Swiftspear, so you should focus the deck more in that direction.
7 months ago
First off, I love the idea of trying to build a creature only deck. Seems like a lot of fun, but I see a couple problems with this build.
No ramp. You run so many lands, but no ramp. Take out like three of those lands and replace them with things like Wood Elves, and Farhaven Elf. Even some of the normally worse creatures like Ondu Giant might be better than running so many lands. Another option might be Frontier Guide since you are running many untap effects, and it could be a useful mana sink for those turns where you don't need to counter anything.
No draw. A control deck needs draw, otherwise it has no way of keeping up with the rest of the board, especially in a multiplayer format. Run things like Mulldrifter, Arcanis the Omnipotent or Jace's Archivist for good draw. Another great card that would be on theme for you would actually be Mercurial Chemister since he can draw you cards, and can also be used for control.
No visible win-con. Your best win con I can see is swinging with Frost Titan, which is not a very reliable win con. You need some big swingers who can act as finishers. I would recommend at least running a Pathbreaker Ibex, or something similar to help you win after you've soft-locked your opponents.
Those are the big problems I see with the deck. Now for a few card suggestions. The only card I can see being underwhelming is Guile. You only run 12 cards that counter spells, and with no draw to ensure you get multiple of them, Guile will turn into 8 mana for an 8/8; that is very underwhelming. The only three cards I would recommend are the praetors in your colors: Jin-Gitaxias, Core Augur, Vorinclex, Voice of Hunger, and Urabrask the Hidden. These three allow for a lot of control over your opponents, and would advance your strategy (plus the green and blue ones count towards the ramo and draw categories I was talking about)
Hope this helps, and enjoy your deck!
7 months ago
I pilot The Rikuume Kick which is amore competitive list, but there are many cards there that would fit well into your list I think
First Mercurial Chemister is a heckin good card. If let sit he wins the game all on his own. Draws cards, and kills dudes. Actually absurdly good.
Also Energy Flux is the most underappreciated card in all of edh. It hits your ring and crypt which stinks, but shuts some decks entirely down. Brutal card if resolve and decks without white or green can't deal with it.
Mystic Remora is a classic that nets you lots of cards early.
Basically anything in that deck I would recommend. Take a look and try out some of the things you see. You won't be disappointed.
8 months ago
Steam Vents if it is in your budget
Street Spasm is another boardwipe.
Invoke the Firemind
Niv-Mizzet, Dracogenius and Niv-Mizzet, the Firemind
Stitch in Time