|Commander / EDH||Legal|
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|Commander 2015 (C15)||Rare|
|Promo Set (000)||Rare|
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Choose three. You may choose the same mode more than once.
- Counter target spell unless its controller pays .
- Return target creature to its owner's hand.
- Draw a card.
|Have (3)||, Deoxon , awalloftext|
|Want (9)||gigimaci , JohanDaFaff , UnrealTenstwo , Tomagotchi , Kagu11 , metljoe , LordBushbaby , alexl86 , CrispyAndToasty|
Mystic Confluence Discussion
1 week ago
Just so you know, Mystic Confluence isnt Modern legal as of now.
1 week ago
Nice list and great card choices. I am Jenara player myself and I can tell on the spot your list is very competitive.
I think you should consider running few utility lands: Eiganjo Castle , Minamo, School at Water's Edge , Yavimaya Hollow , Cavern of Souls and Tectonic Edge . First three from the above really help and support Jenara on the battlefield.
Feel free to check my list where I share in description strategies against my opponent decks (I play Leviathan Commander - 30 hp format).
I will be more than glad to discuss and exchange strategies for Jenara. I am looking for good strat against Sai thopter aggro and Aminatou control. Let me know if you have any cool ideas.
Cheers and have a successful smashing with Jenara!
3 weeks ago
The answers to your questions vary more based on your deck than they do based on your meta.
If you are playing a control deck, 8ish counterspells is usually sufficient (providing you've got plenty of card draw to make sure they show it). I usually go for some selection of Disdainful Stroke , Arcane Denial , Counterspell , Negate , Essence Scatter , Dissolve , Sinister Sabotage , Swan Song , Commit / Memory and if you can afford them Pact of Negation , Mystic Confluence , Cryptic Command and Mana Drain . Important to remember that Cryptic is not as good in commander as it is in 60-card formats, and Force of Will is mediocre at best. If you are NOT playing control, don't play counters.
Board wipes, if you are playing a heavy creature based aggressive deck, should be zero. If you are playing control, three-four. If you're playing superfriends, 8-9. At least two of Wrath of God , Day of Judgment , Supreme Verdict and Damnation should always be the first ones you put in, followed by Merciless Eviction , Blasphemous Act , and Austere Command then some selection of Cyclonic Rift , Evacuation , AEtherize , Settle the Wreckage , Fumigate , Kaya's Wrath , Chain Reaction , Akroma's Vengeance , Terminus , In Garruk's Wake , Necromantic Selection , All Is Dust and Kindred Dominance . Prioritize your picks to 1) be cheap so you aren't restricted from casting them and 2) be flexible - Merciless Eviction and Austere Command should be high pirority picks, and things that bounce/tuck/sacrifice are good for indestructibility.
As for spot removal... play little to none. Unless your deck focuses on it, it's fairly weak. I'd run things like Hero's Downfall / Vraska's Contempt / Beast Within / Swords to Plowshares / Path to Exile because they are cheap, flexible, and can deal with hard-to-answer permanents, but I wouldn't typically run more than two-three in a deck. The exception, of course, is right here: Shameless self promotion.
Remember that you're playing in multiplayer pods. If you spend one card to answer an opponent's one card, you're down by the two cards your other two opponents didn't have to spend. That makes both spot removal and counterspells much worse than usual. Board wipes are by far preferable to both options.
4 weeks ago
ManaLocked Yesterday I played a sweet game with this list and am already thinking about improvements and changes. In that game, I developed only lands and bodies on the first couple turns, but got powered up by Joraga Treespeaker and Nissa, Voice of Zendikar (eventually recurred by Eternal Witness ), also featuring a Walking Ballista and Hangarback Walker from turn 2 getting stacked. I recovered my board from a board wipe--powered up by that huge Hangarback Walker and Toothy dying--by setting up another big Toothy, which met Swords to Plowshares. Before getting exiled, Toothy prevented a Niv-Mizzet player from winning by forcing blocks, with assistance from Hardened Scales , and Hadana's Climb Flip flipping into Winged Temple of Orazca. Karn Liberated also put in work to remove a big blocker and Elspeth, Sun's Champion. Eventually I was able to eliminate two players in one turn (including protecting my lethal attackers with both Mystic Confluence and Heroic Intervention ), but not before flying chip damage and a big chunk from Havoc Festival brought me to a low enough life total that a Bosh, Iron Golem was able to finish me off in the same turn.
Loxodon Warhammer is a card that comes to mind as a card that I would have loved to have accessed during that game. Granting trample to a big Toothy and getting a big life swing to boot could be useful in many different situations. I love that almost any effect from an opponent that causes Toothy to leave the battlefield compensates me with a serious amount of cards: this mitigates the risk of inherent to an equipment like Warhammer, whereas normally it's punished with removal, especially instants. While Warhammer doesn't literally synergize with counters cards, it provides multiple effects that round out the strategy, and is probably the card I am going to add first.
