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Mind's Eye Discussion
1 week ago
No worries, I understand the desire to see wha the new updates are.
As for Scroll Rack, Sensei's Divining Top, Mind's Eye, and all the shuffle effects, I had that all in for the reasons that you state, but it never added up to anything really powerful. None gives me additional cards all by themselves, which is something I am finding that I need. I have now ditched all three for alternate cards. By trying to ensure that every card has a strong purpose, that stands on it's own but include strong synergies, and by trying to include as many cards with a secondary ability that can win the game, I have created what I think of as a Paths to Victory style deck. Sooner or later, there will be something that kills my opponent. Diversity in ways to win off of cards with alternate uses make this deck very flexible, and makes it able to take on either an offensive or a defensive stance at almost any time.
1 week ago
I'm pretty new to magic, but I might have some insight to help you. Also, I have not played this deck and do not know how it performs normally (but I plan to in the future).
On your concern of draw power, Scroll Rack may more effective if you use more shuffle effects (maybe fetch lands, tutors, ETB effects that shuffle, etc.). Shuffling will provide a new cards on top of your library when using Scroll Rack and it can still be used to save higher CMC/late-game cards while obtaining lower CMC/early-game cards in hand, further increasing it's value. Also with more shuffle effects you could even get the most out of Sensei's Divining Top which will also in turn help your draw power. The "top" can be used to order 1-3 cards (depending on how many of them you want) for 1 colorless and then use Scroll Rack to get those cards. The "top" also is a "sudo-scry" where you can prioritize what cards the top of your library and it can also draw you a needed card on top of you library for only tapping and putting it on top of your library. Sensei's Divining Top and Scroll Rack also work well with Mind's Eye as you can get the top back after it has been put on top of your deck, possibly getting a wanted card from the "rack" and it just helps your draw power in general. Paying 1 colorless whenever an opponent draws a card to also draw a card yourself. A guaranteed card for each opponent's draw step if you have 1 mana to spare (however, the total draw power it provides is dependent on your opponents draw power).
Also I do know that these artifacts do not provide a wincon by themselves, they're more susceptible since artifact hate since it is quite common in Commander/EDH and they could possibly cause more attention towards you since they maybe somewhat frowned upon (which I know you don't want with this deck). I just thought maybe my 2 cents about this weird and complex card recycling process maybe helpful in some manner to you. Hopefully I can eventually make this deck with my college budget and maybe be a bit more helpful.
P.S.- Thanks for hiding some of the comments, it was getting a little hard to follow after a while. I do understand your view on the update tab being the comment area and hopefully I wasn't a pain for asking.
1 week ago
Hi I love Descent into Madness I built a deck around him before use Kazandu Blademaster as your attacker every time you get a token he gets bigger. Mind's Eye Telepathy Teferi's Puzzle Box these cards let you go threw your deck fast add Notion Thief and Venser's Journal and your oponits will never have a hand but you will. Paradox Haze, Thrummingbird and Clockspinning will rack up counters on all of your stuff fast. All your missing is a fast land base. Hope this helps
1 week ago
Alright, back to work, so back to lurk.
If you really want to keep your PWs untouched I would say the following are the weakest cards in deck and why:
Overbeing of Myth: I've used this guy in every variant of Kruphix since my alpha build but it always ends up disappointing me. Either he doesn't remain the beater I want or he gets hated out when I really need the draw, a solid 5 cmc creature that doesn't always creature and is super weak when you need his secondary (when you have under 4 cards in hand he is pitiful). You can abuse him with copy effects, but even with them I have found far too much hate for this particular creature in my meta at least. I've had far more luck with Mind's Eye, drawing 3+ cards in a rotation in multiplayer with more evasion than OoM. You may wish to cut this for any number of lower cmc control spells or lowbie control creatures (Spellskite, Vendilion Clique, or even Scavenging Ooze would serve as better creatures for you)
Kydele, Chosen of Kruphix This seems like the pet project card in the deck, yes she synergizes with kruphix and nets you mana, but I have found colorless mana (especially situationally available) to be of scant viability in here. You have a higher cmc top end in this deck, but I can easily play 10 drops on turn 5 so attempting to make this card work seems like working against yourself. If you play this on t4 (without any other ramp) she nets you at least one colorless by turn 5, conversely if you play something like Sakura-Tribe Elder, he nets you 3 colored mana without hoops by turn 5. If you insist on a multi mana ramp creature, I know you'd get more worth out of Somberwald Sage or Selvala, Heart of the Wilds due to the colored mana because they come down earlier and you don't really have to work around them, they just pump you or get removed. Even SS's creature only clause still nets you other mana because you don't have to tap colored lands to play those creatures, you can leave em ready for a response or to put into your pool for next turn. If you can live without this ramp, its another good card to cut for more control package.
Kozilek, the Great Distortion This seems like the weakest of your curve toppers for the cost, therefore a great way to cut cmc a tad and make room. I have yet to play/play against this particular card so I will leave it up to your judgment.
