|Commander / EDH||Legal|
Printings View all
|Duel Decks: Merfolk vs. Goblins (DDT)||Rare|
|Mercadian Masques (MMQ)||Rare|
Combos Browse all
You may exile a blue card from your hand rather than pay Misdirection's mana cost.
Change the target of target spell with a single target.
|Have (48)||Tommuz , Lucretian , RPG_FOX , Clawsun73 , sneferie , gildan_bladeborn , Hakira , marcus638 , mcstang1986 , Notepad95 , conker3009 , , Austin0 , SoggyGecko , Hootiequack , failurechild88 , Puzzlemayor , voidruby , Ellyreia , Nemesis , Malachy_ , Snydog17 , joshw335 , Atroxreaper , thetechzombie , KB2187 , darthnuchi , Raknamadak , bigc137 , duff87 , chrishuffman95 , Skydra2 , Riders_of_Brohan , meowCat1234 , 2austin5 , mziter501 , miracle , saj0219 , Esquire_ , BLEATH , sonnet666 , awalloftext , yerfdog1935 , TypicalTimmy , bakeraj4 , Bluboltar , weirdtimes2004 , orzhov_is_relatively_okay819|
|Want (23)||hyrulian , mini_tb , joshw335 , adb_slayer , Brodolf , TheMagicReturns , Ariumlegion , arthurxisde , Kleptozaniac , P13 , Dk1997 , volcomstone2892 , king0fclubs , olivebagel , Totaemuegerli , PopeJonIII , Swagrajag , snowmaster55555atgmaildotcom , beckhr , bsorner3 , WORD_559 , IBWolfKnight , PoisonSamurai|
3 weeks ago
I'm curious, is there a reason why you don't run Cavern of Souls or is control not really an issue in your meta?
3 weeks ago
hkhssweiss I can imagine each game would end very fast since either one of us would combo off quickly. Unless the other draws some ready answers.
Yes we both have the same issue of having high cost commanders and they're the most vulnerable during the turn we summoned them. I run Force of Will , Pact of Negation and Misdirection as means to protect Yennett even when I'm all tapped out. I've considered Hall of the Bandit Lord but it is in my Maybeboard cause I don't like lands that come into play tapped.
1 month ago
2 months ago
2 months ago
I have made some changes to the deck, as I have been able to get hold of a few more cards I wanted:
Removed: Chemister's Insight, Command the Storm, Electrickery, Electrolyze, Izzet Charm, Lightning Strike, Ral's Dispersal, Stonefury Beacon Bolt, Divination, Invoke the Firemind, Precision Bolt, Roast, Windfall Nevinyrral's Disk Firemind's Research
Added: Mystical Tutor, Reiterate, Turnabout, Clockspinning, Shattering Pulse, Capsize, Gamble, Preordain, Vandalblast, Merchant Scroll, Mystic Retrieval, Past in Flames, High Tide, Hidden Strings, Misdirection, Young Pyromancer
This should give me a little more control, and has added some much needed combos in. Still not where I want to be with the deck overall yet, but all I could afford to put in for now. Will make some more changes after Christmas is out of the way, and once I have played with it a bit more to see what exactly needs doing.
2 months ago
Thanks for a detailed reply!
What I was expecting in the ramp section is more rocks, signets specifically (Simic Signet, Izzet Signet and Gruul Signet). Having 34 lands is fine, but rocks make it more likely for you to hit your land drops past t2-3 since you're not stripping your deck bare of lands. Also they make hands without green sources much easier to keep since rocks can cover you up if you end up needing green. If your meta has a lot of Vandalblast effects it would make sense, but other than that (over)reliance on green in 3+c, especially with a fine budget like yours, doesn't make sense to me personally. Also, and this is a smaller concern, at Mana Vault starts to look quite appealing as a pseudo-ritual to enable intet t2/3 more reliably.
