|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Magic 2014 (M14)|
|Seventh Edition (7ED)||Uncommon|
|Battle Royale Box Set (BRB)||Uncommon|
|Urza's Legacy (ULG)||Uncommon|
Combos Browse all
Target player draws four cards.
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|Have (10)||Mousemke , mtgmanatee , Kimimaro , xXThormentXx , dplerner , ironax , richardmv , Benniator , , orzhov_is_relatively_okay819|
1 month ago
Hey there! This looks like a pretty sweet Ezuri build! While I can't be certain, I would guess that you generally find yourself with just a few cards in hand, and that you usually play all of your creatures and then have a hard time recovering from a board wipe, right?
While that guess could be way off, it looks like a lot of your deck is very strong when you're ahead, but rather weak when you're behind. First of all, you appear to be a little low on ways to interact with your opponents. With Ezuri, you want a lot of creature-based interaction. Reclamation Sage, Acidic Slime, and the like can be very strong. AEther Adept, Mist Raven, Man-o'-War, Venser, Shaper Savant, and Voidmage Husher are all options to deal with your opponents' creatures, albeit temporarily.
However, not everything can be creature-based. I see that you already run Krosan Grip, which is absolutely a strong card, but I would also add in some of my favorite removal spells: Nature's Claim, Natural State, Pongify, and Reality Shift are all great ways to deal with annoying things on the cheap. Beast Within is also great.
You also want some number of board wipes. With Ezuri, bounce-based board wipes are great, as they allow you to re-trigger Ezuri's ability. Evacuation, Devastation Tide, and Curse of the Swine are all great for this.
In addition, you have ways to draw cards, but they either draw you a ton of cards (such as Fathom Mage), or don't draw you any cards. I would recommend adding in a couple of cards that just draw you cards, no matter what else you have on you board. Fact or Fiction is a great card for this, as is Opportunity.
Now, Ezuri presents a little bit of a problem with this, because Ezuri specifically cares about creatures, and your deck doesn't have a lot of ways to function if you can't play a lot of creatures. I would recommend staying away from cutting creatures as much as possible (other than the duplicate Bane of Progress), and instead start by cutting cards like Simic Charm, Journey of Discovery, Verdant Confluence, probably a land or two (I find 37 is a comfortable number for a Blue/Green deck), etc.
Finally, some general suggestions. Some of these are already on your maybeboard, but these are ones that I would highly recommend adding:
- Sakura-Tribe Elder is an amazing ramp card that also triggers Ezuri
- Coiling Oracle replaces itself or ramps you, and likewise triggers Ezuri
- Same with Solemn Simulacrum
- Mulldrifter is just amazing
- Hornet Queen triggers Ezuri five times, and also makes you annoying to attack
- Master Biomancer gives counters to everybody
- I don't think I need to explain Hardened Scales
- Finally, Sage of Hours gets you infinite turns with Ezuri out (and five experience counters), so if you want a combo finish, it doesn't get any easier than this.
In any case, I really hope this helps. If you want my help again in the future (or have any questions about what I said above), feel free to leave another comment on my profile. Enjoy!
1 month ago
-2 Stubborn Denial +2 lands.
The reason for these changes is because you're always going to be on the back foot if you're playing a control deck, so a card like Unsummon isn't very good because it's tempo based, and card disadvantage. Similarly, Stubborn Denial will only be super good after you have a wincon out. Ultimately, making your land drops is more important so that you can play your big stuff on time. Otherwise you'll be stuck casting an unsummon with 4 lands and a 7 drop in hand, in which case you aren't winning in terms of card advantage.
Speaking of card advantage, you should draw cards if you're a control deck! If you just kill and counter all their stuff, you won't have anything left, and your opponents probably have more ways to kill you than you have ways to defend yourself. For that reason you need a way to refill after you run out.
TL;DR: Hard counters, card advantage, 26 lands, and hard to beat end game :D
1 month ago
Hey there! I saw your Reddit post asking for help, so I decided to leave a comment here because I like T/O comment syntax better. In any case, I would probably focus more on your control and voltron themes, and cut out cards that don't help either of those plans (mainly the Wizard subtheme, I'd stick to just 2 plans).
- Azami, Lady of Scrolls
- Sea Gate Oracle
- Sower of Temptation
- Taigam, Ojutai Master
- Venser, Shaper Savant
- Supreme Will
- Treasure Cruise
- Darksteel Mutation
- Mammoth Umbra
- Dragonlord's Prerogative
- Silumgar's Scorn
- Disdainful Stroke
- Nimble Obstructionist
- Mystic Remora
- As Foretold
- Supreme Verdict
- Enlightened Tutor
- Reality Shift
- Sphinx's Revelation
- Unexpectedly Absent
- Path to Exile
Hope this helps!
1 month ago
2 months ago
Awww I love Preordain, Deep Analysis I'm not a fan of. That card is good in decks that can put it in the graveyard and cast it from there.