Mystic Genesis I gotta admit, this is one of my favorite counterspells in game flavorwise and it was in my deck for years. My only issue with it in here is that your counter and control tech is rather low, so a 5 cmc counter being one of your few solid counters leaves you a bit wanting early game. I would 100% replace this with Arcane Denial, AD fixes so many hands early game, while robbing an opponent of early game douchery (countering a Thran Dynamo, Sylvan Library, or a lowbie commander changes the tides).
Paradoxical Outcome interesting card for sure, did not consider it for commander at all, appreciate you giving me a card to mull over. However, this card would work better in a low cmc toolbox variant andsince your focus is on big booties and PWs you might get more worth out of Temur Sabertooth, Blue Sun's Zenith, or more early control/creature tech.
Leyline of Anticipation or Teferi, Mage of Zhalfir could be cut for room, in your case it seems like leyline nets you more accessibility with your walkers, though playing PWs on an opponent's turn isn't super helpful unless you are abusing Gilder Bairn or something. Cutting either gives you more control room, personally I would say for Arachnogenesis or Constant Mists
Venser's Journal has the propensity to gain you life and is a backup for infinite hand size, but seems like a card that sits in hand more than anything. Thought Vessel would serve you better for the infinite hand size because it comes down far earlier (sometimes it allows for me to not have to play kruphix turn 5 to keep my hand, which nets me tempo), it ramps you, and can be tutored with Muddle the Mixture. Lifegain tends to be where this kind of deck is left lacking, so I can understand why you would include it, though I would probably recommend Horizon Chimera over it because it can chump for your walkers and actually does something for you instead of strict situational lifegain. I cannot tell you how many times this particular card sat in my hand before I decided to cut it for good.
I think these changes would help your deck flow better and better support your biggos and PWs, though to fully support your PWs I think you would need to go to more of a stax variant in the end.
1 week ago
I also recommend checking out Ichor Wellspring, Mind's Eye, Wild-Field Scarecrow, Dreamstone Hedron, a Sin Prodder for a win-win, an annoying card but not useless Urza's Blueprints, an Illuminated Folio combined with winding clock is good, Im unsure how much colorless mana you have access to but Endbringer, and Mycosynth Wellspring for land and card advantage.
As for other things that could help out Blinkmoth Urn for some sick manas. Arcbound Crusher can help with closing a game out by getting real swole creature. Shimmer Myr useful myr if you wanna move to towards myr tribal. A Workshop Assistant makes a great thing to pitch to your commanders negative. A Contagion Engine gives you your commanders negative ability every turn you pay for it. a Rings of Brighthearth can give you double effects on abilites bit pricy though.
1 week ago
All the changes and the thought process behind them have been documented in the comments section above. You may need to go back through the archived comments to see them all. It has been an interesting evolution. The deck is exactly as the deck list above documents, I have yet to make the changes reflected in the recent comments. The primer gives a lot of the reasoning behind many of the inclusions and exclusions. I have wanted for some time to start including more of the cards that have been removed in the excluded cards in the primer, but I have not been up to the task of writing it up yet. It will get there soon.
In the mean time, I have to spend some time thinking about what has been working, what has not, and why. I have had many games recently where Solitary Confinement has saved my butt for many turns, but my card draw capacity has basically been too low to do anything but keep discarding the Monarch card draw to the Solitary Confinement. I think I need a non-draw step card draw engine besides Necropotence. Phyrexian Arena won't cut it because it is a draw step engine. Toil / Trouble has added a little, and it has allowed me to come back out from under a Solitary Confinement, but something more than this would help. Wheel of Fortune would work great, but it was anti-synergistic with the reactive nature of the rest of the deck. A low CMC one shot card draw card for more than 2 cards would be great, but most of those are not in . Painful Truths may fit the bill, but just about everything else is much more expensive or pretty weak. The above mentioned Mentor of the Meek may also fit the bill, even if this is more of a slow card engine than a sudden recovery card. Mind's Eye would do much of the same, without needing to play a creature to get it to trigger, which may be necessary given that Mentor of the Meek requires two cards to start drawing cards, while Mind's Eye can do it all by itself. The downside is that it is expensive at a CMC of .
As for wincons, if I end up taking out Felidar Sovereign and possibly Dread, I need some new wincons. Master of Cruelties would fit with the high impact deathtouch creatures with low power that this deck seems to be heading toward. It could get hated out as quickly as Felidar Sovereign, but as a deathtouch first striker, it can act as a crazy good ground blocker if it is not in a position to attack right away, and it is really close to a one shot win when it is played. This may be a strong addition.
