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|Zendikar Expeditions (EXP)||Mythic Rare|
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Mystic Gate Discussion
1 week ago
I didn't check on this site for quite some time - now i'd like to respond and comment on your list, deadmanwaltzing, cause I also did some playtesting and changes to mine. I'll create a deck soon to also show you my current list.
Last time I asked a lot of questions regarding some cardchoices. Maybe you didn't feel like answering to all of these, so this time I'm gonna just outline the cardchoices that are different in my list from yours. Also, I'd like to tell you that I agree with most of your decisions regarding your development of a competitive Arbiter-List and that I respect you as the more experienced player in this regard.
I started playing EDH about a year ago in a quite competitive playgroup (General Tazri, Teferi, Derevi, Prosh, meanwhile also a Thrasios/Tymna list, a Keranos, a Rashmi and a Kaho which is very fun to play against). Starting with Brago I shifted to GAA4 because it felt like my Brago was always a bit slow in comparism to the others at the table... With GAA4 everyone is frowning at your Commander, hoping that it doesn't come down in T1-2 :) also I do like the control-playstyle and the interaction it provides.
Well, the different cardchoices in my list are:
- Gitaxian Probe
- Spell Pierce | I don't run Flusterstorm
- Prismatic Lens
- Sphere of Resistance | I don't run Torpor Orb
- Reshape | Don't have Transmute Artifact yet
- Whir of Invention
- Blue Sun's Zenith | I don't run Sphinx's Revelation but not 100% sure
- Thirst for Knowledge | I don't run Manifold Insights
- Glen Elendra Archmage | Instead of Wrath of God because I feel like non-creature spells are a lot stronger and both the Yisan-Deck and the Derevi-Deck aren't present in my playgroup anymore
- Consecrated Sphinx still playtesting - current experiences: good in midrange- and, prism-matchups. Actually awfully slow in most games against combo or combo/control
Cards I don't run from your list are:
- Into the Roil
- Relic of Progenitus
- Mystic Gate
- and Mana Drain & Timetwister which are obvious inclusions but I couldn't afford them yet.
I currently think about how to get rid of Staff of Domination because it feels clunky lots of times when drawn to early and Sensei's Divining Top also does his job together with Scepter. I will playtest an Academy Ruins for the case that Top gets countered. Also Lotus Petal might be good in matchups like General Tazri and Thrasios/Tymna where they are quite slowed with Arbiter in play and you want fast mana as soon as possible...
1 month ago
I have specific, unlisted value cards outside of my binder specifically for ABUR duals:
and several shocks and fetches. Of course anything in here as well. All of the $50+ cards and fetches are specifically reserved for these duals so please don't offer me other cards for them (unless it's a Timetwister or something...)
1 month ago
Ok, I think I've made the changes I want to for now!
Not sure if I've gone too far in the other direction, but I think it's more focused now on token generation and exploiting that to either summon Ormendahl, Profane Prince Flip, steal the opponent's creatures with Beguiler of Wills, or hit them straight in the face after a Rootborn Defenses & Wrath of God combo.
I apologize that the description didn't match before. I was actively fiddling with it when you both looked at it. As far as how competitive I want the deck to be, I'd like it to at least stand a chance but I don't need top-tier or anything. More than anything, I want a fun deck that tells a story, doesn't instantly fall apart, and can sometimes surprise my opponent.
I like the shift to being more Esper and all of the Spirit token generation that comes from it. The deck loses a bit of it's militant Kingdom feel, but now I see it more as telling the story of an organization within that kingdom. An organization that the regular citizenry would probably try to stop if they knew what it was up to.
I toyed with Bitterblossom, but I'm not sure I like adding faerie's into the mix. It is strong, but it muddles the theme a bit for me.
I understand that Beguiler of Wills isn't the strongest card and dilutes some of this deck's more direct potential. I get where you're coming from in suggesting her removal. I just really enjoy the potential to surprise my opponent with her and the flavor she adds to the deck.
I did look at adding in some Planeswalkers, but I haven't found one I really like for the theme yet. Gideon, Ally of Zendikar, while strong, is a bit too bright, shiny, and good to be found hanging out with my Order.
As far as lands, with the shift in cards and colors they are vastly different now. I appreciate the advice on using the fetch lands, and I've taken out the ones that were very gimmicky. Mystic Gate is down to two and included specifically so I can use Beguiler of Wills occasionally.
I've also tried to make a more balanced mana curve. Spectral Procession kinda makes it look weird in the preview thing though. I intend to almost always cast it for only 3 white mana.
The deck has changed so significantly that unfortunately much of the other advice is less relevant now. I do want to say that I appreciate it regardless though! You've both helped give me a lot of new perspective on many of these cards. I dunno if my new deck is any better than my last (The competitive/casual bar seems to think not...) but I'm looking forward to hearing what ya'll have to say about it's new form!
1 month ago
As said before by thehat an indicative budget could help when searching for cards that cuold be add to your deck.
