|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Common|
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Muddle the Mixture
Counter target instant or sorcery spell.
Transmute (1)(Blue)(Blue) ((1)(Blue)(Blue), Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
Muddle the Mixture Discussion
39 minutes ago
I understand, you want to keep your playstyle and i respect that.
The problem i see with your strategy is that you want to play a slower deck. Slower decks means control. Therefore you have nothing to protect your field and dont have much to prevent your opponent from building his own strategy.
With this idea in mind, i suggest taking the White part out and replacing it for either green or blue:
- Wild Mongrel for really good discard and placing you opponent in difficult positions when you attack or block
-Anything that makes you gain mana faster
- Counterspell or any counter
-Anything that makes you draw
Finally, your biggest fatest boy is Ulamog's Crusher . One single attack with him can give you victory instantly. Problem is you give your opponent one entire turn to react. Unsummon Boom! He pays only one mana and you have to start all over. The fact that you have Dragon Breath (even if its only one) that can kill him instantly will prevent him from spending his mana to fast. Therefore, making your deck more resilient.
enpc on Combo Tutors
5 days ago
Thank you to everybody who commented, sorry about the delayed response. Good ol' fashioned life getting in the way (not to mention I wasn't getting notifications for a while).
DrukenReaps: The extra tech with Tez is nice. Ultimately, the reason I like him so much is that once he's down, it's an ability which fetches the artifact and puts it straight into play. He can also get a mana rock (read Mana Vault ) turn N and Isochron Scepter turn N+1. The untap is the icing on the cake, but not why I would play him. The double blue is a bit of a shame, but what can you do. I think he's a relatively strong contender for the slot.
Joe_Ken_: I think I'm goingto swap Impulse for Spellseeker - she just seems better (albeit at sorcery speed). It's a shame she doesn't have flash, but I get why she doesn't have flash. And I think I agree with you on Whir of Invention , while the deck can hit triple blue, you effectively need quad blue held up to resolve it.
jaymc1130: I both agree and don't agree with you. First off, I'll touch on Mystic Forge - I don't mind the combo but I don't think it has a place in the deck. The thing about PE was that sure, there was a combo with Sensei's Divining Top , but more than that it tied the rest of the combo packages together in the deck and acted as a nice piece of redundancy against losing access to reversal/scepter. And I don't think that Mystic Forge does the same thing.
On the topic of 3+ CMC tutors - while I agree to an extent, I don't want to discount them either. Grim Tutor is probably the worst tutor in that paying 3 mana is basically a bad Demonic Tutor (which, granted, is one of the best tutors in the entire game), but even still there is zero restrictions on what it can get.
The rest of the tutors however provide some kind of additional value, most of them in the form that they deploy the tutored card into play, effectively uncounterably (yes, I know that Stifle is still a card). So while you are paying ultimately 1 additional mana, you get to test the waters a little bit. And in that light, the difference is a single mana. Dark Petition is a bit different, but again the ability to get anything is super strong. Not to mention that when getting then playing an Isochron Scepter , there is no cost difference between it and D Tutor. But on the flipside, I'm not going to be cramming Diabolic Tutor into my deck anytime soon just to increase the tutor density.
As for the whole fast v slow matchups, again, I agree and I don't. sure, expensive spells are generally bad against lightning fast decks, but that also comes down to what else is going on in my hand. Generally the faster a deck, the more glass cannon-y it is, so in those games I'm focused more on a counterspell or two anyway - I'm playing the slower game. But that doesn't always mean I'm going to generate value with Tymna. A common table for me is Kess storm, OG Sisay combo/beats hybrid and Tasigur control (I appreicate this may not be toppest of top shelf cEDH but they're still not casual, pub-stomp games). Kess will be about on par with me speed wise, but all of the other decks outcreature me. At this point, I don't mind paying a bit more for a value tutor - especially since most tutors I'm interested in do more than just putting a card in my hand.
On the topic of your Tymna/Thrasios deck, I had a look and it looks really cool. It's interesting to see the amount of proactive hate the deck runs, which is not as common to see these days compared to just packing a deck full of counterspells (which is I guess what you're going for). That being said, in my playgroup and for my playstyle, it's not the deck for me. If all I was versing was fast combo it would be much more appealing. But as it stands, I'm happier with the direction the deck is currently taking and given my group, I think the list has more potency for what I'm up against (not to mention it seems like it would be a lot more stressful to pilot :P).
The transmute cards are interesting. I think that Muddle the Mixture is by far the strongest of the three (which is why I re-included it). Shred Memory is nice GY hate, but feels like it's just a tutor and at that poing costs the same as Grim Tutor . And Dimir Infiltrator is cool (especially with Tymna) but you want ot cast it as soon as possible for CA, which tehn means it's no longer a tutor.
I hand thought about Tribute Mage but he just feels too narrow.
I don't like Reshape here - I'm basically eating mana rocks to get the thing which combos with mana rocks.
Long-Term Plans is a cool card, but yeah, it feels a bit weak here. Good in Melek though.
StopShot: I had thought about Diabolic Intent before and the benefit that worst case scenario you just eat your commander. I'm still on the fence about it though. Again, I don't want to eat a thing to fetch a thing which combos with what I just ate.
I completely forgot about Wargate though and I have to say I'm very intrigued by it. The fact that it can fetch a part of any combo (except Dramatic Reversal and even then it can get Spellseeker assuming I make space for her) is very nice and the fact you don't sacrifice the end goal card if gate is couterspelled is really cool. The mana coast is a bit tricky but I think it could be a strong contender.
Scroll Rack is nice, but potentially a bit slow and can feel really empty if you're stuck topdecking for whatever reason. It's good wheel insurance though. I'll have a bit more of a think about this one.
