|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.
|Have (6)||firemind12 , orzhov_is_relatively_okay819 , bakeraj4 , rockleemyhero , mlouden03 , Forkbeard|
|Want (5)||kingcowofcows , alexl86 , CorrosiveKnifer , NeoNexxa , Zyrook|
13 hours ago
Yes, of course. The deck isn't technically miracles or turns so I had to really tweak the benefits of both.
I need the consistent draw to hit my fog Spells and Time Warp and Mastery are most efficient.
It's not competitive either but good question thanks!
1 day ago
Not to rain on your parade, but Swords to Plowshares , Brainstorm and Counterspell are not modern legal. Your best options in those slots are Path to Exile and Opt / Serum Visions unfortunately. Anticipate is also a decent option. As for Counterspell , it may get printed in Modern Horizons but we won't know that one for a while yet... Remand , Mana Leak and Logic Knot are your options for now in that slot.
On another note for cards to think of adding, Spell Snare is an amazing card as a one or two of, along with Cryptic Command . only really needs 2 Snapcaster Mage s to be honest, and they are well worth it in terms of unlocking play lines and can be really fun to play with. I'd really try to get those. Vendilion Clique is also a slugger... however is often relegated to the sideboard.
4 days ago
I know what you're saying, but having to be able to hardcast all of the instants would really make it very difficult to get a mana base going and that also really narrows the range of instant cards that I can use. It would be nice to be able to cast them all without relying on the scepter, but it's a lot of extra work that the scepter already takes care of, IMHO. In this deck, the key feature of the scepter is not having to pay the specifically colored mana cost of the imprinted instant (as well as the repeatability of casting). Ideally, I want to imprint three or four instants that would work together to destroy creatures or permanents, counter spells, cause damage and gain life. Boros Charm is especially useful considering that I can choose to give permanents indestructible. Supporting spells like Opt and Anticipate would be nice because they are straight blue and help me draw into either a scepter or an artifact fetch card. There are four scepters and six cards to fetch the scepter, so the quicker I can draw into any of those 10 cards, the better. Heroes' Reunion is in there just as a way to keep me in the game when players start singling me out with damage, while it doesn't provide an offensive advantage, the ability to keep me in the game and the fact that it still removes counters from Thing in the Ice Flipseems worth it. Maybe I'm way out in left field on this one, but I believe that focusing on ways to draw into the scepter or the fetch should be the focus. I dropped Deflecting Palm in favor of Anticipate and moved the Chalice of Life Flip to the side board in favor of Voltaic Key . What do you think of Mirage Mirror ?
5 days ago
Scepter+Thing - love it.
I think you should be able to hardcast all of the instants. Once you've imprinted them on Scepters, you'll still want to be able to cast them from your hand.
5 days ago
Before answering your questions i forgot the Vampire Nighthawk which is much better than the Deathgaze Cockatrice . Orzhov Enforcer is better than Hand of Silumgar You should add what you feel better with but ill give some suggestions
1) I would put all 4 mana leaks , countersquall is very mana intensive and you dont have the lands to cast it often at the right moment , thought erasure is fine but i think 4 Duress is better . here replace the sidisi pets with Gifted Aetherborn , Opt is cheaper(moneywise) than Serum Visions but the second gives more card advantage , 4 would be recommended from one of those two , I think 2 Read the Bones is enough or Night's Whisper you choose which do you prefer in your playstyle.
2)The advantage is to have always something in your hand to drop(counterspells , creatures...) for 2 mana you draw 2 cards and for 3 you scry 2 to see if you want to draw those 2 cards and then draw.
3)I dont like that card because you're giving a choice , and if they choose one that you dont want at that moment that card wont be worth it , anyway with the artifacts i recommended and mostly of your deck has deathtouch you can remove the creatures from your opponents
6 days ago
Spairut, thanks for the input. I appreciate it a lot. I have a few more questions, though.
2) What is the advantage of Night's Whisper and Read the Bones in this deck? Just curious.
3) Why leave out Tyrant's Choice ?
6 days ago
First of all, I like the concept of the deck, Nicol Bolas, Dragon-God seems like a super powerful card that will see a lot of play. However, there are two main problems I see with the deck. The first one is that the The Elderspell plan seems weak, in that, you're not guaranteed to find any Planeswalkers in the opposing board. Take the Azorius Weenie deck for instance, doesn't play any. So my first suggestion is to add more Planeswalkers to your own list. Stuff like Ral, Storm Conduit generates card selection, and works pretty well with removal spells. Or Teyo, the Shieldmage seems like a good early drop that helps a bunch against Aggro/Burn. Then you eat your own planeswalkers plus some on the other side, add a bunch of counters on your Bolas an win the game! Plus you get a bonus flavor win! haha
And what I said about Ral and Teyo brings me to the second problem. I think this deck would bound super hard to a fast Gruul or Mono-Red Aggro! It has a super powerful late game but it's slow. So I would recommend adding cheap efficient removal like Moment of Craving or Cast Down , or even Lightning Strike or Lava Coil . You could easily pass the turn with mana open having instant speed removal as protection. If you don't need it, draw cards with Chemister's Insight or Opt . All that would ensure the deck gets to the late game, where it shines.
As a final note, if you end up including more planeswalkers, specially some uncommon ones, something like Soul Diviner can be handy! Summarizing, I like the deck idea, I just thing it need a slight readjustment to survive better the early aggression. Anyway, have fun brewing! Cheers
1 week ago
winden02, thanks for the tip! It seems smart to add the redundancy. If nothing else, then it would lessen the chance that I have to discard something I want to keep while casting Faithless Looting . If I do test it, I would swap out Thing in the Ice Flip for 4 copies of Niv-Mizzet, Parun . I feel like have 8x Niv would also make running Thought Scour possible. As my deck stands now, needing 33% of my combo in the grave makes it risky to cast Thought Scour , if I discard a Goryo's Vengeance or a Curiosity , it hurts. Adding another playset of Niv would lower the odds that I get rid of a piece that I want in my hand. It would lower from 66% to 50%. Losing out on Thing in the Ice Flip could hurt if I cant find the combo, but adding that redundancy could make the combo easier to find. In testing, I'll swap out 3x Opt for 3x Thought Scour , Thing in the Ice Flip for Niv-Mizzet, Parun and maybe take out a Remand or a Spell Pierce for another Lightning Axe . It's definitely a cool concept, it might be speedy enough to work well! Thanks for the tip, it made me think a lot.
Side note, if you are interested in a cool detail I recently found out about Goryo's Vengeance The text on the card reads "Exile it (the creature) at the beginning of the next end step." So, you can cast the spell on your opponents end step, and bring back Niv. You don't have to sacrifice him until the beginning of the next end step, so you get Niv for your whole turn. For Niv-Mizzet, the Firemind this doesn't really change much, but it makes starting the combo with Niv-Mizzet, Parun so much easier. When you start your turn, you'll have the mana to enchant him with Curiosity , and mana left over to cast an instant or sorcery. Even if you have no instants or sorceries in hand, all you have to do to start the combo is enchant him before you draw for turn. Then, draw for turn, and start the combo. Parun still isn't as efficient as the Firemind, but if you bring him back on your opponents end step, you can start the combo no problem.
I hope that was at least slightly interesting for ya. And thanks again, I'll let you know how testing the redundancy pans out!
Opt occurrence in decks from the last year
All decks: 0.82%
All decks: 0.66%
U/R (Izzet): 16.44%
Commander / EDH:
All decks: 0.04%
U/R (Izzet): 0.56%