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Mind Over Matter
Discard a card: You may tap or untap target artifact, creature, or land.
Mind Over Matter Discussion
2 days ago
3 days ago
Right off the bat, I think you should run Preordain . The card is very powerful, and I see it in your 'Maybeboard.' Second, I saw you replaced Anticipate with Sensei's Divining Top . This is a good idea, but if you're looking for more cantrip effects, Impulse is a strictly better Anticipate . Furthermore, looking at your deck's curve, you might want to consider running Counterbalance in conjunction with top -- I have had good results with that combo, particularly if running Zendikar and Onslaught fetches to clear the top. Azami's draw ability would do just as well though.
I don't think Halimar Depths is a very good card. Sage of Epityr is a one-drop wizard who does the same thing (slightly better, actually) and doubles as card-advantage later in the game. Siren Stormtamer is another good utility one-drop wizard, as is Sidisi's Faithful . (Note that Sidisi's Faithful can be tapped to draw a card while the exploit trigger is on the stack, and you can still have it exploit itself.) Generally any low-cost wizard that has a relevant ability is a good idea. Furthermore, cards like Intruder Alarm and Paradox Engine are your friend, as they make spells into spells plus draw 4 or 5.
Pairing Azami with Mind Over Matter then becomes an auto-win in conjunction with Jace, Wielder of Mysteries . For the record, Laboratory Maniac is a wizard, but I like your choice of Jace better. I think the Lab Man/Jace combos are likely a better way to win than wizard aggro.
Riptide Laboratory is a good way to protect your general.
Sapphire Medallion , which I see is also in the 'Maybeboard,' is also a good card. Mono-blue has little ramp, so any two-drop ramp is good. Same goes for Sky Diamond , Baral, Chief of Compliance and Coldsteel Heart . With more rocks, things like Aphetto Alchemist also get better (I strongly recommend playing him).
I do not recommend Portent . Half the time I use cantrips, I am using them to find a land or some other card I want to use immediately. The Ice Age slowtrips just don't fulfill that need.
Finally, I am not sure I think Arcane Lighthouse or Detection Tower are very good. It may be a meta-call, but I feel that Azami costing triple-blue means you want to run as few colorless lands as possible.
All the best and good luck! Azami was one of my pet decks when I used to play her.
4 days ago
Due to the legend rule, you do not have a chance to gain priority before you have to sacrifice the new one, meaning you cannot draw your deck, bounce everything ect. You'd have to have a Mirror Gallery type effect.
A fun consideration, could be Riptide Shapeshifter . At its worst, it might get you something you need. At its best? Name "giant" to get your Galecaster Colossus . Or name Slivers to cheat it directly into play for either flying or unblockable. Hell, you wanna get "real" cute, name "Pirate" and get Timestream Navigator . At its worst, it is a Wizard that gets you Wizard activations. At its best? You get an extra turn once in a while.
I feel like you made the right call, in focusing more so on "Wizards" and "Merfolks", cause I had that issue of "here are all of the lords...what do I focus on" type of things. I do feel like Mind Over Matter is really only there for the combo potential and nothing else. Perhaps a Paradox Engine would be more "value", since you can chain into other spells or have it be a "cheaper" Mind Over Matter, since with Azami out, cast a spell, tap to draw more and have more mana, rinse and repeat. Another change I'd consider, is to remove the Slivers and go with Archetype of Imagination and Deepchannel Mentor I can see WHY you include Slivers (make them all Slivers with the Hivestone, then make the team unblockable). The only issue I see, is basically its a 2 card combo for evasion. Yes its cheaper to cast those two spells than it is to cast the ones I mentioned, but it also means not having to worry about getting your Slivers or tutoring for them, and it means that you can be closer with your two tribes. Another fun card I want to see, is Dragon's Hoard . Cast your commander or any of the changelings to give yourself another small form of card draw. Merrow Commerce might also be nice, letting you attack in and then untapping the team. Not to mention Arcane Adaptation naming Merfolk untaps your entire team at EOT. Other combos is the Sage of Fables/Metallic Mimic with Glen Elendra Archmage . Not only is it another counter effect, but with something like a sac outlet you can ensure you get infinite death triggers (Phyrexian/Ashnod's Altar, Altar of Dementia ect are all good examples).
I do have to ask; How is Unesh in the deck? Without allot of changelings and not allot of static changes to creature types, similar to Arcane Adaptation, it means that you might get two? Maybe three triggers from it? I am also curious what you USUALLY name with Arcane Adaptation. Do you cane Wizards for the "flexibility" of the "tap an untapped wizard:" type of effects? Or more so the Merfolk for more pumps and evasion?
1 week ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
2 weeks ago
Propaganda is good for defense
more group draw fun
1 month ago
Sorry it took me that long to answer you guys!!!
derpytrollerZ - Curiosity triggers with any damage, not only combat. I can draw my whole deck when using it on Niv-Mizzet, the Firemind or just draw a bunch of cards with Nekusar and a "wheel". Helm of Obedience is a dead card if you don't have a Leyline of the Void on the field, but I really like this combo. And the Leyline is a must in my meta. hkhssweiss already explained the importance of the Library of Leng , it prevent the deck itself from decking out and selectively allows me to keep which cards I want in a wheel effect. It also gives me unlimited hand size.
Rambolicious_0 - I used to run them in the past, they're really not worth it.
1 month ago
Koka in my humble opinion, Mind Over Matter and Gilded Lotus are a bit slow for what this deck aims to achieve. This list is meant for cEDH and I those cards are too high on the mana curve for my liking. I know I have yet to highlight my lines of winning, but when Proteus Staff hits the board, it's kind of the point to become the archenemy because it's a one card combo with Fblthp that allows you to win on the spot when you activate it essentially. I'll be sure to list my win lines in detail today if you want to check them out. Regardless, thank you for the suggestions and the upvote! Much appreciated!
1 month ago
I'm trying to build the same deck. The problem I see is, the moment people see the proteus staff+Fblthp you are going to be the archenemy. Nonetheless, good luck.
Mind Over Matter occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%