Lingering Souls and Raise the Alarm are very good cards. I'd prefer them to Timely Reinforcements (remember that you need to have less creatures than your opponent or Timely Reinforcements won't give you any token).
As for the lands: consider some Flooded Strand. Personally I don't like so much Moorland Haunt and Forbidding Watchtower and, in my opinion, you should reduce them to 20 in order to don't see them too often. Moorland Haunt is a land that provides you colorless mana and needs 2 specifical mana and a creature in a your graveyard to put a 1/1 token, Forbidding Watchtower enters tapped and needs 2 mana to became a 1/5 creature. Furthermore, I'll reduce to 2 the Mystic Gate. If you don't want to spend money on Flooded Strand consider Glacial Fortress.
I'd cut Acrobatic Maneuver that needs 3 mana cast and you will just use it to bounce a creature and get a +1 +1 on Champion of the Parish or Thalia's Lieutenant if one of them is on the battlefield. If you really want to go this plan I'd add Essence Flux or Ghostly Flicker.
Another good card you could consider, if your opponent plays lot of creatures, is Ghostly Prison. If you want to control more the board an option could be Detention Sphere or Path to Exile. Wrath of God is a good card but consider also Supreme Verdict.
As for Beguiler of Wills, I understand you really like it, so won't ask you to cut it.
1 month ago
Thank you both for the tips!
I've reworked the deck a bit, throwing in a lot of the cards mentioned but also making some new choices of me own.
Do you think Timely Reinforcements is a good choice over the Lingering Souls, Raise the Alarm, and Beckon Apparition? I thought it had good synergy with the life cost cards that are in now and also would possibly let me boost my creatures back up quick should I need to use Wrath of God, which I think was a great suggestion.
I can see what you mean with Thraben Doomsayer. I like the suggestion of Doomed Traveler because I get to keep a creature on the board when he dies and he's very cheap, meaning he'll be easy to play if I need an extra body to flip Hanweir Militia Captain Flip. I like Brimaz, King of Oreskos's abilities, but I don't like how he thematically fits into the deck.
Since I'm not quite as hyper focused on Human tokens with the new suggestions, I chose Honor of the Pure between the two mentioned. This should boost almost all of my creatures. Additionally, I replaced Elgaud Shieldmate with Veteran Armorer as he's cheaper and continues the boosting theme for all of my other creatures.
I went with Dissolve for my second counter, do you think it's a better choice? I like the idea of largely removing a card rather than just delaying it a turn. I think I have decent enough card draw with Cryptic Command and my 4 Curiosity to lose that aspect, and I like the small, extra Scry effect.
I noticed in playtest that I was somethimes having trouble getting the color I needed mana-wise, so I also threw in a bunch of Hallowed Fountains and extra Mystic Gates. Do you think these are smart choices?
Thank you again!
1 month ago
Ok here we go. Since I'm such a nice guy I've taken the liberty of making your draft chaff better.
Here are the lands that could realistically be added to this deck:
Utility LandsScavenger Grounds:I dont mind if you dont use this one
Academy Ruins:Seems good with the combo being artifacts
Buried Ruin:See academy ruins
Hall of the Bandit Lord:Haste-y brago? Your choice.
Since the win con is infinite blinks we need to make sure we have what we need to win with that also the there's still some blink creatures you "need":
Spreading Seas:Disrupts and is good with infinite blinks, kills things like Gaea's cradle and such.
Sensei's Divining Top:More Broken Shit
Venser, Shaper Savant:Better as a creature honestly.
Snapcaster Mage:Nough said.
Prophetic Prism: I was kind of thinking of this one. Don't overlook it.
Whir of Invention:Just yes. Your mana base can probably already support it, but with the new lands for shuure.
Ill continue this some other time Im too tired to continue
2 months ago
Well for any blink deck you want to abuse Eldrazi Displacer and Flickerwisp if you can. The most effective way to make blink really strong is those guys with a playset of AetherVial, but without it Eldrazi Displacer can still go ham. The easiest way to produce the you need is with painlands like Yavimaya Coast or Filter lands like Mystic Gate.
There are likely some solid cards I'm missing but I'm not sure
2 months ago
Fellow UW player here.
1). Lands: Up the land count with another 2 Tectonic Edge for a total of 25 lands. You are two colors, so you can support the extra colorless. Also, I would not play more than 2 Hallowed Fountain. I see that you play 1 Logic Knot, which is why you have more fetches, but honestly you can get away with 4-6 fetches. One of the perks of UW is how painless the lands are, and it seems like you are taking unnecessary damage. Consider Glacial Fortress and Mystic Gate.
2). Swap 2 Reflector Mages with 2 Gideon of the Trials. Gideon of the Trials locks down a creature for multiple turns, and is a decent beater once we've stabilized. The emblem is relevant too. He's staple in UW nowadays.
3). Consider going down 1 Elspeth, Sun's Champion. 2 can get clunky.
4). I add a Sphinx's Revelation or two. Nothing feels better than revving for a bunch, and it can be a win-con of its own. It is one reason to play this color combination.
Overall nice build!