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Open Into Wonder
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
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Open Into Wonder Discussion
1 week ago
I'm building a very similar deck. I'm considering running Enter the Infinite and Laboratory Maniac (and Leveler) as a floating win con, in case the ETB effects can't keep up. Though Rite of Replication and Clone Legion seem a lot more fun.
I have more Merfolk than you, so Stonybrook Banneret is key. Particularly since Blue ramp is mediocre.
3 weeks ago
I hate to be the bearer of bad news, but this deck will fall very quickly to most builds just because of the one toughness of the rats. Have you ever considered anthem effects? You wouldn't have to play white to use them (though it has some good ones). Also I would at least suggest Driven to Despair as another finisher option should you splash for green (sorry for the poor formatting there).
If you're looking to stay Dimir though, wouldn't Open Into Wonder do better than Tetsuko?
4 weeks ago
I agree, more lands. Especially with Approach of the Second Sun and Overwhelming Splendor. I would take out Induced Amnesia with Blessed Light in the format, and because it doesn't cantrip or net draw, or might exile Approach of the Second Sun. Consider Sram's Expertise or Captured by the Consulate. In addition to lands, more draw card would be optimal. Like Supreme Will (to dig out 4 cards for Approach of the Second Sun) or Open Into Wonder or something. Besides that, it's good. In fact, I love the idea of cycles, as they are good in mirror match ups and provide for the Approach of the Second Sun wincon.
1 month ago
Hi! Cool deck, looks to be in pretty good shape already. Digging the budget build.
Chromatic Lantern is necessary for 4 colors. I know this is budget but It's a good buy if you're planning on continuing with EDH.
Path of Discovery will be a nice way to get some early counters on creatures to start proliferating.
Hope some of this helps!
3 months ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
3 months ago
next time be sure to link all the cards you're talking about. idk what Atroxreaper is talking about, as a 6 cmc card is too expensive to use against a token deck.
Open Into Wonder can be played much sooner and greatly speeds up the deck. 4 mana to make 2 creatures unblockable and draw 2 cards seems pretty good. if you had the 6 mana available for River's Rebuke, which is unlikely even with 24 lands without additional mana ramp, you could just put it into Open Into Wonder instead and make 4 creatures unblockable and draw 4 cards. both can clear the way for a game ending attack, but Open Into Wonder can still be played effectively even before that point of the game.