Creature — Djinn Wizard
Megamorph 5U (You may cast this card face-down as a 2/2 creature for 3. Turn it face up at any time for its megamorph cost and put a +1/+1 counter on it.)
When Monastery Loremaster is turned face up, return target noncreature, nonland card from your graveyard to your hand.
Printings View all
|Mystery Booster (MYS1)||Common|
|Dragons of Tarkir (DTK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Monastery Loremaster Discussion
5 months ago
I would drop:
- Fleeting Distraction
- Grip of the Roil
- Obsessive Search
- Radical Idea
- Reach Through Depths
- Spell Syphon
- Twisted Image
- Slip Through Space
- Apprentice Wizard
- Deranged Assistant
- Hedron Crawler
- Sea Scryer
- Prismatic Lens
One reason is that you have a lot of cards that do nothing but draw one card. Which is usually fine in 60 card 1v1 as they function as almost running fewer cards. This lets you draw into your business spells with more consistency. However, in EDH multiplayer, I feel like you want cards with more impact. I kept in cards that let you scry or let you decide card quality because those have more impact.
The other reason is that you really aren't accelerating into anything big, so why do you need a bunch of mana ramp cards? You definitely want to hit all your land drops, but your 2-for-1 and 3-for-1 draw spells should keep filling your hand with lands. You want more business spells that keep you in the game long enough to get Talrand into play and start beating down.
I know Talrand tempts you to play a bunch of cantrip spells to have a sort of combo finish. However, in my experience it is better to have a more solid lock down of the game and win with inevitability than just trying for an alpha strike. A few 2/2 flyers can go a long way.
I would go up to 36-38 lands to make sure you keep getting those land drops.
Then I would add a few more counters:
Then some more bounce (although you have most of the good ones in there already):
Then maybe a couple more recursion spells:
Just to give you some card advantage in other ways or to get back powerful spells that you were forced to use early.
Blue shenanigans can be hard to play. Sometimes you want to be aggressive with your countermagic and bounce to stall your opponents. Other times you want to hold back and wait until the more opportune time.
Hope this helps.
1 year ago
Blue has gotten a form of planeswalker retrieval in the form of Monastery Loremaster
2 years ago
Thanks for looking at my deck! I thought I'd return the favor :)
I think Anticipate is too small an effect. Sure, with rebound it's nice, but it takes up a card slot where you could something cool.
I chose to not play so much counterspells because you can't rebound them usefully, but I understand why they're in :). I do love Supreme Will, because you can rebound that one.
Dragonlord's Prerogative is nice, but in Ixalan you can draw 7 cards for just one more mana (even though it's a sorcery). Might be worth looking into Overflowing Insight . What a rebound card! :D
Have fun with Taigam!
3 years ago
After further analysis:Removed Tempt with Reflections and Whelming Wave in favor of Codex Shredder and Monastery Loremaster to allow for some recursion that will effect Bloodchief Ascension and my Removal/Board wipe cards.
4 years ago
The deck sound interesting, but it seems have some flaws on it. Thoughts?
4 years ago
Added some Taigam's Scheming, which is much more efficient grave filling & fuel for Treasure Cruise, Dig Through Time than Ugin's Insight. It can also get rid of excess lands, which were trouble for me in some games. I added fetches for the same reason. The off-color lands are to support Warden of the Eye, which is a better option than Monastery Loremaster with CMC 5 instead of (effectively) 9 to retrieve a lost Hedron. Maybe the classic Den Protector is better, though, as long as we're splashing...