With six mana you could Opportunity or Dragonlord's Prerogative and hold onto 3 life. Or just some way cheaper draw spell like Impulse or Concentrate. Two casts off one card is cool, but that's about all that card really offers.
2 months ago
Hey Pygmyrhino990! Glad you like the deck. I can go over each of the cards that are over $5 and explain why I think they're replaceable or not.
Chromatic Lantern is one of the best mana rocks in the game. The ability to get all of our colors online whenever we want is really great, especially since some of our strongest cards like Arcanis the Omnipotent, Dualcaster Mage, and Necropotence are all color intensive. I would likely just replace this with another mana rock if it were to be taken out.
Cyclonic Rift is an incredible one-sided board wipe. I would say that this card is a blue staple and that nothing can compare to it; if you want to run something like Devastation Tide, it could work, but it would be far less effective for a number of reasons.
Drowned Catacomb is just a pretty good land. You can replace this with a basic or enters-tapped dimir dual (such as Jwar Isle Refuge) depending on how fast your version of the deck is if you build it.
Kess, Dissident Mage is a powerhouse. She can recur our cantrips and, on our turn, protect us if we're trying to combo and have a counterspell in the yard. If you don't own her, there really isn't a great replacement that does the same thing. Izzet Chronarch isn't too bad if you want more recursion, but Kess is just too good to give up in my opinion.
Kindred Discovery is a decent draw engine that can really help us get online if we make a lot of copies. A replacement for this could come in the form of a straight up draw spell such as Opportunity or a political enchantment such as Curse of Verbosity. The slot is really up to you though, as the card isn't necessary for the deck to be good an can likely be swapped out for whatever you would like.
Mystical Tutor is another blue staple that I don't think has any great replacements. Just a solid card overall.
Necropotence is the single best draw engine in the game. I almost always find a win very soon after it resolves. The best replacement for this is probably Phyrexian Arena; it's slow but consistent draw.
Nykthos, Shrine to Nyx is a decent land that can probably be replaced with another land of your choice.
Paradox Engine is one of the main cards in this deck and one of the main ways we can accidentally or intentionally land a win. I can't think of anything that would replace this.
Patron Wizard is a really annoying card that does a LOT of work. It's incredibly expensive, though. There isn't really another card that has a similar effect, but you could try to run another counterspell or maybe play around with Ixalan's new Siren Stormtamer.
Reliquary Tower is another EDH staple that is probably fine to replace with any land of your choice.
Rhystic Study is a solid tax effect / draw engine that will be very annoying for your opponents. It's one of the better consistent draws in blue. This can be replaced with an upkeep extra draw effect such as Monastery Siege or another straight up draw spell if that's more up your alley. Merchant of Secrets is slow but not atrocious.
Sensei's Divining Top is just great fixing. I would try to pick one up when you can, as it has done wonders in most of my decks. If you don't want to spend the money, Sage of Epityr might be worth checking out as a one-time Top that filters garbage if we have some of our scry effects up.
Sigil Tracer is recurrable copy effect that can also hit our opponents' spells. It is a bit mana intensive, though. I don't love this card and you could play something like Wild Ricochet or Reverberate instead if you like the copy effect. If not, you can replace this with pretty much anything.
Sulfurous Springs is another good dual land that can be replaced with another land.
Wanderwine Prophets is an insanely annoying one card infinite turn combo if you can land it. It isn't integral to winning the game, however, and if you want another way to get infinite turns you could always replace it with Final Fortune (imprint Final Fortune on Isochron Scepter, at the end of the next turn use Sundial of the Infinite to avoid the lose the game trigger, repeat). If not, it can just be replaced with another high value wizard such as Havengul Lich or Vindictive Lich.
3 months ago
1) Lower Grapeshot to 1-2x as you don't want it in your opening hand and only want to see it comboing out
2) Simian Spirit Guide is better than Desperate Ritual or Pyretic Ritual as it can be used on turn 1 and still nets 1 mana like the other spells. I understand if the guide is not a budget choice. Its still all about getting double blue to cast dream halls. maybe High Tide might be better....?
3) Not to keen on Saprazzan Skerry or Sandstone Needle, how has your experience been with them?
4) Improve Card Draw - 1st you need draw to find the dream halls, then there's a high chance for stalling as most your card draw doesn't net any card advantage after paying the discard cost. reconsider draw cards that net 1-2 cards after replace itself and discarding to cast: keeping budget in mind because ancestral recall/visions would be good.
4 months ago
To win the strategy is all about timing as is Jhoira's ability, also certain spells such as Enter the Infinite, Mind's Desire, Firemind's Foresight, can help with this. A good example of this is the card; Opportunity. The deck strategy relies not only on timing but certain powerful card combos such as Volcanic Vision - Treasure Cruise, or others such as Key to the City - Damping Engine SUGGESTIONS WELCOME. I will be updating this with more powerful card combos. THANK YOU!*