Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Draw a card.
|Have (5)||firemind12 , Smokingclays , NineNotesKnives , rockleemyhero , Forkbeard|
Printings View all
|Mystery Booster (MYS1)||Common|
|Throne of Eldraine (ELD)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Opt occurrence in decks from the last year
All decks: 0.82%
All decks: 0.66%
UR (Izzet): 16.44%
Commander / EDH:
All decks: 0.04%
UR (Izzet): 0.56%
23 hours ago
Nice deck! I would recommend the following changes;
Cut 3 lands for 3x Snapcaster Mage.
Change some of the basics and maybe even the Fetid Pools and Canyon Sloughs for lands the Alpha Duals in your colours (Badlands, Underground Sea and Volcanic Island), or, for a more budget friendly option, the Shock Lands from Ravnica in your colours (Blood Crypt, Steam Vents and Watery Grave).
1 day ago
At the moment your deck looks a little bit confusing... It doesn't seem too consistent in terms of a battle plan. I've seen Mono Blue Aggro thrive in 2 ocasions: merfolk and tempo aggro.
I think you're not much interested in merfolk since this lisr is clearly not based on that tribe.
So, I think you could go for a tempo-ish route that's still somewhat budgety:
Faerie Conclave can be a 2 or 4-of... (Depending on the tempest djin mechanics) Tempest Djinn is pretty neat Cryptic Serpent is interesting, but doesn't have evasion Pteramander is a 5/5 by turn 3-5 Thing in the Ice Flip has some disruption that doesn't bother you too much...
With that in mind you could very well run Thought Scour to mill yourself and help your own creatures Think Twice since it's instant and gives 2 draws Opt because it's an instant Remand and Vapor Snag to build that tempo...
This way you could play on your opponent's turn while you build up your game and close the game with the creatures... I think I'd go with 4 thing in the ice, 4 pteramander and 2-4 tempest djin... And probably run 20-22 lands
4 think twice 2-4 thought scour 2-4 opt
And then leave the rest for remand, mana leak and whatnot
2 days ago
I think you're kinda stuck between 2 deck themes here. You have aspects of an Arclight Phoenix deck and aspects of a storm deck. I would really go one way or the other. If you want to be a storm deck I would add Baral, Chief of Compliance and another Goblin Electromancer and go for something link this: https://www.mtgtop8.com/event?e=25143&d=377298&f=MO
However, if you like the Arclight Pheonix part of the deck, I would drop the grape shots completely because you're only going to get a couple point of dmg, if any, from them. I would replace them with another Lightning Bolt and 2x Opts. I would also find room for the full 4 copies of Thought Scour. In addition, if you went this route, you would probably want a few more lands.
3 days ago
Patolea Awesome suggestions! You hit right on what I have felt like this deck is lacking - card draw. However, while I had considered cards like Brainstorm and Opt under the draw umbrella, it hadn't even occurred to me that they're useful for top-deck manipulation!
Also, Scroll Rack might be too rich for my blood. I'll give it some serious consideration if my budget allows, though. I'm fortunate enough to have kept ahold of a lot of old cards through the decades that are worth a fortune now, but that one I've never heard of until now.
3 weeks ago
Heya, hows it going. So in my experience, I've found that a control deck is made up of 3 general parts: Removal, Card Advantage, and Win Condition. Looking at your deck, it seems like you're loaded up on removal and less so on card advantage.
Let me give you a little lesson on control (a very opinionated one, mind you) since I feel like it. No matter what, a control deck's greatest strength is its ability to get ahead on cards. When you see a hardline control deck win, it isn't by a thin margin; either they're at a high life total with cards in hand, or they're at a low life total with a clear board and cards in hand. Either way, they have cards in their hand.
Now, the reason you see Esper control decks that play a myriad of one-for-one removal spells and cantrips like Opt which don't really generate card advantage on their own is Snapcaster Mage. Snap turns cantrips into card advantage and removal spells into 2-for-1s, which is a form of card advantage. If Snap didn't exist, I guarantee you pure control decks would opt for a higher density of sweepers and cards that otherwise generate value on their own, like Think Twice. Not having access to Snap makes your one-for-one removal spells far less valuable in the grand scheme of the game, since the most you will ever get out of them is a single card.
Of course, that's not to say that dealing with threats one-for-one is bad, but in general you want to 1+X-for-1 whenever you can get away with it.
So let's come back to your deck. You have a lot of removal, but without Snap your only real card advantage is two Kaya's Guile, two Esper Charm, and two Day of Judgment. I would suggest cutting Street Wraith, which doesn't really do much for the deck since it doesn't impact the board or make card advantage, for something like Omen of the Sea or just more Esper Charm if you think your mana can support it. I'd also cut a Logic Knot for a third Day of Judgment.
As far as other details go, I'd play two more On Thin Ice over Condemn. Maybe cut the single Path and play Condemn there instead, just to lower the cost a little. I also think you should rework your mana base for more white and less black, since your white splash seems to be dominant here.
3 weeks ago
Jackfrost23 Hey thanks! I didn't know I had a fan base lol. I'll take a look!
Flooremoji I have a somewhat superficial understanding of control since I don't play it too often, but to my knowledge, when you don't need to counter something you would rather be drawing cards. So my logic was that when you leave up mana for a counterspell on turn two but end up not having to counter anything, you would rather spend your mana on a two mana draw spell than a one mana draw spell, since that means more draw/dig power. I can definitely see Opt subbing in to fill out a turn 3 curve, though.
To be honest, I'm thinking of cutting Telling Time for Think Twice. I've recently gotten a bit more experience with building control decks and I really like having the absolute card advantage. idk though.
3 weeks ago
Unless you are anticipating finding two cards you like of of TT Anticipate could also be better.