|Commander / EDH||Legal|
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|Promo Set (000)||Common|
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Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Draw a card.
9 hours ago
Hey there! Your deck needs a bit of work, it looks like it's running a lot that has fallen out of favor lately. It needs streamlining, and some better cantrips too. First off, Ponder , Preordain , Gitaxian Probe and Brainstorm should replace Portent , Opt , Peek , Thought Scour , and Mental Note . It'll give you much better filtering and allow you to dig for answers more efficiently. Second, if you're running mainboard fliers Stormbound Geist is much more resilient than Sultai Scavenger , and easier to get out too. Warped Landscape isn't amazing in this format.. 18 Lands is correct, but it's best to run more fetches to pump out Anglers quicker (3 Terramorphic Expanse , 3 Evolving Wilds , 1 Ash Barrens and a 9/2 Split for basics, Islands being the 9). Gush makes your late-game so much more powerful, and the synergy with Foil is comparable to Force of Will , so you'll want 3 of each. Snuff Out is also important for your removal suite, which should also include a copy of Chainer's Edict and 2 Echoing Decay s. One or two extra Augur of Bolas never hurt anyone. Finally, you might also want to run Curse of Chains and Dispel .
If you need a resource to check what U/B Delver is running atm, you should look at MTGGoldfish's Pauper Meta review, it'll show you the top-tier lists and give you an idea what you should run.
1 day ago
Also you could put in cards like Harmonize , Opt for card draw and Solidarity of Heroes for buffing (this might be a bit to mana expensive tho) also there are cards like Vitalize and Benefactor's Draught would help this deck type.
1 day ago
Here are some cards you should consider adding:
Cyclonic Rift is one of Blue's signature cards in Commander, and for good reason. In the early game, it is a nifty removal spell; in the late game, it wins you games.
Sol Ring , Sapphire Medallion , and other artifact ramp spells would be a strong inclusion, particularly given your commander's casting cost. I would cut Astral Cornucopia --too much mana for too little effect.
Nykthos, Shrine to Nyx is probably a good option even though you have a large number of colourless permanents.
Cards to cut:
Kumena's Awakening - I do not think your deck is wide enough to really abuse ascend, and you generally will want card draw immediately, not at the beginning of your next upkeep.
Acquire costs a bit much for a fairly dicey reward.
Rhystic Deluge puts you in a bidding war with an opponent--I think it is far too much risk, particularly in multiplayer when you're burning resources to stop only one opponent.
Helm of Awakening also helps your opponents as well as yourself, and they generally will benefit from its ability before you do.
4 days ago
In the Opt "counterexample" the second Vise still only deals 3 damage because the player's hand size is 3 again after Opt resolves (3->2 after Opt moves to the stack, 2->3 after the draw).
It's a good policy to just answer the question the person intended to ask instead of throwing in odd exceptions allowed by quirks in the question's specific wording.
4 days ago
Please remember to link your cards, like so:
At the beginning of the chosen player's upkeep, both copies of Black Vise will trigger. Assuming both abilities resolve, both will take effect.
However, I would be very reluctant to say the opponent receives double damage. While, in effect, this will often be the case, there are a number of hypothetical conditions where the damage would be different than double.
After an ability resolves, there is a round of priority. So, hypothetically, the first Black Vise ability could resolve (let's say it deals 3 damage), and, while the second is on the stack, the player might cast Opt . This would go on the stack after the still-unresolved Black Vise and thus resolve first, drawing the chosen player a card. In such a situation, the first Black Vise to resolve dealt the 3 damage mentioned before, and the second would deal 4 damage, resulting in more than double damage.
Likewise, the opponent might discard a card, changing the amount the second Black Vise would deal.
I know that's a bit nitpicky, and you are extremely unlikely to see such a situation occur, but I wanted to be clear, particularly since "double damage" has its own meaning in Magic as a term of art (see Gisela, Blade of Goldnight ).
4 days ago
Hey, you're welcome. Wow, you drew 56 cards, that's great. What decks are your opponents playing in your playgroup? Nice Consecrated Sphinx :)
Cards to consider cutting for more upgrades:
- Spellbook: I see Vessel and Tower, you don't really need another card for no maximum hand size effect.
- Favorable Winds: +1/+1 for all Drakes is not really needed, not enough to warrant including a card.
- Voyage's End
- Stymied Hopes
- Glimpse the Future
- Taigam's Scheming
Glimpse, Index and Scheming is the right idea of the kind of effect you want, but there's low budget better instant cards that do a similar effect while also letting you put a card into your hand. The main problem with Index and Scheming is they don't give you a card after you cast them. Yes, you get organize the top cards of your library to help your next draws, but this effect for one time is not worth a card if you aren't getting a card in return.
Budget cards ($1 or less each) to consider adding, some of these are already in the maybeboard:
- Brainstorm : powerful instant one mana draw three spell. It's a staple in Commander blue decks.
- Counterspell : original counterspell, where all other counterspells get their name from. It's a staple in Commander blue decks.
- Arcane Denial : another two mana counterspell that can counter any spell and you get to draw a card at the next upkeep. It's a staple in Commander blue decks.
- Telling Time
- Frantic Search : very good card with Tide.
- Snap : does the same thing as Voyage's End, but it's also good with Tide.
- Everflowing Chalice : can be another two drop mana rock or with Tide you can put a ton of mana into it when you cast it.
Impulse, Anticipate and Time are different than Index and Scheming because they don't let you organize the top cards of your library instead you look at the top three or four cards of your library choose one of those cards put it into your hand and then put the rest on the bottom of your library. This effect at instant speed is good with counterspells. Cast one of these cards and find a counterspell and do all this at instant speed during your opponent's turn.
In my opinion if you want to increase the efficiency of your deck then you want the one mana draw spells which also let you organize the top of your library: Brainstorm , Ponder , Preordain , Serum Visions , Opt . These are all staple blue cards in Commander. One mana efficient spells that make a Drake while also helping to find other instants and sorceries are good with Talrand. These cards can be turn one play to potentially find a mana rock and play it turn two or three. Getting a rock onto the battlefield in the early game is good, especially turn two because it can potentially help to play Talrand turn three. This is a big reason to make two drop or less mana rocks a priority over all others.
4 days ago
I think Harmonize might be more useful than Explore - after all, there's only 20 lands here, so the odds of getting the ramp effect are thin. For les mana, Serum Visions or even Opt would probably be more useful, too.
Opt occurrence in decks from the last year
All decks: 0.84%
All decks: 0.5%
Commander / EDH:
All decks: 0.04%