|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CM1)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Duel Decks: Venser vs. Koth (DDI)||Uncommon|
Combos Browse all
Creature — Kithkin Wizard
: Remove target creature from the game. Return that card to play under its owner's control at end of turn.
Price & Acquistion Set Price Alerts
|Have (9)||ironax , bakunet , Yawkcorb , jtaddeo , Reliva , dizzierabit , rikertchu , itheoryz , orzhov_is_relatively_okay819|
|Want (7)||mumblethief , sleepy104 , jokerx , jarjar102 , thorrs , kovellen , Loading_Error|
Mistmeadow Witch Discussion
2 weeks ago
Bant is the most powerful color combination in commander. Don't @ me.
Dismiss into Dream + Roon of the Hidden Realm or Mistmeadow Witch (or, I guess anything that targeted any creature with any effect) is flat out unfair. Especially Azorius Guildmage + Training Grounds ;)
2 weeks ago
Yes to end step, "probably not" for the cleanup step.
The end step always has a round of priority, and many delayed triggered abilities go off "at the beginning of [the/your] next end step" which give further opportunities to respond and act. So yes, unless there's a special condition preventing you from acting like City of Solitude you will always have an opportunity to act during your opponent's end step.
The cleanup step is different. Normally, no player receives priority during the cleanup step, and few effects trigger to create the opportunity to take priority. This is the step where "until end of turn" effects wear off; if as a result of that happening a SBA must be taken, or if there's a trigger waiting to go on the stack, then players get priority to respond. After which there will be another cleanup step.
2 weeks ago
Every time a spell or ability resolves the active player gets priority and all players must pass priority for the game to proceed. When Peregrine Drake's triggered ability resolves your opponent will have an opportunity to respond, and so will you once they've passed priority.
Between their end step and your untap step (assuming it's a 1v1 game) there is only their cleanup step. It is unusual for players to have priority during the cleanup step and impossible to have priority during the untap step, so you must act during their end step if you want to take advantage of the untapped lands. Also, you must use Mistmeadow Witch before they move to their end step, otherwise the delayed "beginning of the next end step" trigger will have to wait until your end step.
2 weeks ago
It's my opponents turn. I have Mistmeadow Witch and Peregrine Drake. If i use mistmeadow witch ability during their turn, at end of turn I get to untap 5 lands. My question is, can I use those 5 lands between the end of my opponents turn and before my untap step? (essentially getting to use those 5 lands before I untap all my lands).
2 weeks ago
3 weeks ago
Since all your critters are pretty cheap, Crystal Shard can accomplish something similar, just decline to pay whenever you target your own critters (bonus points for the chance to mess with opponents that tap out). I can't think of many things more obnoxious than bouncing your Vendilion Clique every turn during their draw step, then replaying it for a Lantern of Insight-like lock down.
1 month ago
Hey, thanks for the suggestions, but im not trying to make this deck competitive or anything. Im generally trying to stay away from expensive cards like Walking Ballista (the original deck was a prototype, so I just let loose with the budget). Walking Ballista is a really good card though, better than Rakdos Guildmage, however the guildmage is more on-theme so I prefer it ;)
That being said, while the payoffs are creatures, it's literally impossible for an opponent to disrupt me if they don't kill Izzet Guildmage or Training Grounds right off the bat, before I combo off. Since you draw your entire deck, you'll always hit the one Gigadrowse, and you can use it to tap all their permanents. You can also bounce all of their permanents with the Eye of Nowhere, and again tap all their permanents while making infinite mana with Psychic Puppetry + Psychic Puppetry. If I'm worried about something in their hand that they can cast for 0 mana, I usually play Dimir Guildmage and make them discard everything in their hand (if I combo off with Manamorphose I always make some black mana) After doing one of those things you'd play a Guildmage and then kill them. The hard part is getting the first Izzet Guildmage to survive a turn.
Lab Maniac is a good idea though, I forgot about him. I actually included Eye of Nowhere in order to get around Worship and Leyline of Sanctity, now I realize that Lab Maniac would solve that problem... the only thing is that he's useless if I draw him early, which is something I tried to avoid when choosing my combo pieces (this is the reason I took out Lava Spike). I think I'll add him to the sideboard.
I'll think of your other suggestions when I try making a more creature-heavy version of this deck, earlier I was fiddling around with a Jeskai Training Grounds deck with Mistmeadow Witch and Azorius Guildmage and stuff that went more for control. Ghost-Lit Warder could be neat in that list, Banefire I think would be a good win-con.
Again, I really don't expect this deck to do well at all against any deck that packs removal or counterspells lol. It's way too easy to kill Izzet Guildmage or counter the first spell, however I really love this deck just cuz it's super fun when it works. (Sry for the long reply lol, and thanks for checking out my deck :D)
irini on Roon Blink
1 month ago
Training Grounds has too limited synergy imho.