|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.
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vic on Acid Azorius
54 minutes ago
I tested it 3 games against my aggro modern deck Boros Double strike (I may come up with a more original name later). Mine was too fast for it, but if your Opts had been Unsummons, yours might have prevailed. I know you want ways to find Reality Acid ASAP, but it's something to consider.
16 hours ago
Why would I want Cryptic Command? It's slow, not proactive and costs 4 mana in an 18 land deck. This deck isn't Jeskai Control, it is a fancy burn deck that can have a value backup plan. Cryptic Command has a place in Ux Control.
I played Remand before Ixlan and Opt became legal in Modern and I thought Remand was better in the deck. However now after a lot of testing and thinking, I think Remand is a massive trap. The Manamorphose + Remand combo, while powerful is a massive win more. Just look at the video you showed. When the Jeskai Ascension player went off with remand he had to active Pyromancer Ascension and 4+ cards in hand without lethal on board. He was almost certain to be winning the game at that point in time because he is going to be drawing at least 10 cards. If I am casting Manamorphose with an active Pyromancer Ascension I am most likely going to win the game either that turn or gain enough advantage to where I will be able to win the game on my next turn. Remand also isn't very proactive. You need to pass the turn with two open mana and not develop your board by casting cantrips such as Serum Visions or deploying win conditions like Thing in the Ice Flip or Pyromancer Ascension. This makes it very good when ahead, something the deck doesn't need because of its ability to kill so quickly (although I will say that if there if there is a god awful amount of KCI and Tron in a meta Remand can help those matchups because their often tempo based games revolving around Thing in the Ice Flip). When behind it often just makes you tread water and one of the deck's problems is can be a lack of ability to play catchup. A cantrip such as Sleight of Hand or Faithless Looting can help with that, letting you be able to find answers more quickly. Even in the matchups where Remand is good it often isn't great because you need to proactively casting spells (mostly cantrips) to flip Thing in the Ice Flip quickly which is were Remand is just treading water.
Remand can sometimes be straight up uncastable against Human's or Dredge because they cast most of their spells turns 1-3 and in that time you need to be sculpting your hand to answer threats making Remand dead way to much (which is why it isn't played anymore). It is also a very mediocre topdeck late game as it often just says 1U cycle as your opponent can often just recast any card they play while this isn't bad the cantrips cycling effect isn't great either and it would probably be better to have the selection that cantrips offer.
TLDR: Remand can be good in KCI / Tron meta's, however and if the meta leans that way I would put it over the Faithless Looting it is way too reactive and while it can give you a flashy finish it generally isn't worth it in an aggressive format such as modern were reactive card's need to affect the board or be hard answers.
22 hours ago
First of all, I really like comments - they allow me to explain my choices and perhaps make better ones from your suggestions, so thank you.
I have been seeing how good Risk Factor is, and it might replace Mission Briefing in the mainboard. However, I haven't seen quite ENOUGH evidence to convince me yet, and I think sometimes it won't be worth it - although it is a good card, and I am close to adding it to the deck.
16 lands has been working out very well for me, actually. The deck can work with only one or two lands in hand fairly well, and although it might seem like a low amount compared to the suggested amount, it seems to work out very well for me most of the time. This is because of the fact that 16/60 = 26.667%, meaning that approximately 1/4 of the time I will have at least one land, and there is a good chance of having two lands in the first seven cards drawn. Opt helps to fix bad early game draws, and at worst you can mulligan to six with approximately the same result as drawing seven at the start. Using the same calculations on MTGGoldfish, I have 77 mana symbols/46 nonlands = approximately 1.674 mana symbols per card. This works perfectly with the 1-2 land ratio in a sample opening hand, but if you feel more comfortable with 18 lands or even 20 that is perfectly fine, as it might solve some possible mana issues.
1 day ago
Looking over your deck your just trying to churn through it as fast as you can to trigger your Guttersnipe effects. As you get the wild cards I would optimize your lands a bit more also to help you not draw lands tapped.
I would also add in more drakes. I love the Runaway Steam-Kin but I'm not sure how much he helps this deck out.
2 days ago
Here is what is on my Board at the moment i have Doubling Season, Primal Vigor, Hardened Scales, and Corpsejack Menace, along with Ishai, Ojutai Dragonspeaker. One of my opponents casts a spell (ex Opt). how do the above mention cards react to Ishai's counter and what order should i put them in to get the most +1/+1 counters?
3 days ago
Lol that deck is pretty funny. Rather than just trying to tell you that R/G Ponza is the premier land destruction deck in Modern, I'd recommend Serum Visions or Opt, as they are both key for smoothing out your draws in the early game when you don't have anything better to do with your mana.
4 days ago
I'd take out the disallow for Trickbind and perhaps Include Opt in the main board If you're going to run the 4 of scepter you might as well have as many scepter targets as possible :) also Unsubstantiate is a personal fave of mine