I had thought about Tainted Pact , however the mana base will cause issues since I run 4 Island s for High Tide (which is surprisingly good). If I cut this down to 2 I could do the whole land/snowland trick, but I'm not sold on it.
Again, thank you all for your comments - there is a lot to digest here but I very much appreciate people's thoughts on it. Also, I think I really overthink card swaps :P
6 days ago
Here's some other tutors that you can possibly include that I don't see in your list.
Reshape : another tutor but requires you to sac an artifact.
Long-Term Plans : not as good as others but can grab anything.
2 weeks ago
Updated. Figured out a what I wanted to do
2 weeks ago
@ griffstick Compost + Servant. Every card that hits opponent's graveyards draws cards. Interesting. Wheel/Thief style decks could now run yet another piece that enables drawing a massive amount of cards from each wheel effect used. Both pieces are 2 cmc and can be found from a transmuted Muddle the Mixture or Enlightened Tutor . Veil of Summer and Autumn's Veil would have increased relevance in such a strategy, ditto for Mausoleum Secrets and Xiahou Dun, the One-Eyed . Seems like an idea worth investigating to some degree.
2 weeks ago
You can read the really long bit below or look at my Defender's deck: 'fender-benders. Pretty much the same thing. I think I'm 1-2 lands short of what the deck needs.
I suggest cutting Tower Defense. If your walls aren't big enough to block, Tower Defense isn't likely to help - it's pretty useless against too many things - Deathtouch, board-wipes, removal, discard, etc, etc. Additionally, in my experience, it usually didn't accelerate a win.
I also suggest you cut Assault Formation. It's great to have a back-up plan, but Assault Formation is significantly worse than Arcardes.
I suggest adding 4x Time of Need . This will not only negate the need for Assault Formation, but also tutor up a Tetsuko Umezawa, Fugitive. With Time of Need, I think you could also cut 1xTetsuko. Additionally, you could add 1x Rogue's Passage to further ensure you can get creatures through.
I think Wall of Denial is better than Tree of Redemption in every way except flavor.
I suggest cutting Wall of Mulch in favor of Wall of Omens and Orator of Ojutai . It's just not good to sacrifice any creature - The dorks need Defenders to kick out the mana, especially if Freed from the Real+Blue Sun's Zenith is a wincon. Additionally, if dorks are going to tap for mana, additional creatures are needed to block. And, with Time of Need, the "need" to draw cards is considerably less.
Sylvan Caryatid is worth considering if you can afford it. While it doesn't tap for nearly the mana you get with Axebane Guardian or Overgrown Battlements, it does mana-fix and can't be easily removed. "Bolt the bird" pretty much applies to Axebane Guardian. I went with a full set of both Caryatids and Guardians to help keep the mana-base consistent. I'd also say that the more dorks you have, the less land you need. I think you could run 21-22 lands with 8+ dorks. Because Arcades draws you a card for each played Defender, the more Defenders you can pack in the better.
In my experience, opponents remove Arcades as quickly as possible. Therefore, something to protect him: Muddle the Mixture - the drawback to this spell is also its strong-point - It can tutor Tetsuko or other 2-drop Defenders, or you can use it to tutor Time of Need, which, while being a round-about strategy, is still useful. But that also means you're less likely to have it in hand when you need to protect the Arcades you just spent 5 mana to get. Both Negate and Heroic Intervention are stronger, but less synergistic and slightly less flavorful. There are, of course, other spells - these are just my top picks.
Beast Within is the broadest removal in the game and in a Defenders deck, tends to be pretty funny as most of the Defenders are at least 0/4. (making the 3/3 Beast irrelevant). In the same vein, Slaughter the Strong is equally fantastic. It's like they made it with Arcades and Tetsuko in mind.
Seaside Citadel is better than Rupture Spire.
I really like Shalai, Voice of Plenty in the sideboard. Just 1x is enough because 4xTime of Need. Teyo, the Shieldmage is also a great synergy spell to counter burn decks. Return to Nature is the new Naturalize , and either is solid in any sideboard. Pithing Needle can be useful, as can Elixir of Immortality and Ratchet Bomb .
4 weeks ago
@bushido_man96: Hmph. I guess that is an understandable case of yours. Very well. It's in. Negate should be a no-brainer also, but I'd look silly if I didn't run it in any Based deck that doesn't run also ( Dovin's Veto would be a better choice IMO, though Negate is just fine also.) Ironic I haven't used Disallow for quite a while, I liked it. & a 2/2 Flier is only marginal as a downside. So the following other stuff will be added. Anything else not noted will be explained why:
Counterspell : The Golden Answer; in the form of a famous quote from The Phantom Tollbooth: Why not?
Foil : Losing one life is a minor draw back, but EXILING a card also? I apologize for this, but this is why I wanted to know how Rashmi, Eternities Crafter can recur Exiled stuff. I wish I could ask someone about this while Rashmi is still Tier 2... Discarding 2 cards at least means there is potential of some kind of Recursion Engine, Is also cheaper to even HARDCAST, & you don't need Riftsweeper to get your exiled stuff back. That, & I'd prefer Mana Drain Force of Will anyway. It also sucks that Riftsweeper isn't a Human; she's a damned Elf. Crap.
Arcane Denial : Well, I guess I could punish someone for having a hand in the first place... Tee-Hee…~
Disallow : Wow. How fragging long has it been since I used this? If there is any better; Most likely not, I replace this.
Negate : The Silver Answer as I parody The Phantom Tollbooth: Because Dovin demands you to, or you will be detained. XP
Ah, whatever. I think that should be good enough; I already mentioned why Force of Will doesn't make the cut. Now, after I add these, I think it's time to chop some Theros Glop...
Muddle the Mixture occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.07%
UR (Izzet): 0.48%