Other notes on artifacts: The first board wipe caused me to forget that I had a tapped Power Conduit hidden among my lands, but somehow I sold how much I still like the card that it traded with a Scour from Existence. This card is tricky and interesting but it might just be worse than something like a Thought Vessel . I still want to get a feel of how good Throne of Geth is before I can determine whether Tezzeret, Artifice Master is something I want to add: a copy of Garruk, Primal Hunter I had drawn late game felt rather stranded in hand over a rebuilding board, but it has so much more potential for outrageous draws to boost Toothy and my hand, that I like it much more than Tezzeret, especially with this few artifacts to begin with. Neither of Tezz's abilities seem worthwhile enough to risk spend 5 mana on just to have it die to attackers or removal, and this deck might struggle to take advantage of the ultimate as currently constructed. Maybe the superfriends build wants him; I don't think this one does.
The deck is also very light on graveyard recursion, running only Eternal Witness. Being a little light on recursion is fine, as the card draw consistency of Toothy is resource advantage enough, but sometimes the best line can be made much better with a card from the graveyard. The top of my list is currently Seasons Past and maybe Elixir of Immortality , both of which also offer protection against decking.
Spike Weaver is next on the add list. Holding mana for the fog on it feels bad, but as this ability can mainly be used as a deterrent or political tool, it seems the upside is too good to pass up. I got a copy and am looking for a cut for it.
I'll add more to the description soon. This is absolutely currently my pet deck and it even inspired my choice to build The Haunt of Hightower , with the thoughts of placing a Hightower of counters on the commander reminding me of this deck. Thanks for your feedback and good luck to you!
4 weeks ago
Guided Passage is made for Riku.
1 month ago
You can consider adding in Crystal Shard , Deadeye Navigator , Eldrazi Displacer or even Conjurer's Closet / Erratic Portal . Aminatou, the Fateshifter can also be considered and paired with Felidar Guardian . Venser, the Sojourner can also be contemplated and be added in as another line to win.
Venser, Shaper Savant can be added in for multitude of uses, this paired with the color hacking/bouncing theme seems pretty solid :P
1 month ago
Training Grounds is an auto include. You should not doubt about it.
Some cards I would add are:
- Paradox Haze This card speeds up the killing
- Negate Keeps away spot removal like Path to Exile
- Cryptic Command Multifunctional Counterspell
- Mystic Confluence Multifunctional Counterspell number 2
- Countersquall Dimir counter for noncreature, again protection for your god
- Disallow Wide counter and counters activated abilities
- Entomb Dumb any bomb in your graveyard and reanimate it
- Vampiric Tutor Toolboxing
- Demonic Tutor Toolboxing
- Urborg, Tomb of Yawgmoth / Cabal Coffers
- Necropotence Best card draw black has to offer. Especiialy Necropotence will refill your hand for maybe 4-5 life
- Vedalken Orrery / Leyline of Anticipation 2 allstars in scarab god. Makes your turns the following, draw and pass turn. Play everything before you take your turn. Most importantly keeps your mana open to target cards in the graveyard of opponents
- Consecrated Sphinx Not a zombie but too good to ignore.
- Damnation / Life's Finale / Decree of Pain / or any boardwhipe really. You need to fill up them graveyards!
- Phenax, God of Deception Filling up them Graveyards!
- Crypt Ghast Insane amount of mana, gives you more activations on your God
These are just some suggestion (I know they can be a problem budgetwise).
Things i would cut:
1 month ago
All the cards pskinn01 says are great here are some more
Mission Briefing - basically give you a Scry 2 (in a different form) and flashback for any instant or sorcery
Turn to Frog - Great way to get rid of those annoying 10 power or 12 toughness creatures or those that are indestructible. Plus just being able to things into frogs are fun
The Mirari Conjecture Ik its not an instant or sorcery but it really good two flashback and a copyinstant or sorcery spell as actually won me games
Summary Dismissal - Board wipe for Blue
Mystic Confluence - Great Utility
Sinister Sabotage - Counterspell with Scry 1 (in a different form) sure why not?
Cryptic Command - Again Nice Utility
Frantic Search - A free draw power card
Disallow - An extremely powerful counter spell
Kira, Great Glass-Spinner - Not a instant, sorcery or wizard but free counter once each turn per creature yes please.
Rewind - A free counter spell
Counterspell -Every blue deck has it
Mana Drain -If you have it or can afford/willing to buy cough up the money for it.
Pull from Tomorrow -My favorite draw spell
Omniscience - Play whatever you want for free with no drawbacks other than the big target your painting on your back
Burn from Within - Deals with pesky indestructible
Blastfire Bolt - 5 damage and equipment destruction
Chemister's Trick - Could save your life if backed into a corner or could back your opponent in one.
Countervailing Winds - If you have a lot of cheap cards that makes this card super nice but i would save this card for the opponents big play as the opponent either loses the card or has to waste the rest of their to save it leaving you able to counter attack next if you survive.
Firemind's Foresight - Search spell for instants or sorcery spells
Apex of Power a Free cast cards from exile card
Banefire damage that can't be prevented sure
By Force - a great artifact kill spell
Crack the Earth - well you get hit as well is a quick way to get rid of a pesky card
Rekindled Flame - A burn spell that can potentially come back over ad over again
Reforge the Soul - Need a new hand?
And many more but i don't want this to get to bloated (maybe to late for that.) so i'll end it here. hope these help
Mystic Confluence occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
U/R (Izzet): 0.74%