The suggestion of removing some Pillow Fort cards to allow Monarch to circulate the board more while I build an Assassin army is not a bad one. I have kept myself alive with a wall of deathtouch Rattlesnakes and a cushion of built up life from my lifelinkers as much as my traditional Pillow Fort cards recently. I am yet to have Kazuul, Tyrant of the Cliffs build me an army, though that may not reflect his true value. Ghostly Prison has made it harder for my opponents to attack me, and has provided a decent stall for a few turns in several games as my opponents have had to choose between an attack and progressing their board state. Removing these traditional Pillow Fort cards would potentially free up some card slots for some more lifelinkers, more deathtouchers, or more card draw. I may see if removing the Ghostly Prison, Sphere of Safety, Windborn Muse, Kazuul, Tyrant of the Cliffs package would free up slots for more deathtouchers and lifelinkers.
As a slight aside, Boros Charm has seriously pulled it's own weight recently. Multiple games have swung my way when a sweeper was played and I protected my stuff from destruction, leaving me to have my way with the crippled board states of my opponents. Seriously. Armageddon, Wrath of God, Austere Command, Day of Judgment, Planar Cleansing, Damnation. Every one of these cards has been thwarted by my Boros Charm. Amazing card.
1 week ago
I'm in the process of revamping my Ayli deck into a tribal deck and your decklist gives me some great ideas so thank you for that. Welcome back to magic :) Some feedback for you:
I think instead of categories named "ramp" and "mana rocks", they should be "ramp" and "draw". This will give you a better idea of how many draw spells you actually have, which (in my opinion) you don't have enough for such a low mana curve. And on the ramp side of things, I'd stick in 2-3 more.
More commander protection.
Considerations for adds
- Westvale Abbey Flip - Good alternative win-con and an okay token generator if you have nothing else to do
- Wrath of God / Fumigate / etc - OG wrath, and a great on-theme wrath. I'd recommend more than just the one you have but it depends on playgroup. Also casting this after you get the Battalion trigger from Frontline Medic makes me foam at the mouth
- Suture Priest - second cousin of the soul sisters
- Pious Evangel Flip - third cousin,twice removed in-law of the soul sisters
- Sun Titan - Double recursion, and you have so many targets with your curve
- Dawn of the Dead - What's nice about this recursion option is you aren't forced to exile the creature if it'd somehow leave the battlefield through other means cough Ayli cough
- Knight of the White Orchid - ramp
- Wayfarer's Bauble - ramp
- Sword of the Animist - ramp. You'll most likely sac the creature away before combat resolves anyway.
- Pristine Talisman - ramp, lifegain. Best of the bunch of 3 CMCs for this deck. Possibly 1-2 additional 3/4 CMC* rocks.
- Oath of Lieges - ramp
- Swiftfoot Boots - protection
- Gift of Immortality - protection. I love comboing with this and a high toughness creature although it can also be used for Ayli
- Darksteel Plate - protection
- Trading Post - great utility for this deck
- Heliod, God of the Sun - Not the best God out there but very thematic for the deck
- Viridian Longbow - turns Ayli into a sniper with her Deathtouch
- Illusionist's Bracers - double up Ayli's abilities
- Custodi Soulbinders - big boy in multiplayer
- Mikaeus, the Unhallowed - if you have a lot of non-humans this could go a long way
- Archangel of Thune / Cliffhaven Vampire / Vizkopa Guildmage - weaponize that lifegain
- Pontiff of Blight - I see him in your sideboard--I think his ability is great for this deck and he's got a big butt
- Phyrexian Processor - with enough lifegain you could make X pretty large. Combos great with Children of Korlis
- Gray Merchant of Asphodel - this guy can damn near win the game for you if you can recur him enough times
- Tree of Perdition - somewhat gimmicky but you can see its potential with Ayli
- Any of the three Elspeth Planeswalkers are solid in this deck.
- draw - I'm struggling with this myself. Ambition's Cost, Greed, Necropotence, Jar of Eyeballs, Dark Prophecy, Mind's Eye, Disciple of Bolas, Harvester of Souls, Promise of Power
Considerations for removal
- Exorcist - I'm not a fan because it's only black, that's too restrictive
- Orzhov Signet - *my issue with the signet is that it's CMC is 2 which conflicts with Ayli. I'd rather get slightly more value out of a 3 CMC the turn after
- Orzhov Pontiff - Ability seems minimal at best but maybe i have tunnel vision
- Hidden Stockpile - Maybe switch to Bitterblossom if price isn't a concern. Or, if you add some of the other token generators maybe this one won't be needed anyway
- Martyr of Sands - Not nearly enough card draw to get a huge benefit out of this
2 weeks ago
focus on things that give more card advantage the more players there are. going 1 for 1 just leaves you 2 cards behind in a 4 player game.
Words of Waste use it and its 3 for 1 card advantage. combos with Mind's Eye to deny your opponents cards during their draw steps, and you can just counter the instants. Mindslicer or Myojin of Night's Reach nukes their hands. Wrath of God is card advantage when you wipe multiple things, so play board wipes, especially since your commander casts on 5, play a board wipe at 4. Rise of the Dark Realms is a good finisher.