As for counters, I'm a blue mage at heart and I might be biased here. But from your description it seems like your counters package could've been better when you played it. Cheap and efficient counters, such as Dispel, Flusterstorm or Mana Leak, are the best at protecting combos and keeping you in the game. Much better than Counterflux or Misdirection. Their low cmc makes it easier to leave mene open for them. And though paying for 1 or 2 mana counterspell is a feels bad moment, when you take into account that you spent that mana to both "draw" a counter (so it's a clear +1 instead of +0 when cast) and to pay for it in advance (which is very useful bc with just 2-3 cards exiled, any form of counterwars math on your opponents' part falls apart. This also makes tapping out much easier, making it possible for you to milk all the value from the mana available to you). In my opinion it's good. Just "good" is nothing compared to a Expropriate of course, but being a blue player that I am I tend to evaluate cards depending a lot on their floor value instead on their ceiling. If you don't cast your counters, either your manabase/your sequencing/opponents' sequencing got better of you OR there was nothing to counter. In the first scenario counters are not to blame, s**t happens, and in the other one you're probably in a good shape counters or not. But if you can/have to expend your counters, if they were used well, they either saved your butt or handed you the win. In both cases they're literally deciding the game. Again, though casting a counter for is a feels bad moment, even greater feels bad moment is having no response at a game-deciding play or, even worse, having a response, but being 1-2 (colored) mana short to cast it.
Again, my blue devil (TM) horns might be showing too much. I'm not saying you should cram in a dozen of the most popular counters in the game, there is neither such need nor space, but maybe you could use few really efficient ones. My personal recommendations would be;
- Flusterstorm - this bad boy gets better the more competitive your meta gets. In a meta where people are likely to cast multiple spells per turn and to do it early, this practically becomes an uncounterable counter that dismantles storm by itself. All for a low low price of
- Negate - is a very reasonable mana cost even in 4c decks, and the non-creature drawback is minimal
- Counterspell - the classic. In hyper-competitive metas might be pushing it too far, but in 3c it's still reasonable enough to be considered
- Dispel - great for coutnerwars and dealing with non-wrath removal, especially in competitive
- Spell Pierce&Mana Leak - these get worse as the game drags on so evaluate these with a grain of salt. But if you're up against fast decks a lot, these might be the silver bullet you need
- Stubborn Denial - this one is great if you get Intet to stick, and even before that having a bit worse Force Spike isn't the worst thing in the world, especially in competitive
Just so that we're clear; I like the deck. And I don't doubt it works for you in your meta. I also think that its perfectly fine if someone wants to build their deck their way, it's their deck after all. But the moment I see something referred to as "competitive", I hold that deck to a very high standard to the point of becoming stingy. I'm sorry if what's written or the amount of it left a different impression.
2 months ago
Hey thank for checking out my baby!
In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a ramp.net deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.
In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.
I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.
I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.
2 months ago
I like the idea and concept, here might be some suggestions that might help. I would add in a land ramp, Damia helps you refill your hand but she is quite costly. So cards like Burgeoning, Azusa, Lost but Seeking, Oracle of Mul Daya, will definitely help you increase the package. If you are basing your wins off Torment or Villanous Wealth, I would also suggest Exsanguinate as your third possible go to finishers.
Now in addition to ramp package you need mana, fast. I see that you already included a Cabal Coffer/Urborg package, so maybe a Crop Rotation, Sylvan Scrying, or Hour of Promise can get you there quicker. Not to mention that early game seems a tad bit on the weaker side, you can use CA spells like Rhystic Study or Mystic Remora to pre-emptively stall them out further to not give you draws. Or just straight up Phyrexian Arena.
Lastly protection suite, some cards I would suggest would be Heroic Intervention, Delay, Arcane Denial, Misdirection, Swan Song, or even Negate. If you have the budget I however do recommend the direct upgrades such as Mana Drain, Force of Will, Flusterstorm, and Pact of Negation.
Hopefully these suggestions help! Lemme know if ya need any additional advice, always happy to deck build :P
Misdirection occurrence in decks from the last year
All decks: 0.02%
Commander / EDH:
All decks: 0.05%
U/R (Izzet): 0.06%
BUG (Sultai): 0.07%