|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Uncommon|
|Planar Chaos (PLC)||Uncommon|
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Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token into play.
10 hours ago
Here are my thoughts, in no particular order
Your land base is just 1 card away from running Tainted Pact for use with Labman lines. You should ditch that 2x island and run it. Also run the new Jace as a back up.
Omniscience + Show and Tell should be cut. Replace with Dramatic Reversal + Isochron Scepter . Its a more compact win, doesn't have the opportunity to blow up in your face, combos with Top and Copy Artifact, and both pieces have higher quality than the pieces they are replacing.
You run a lot of large CMC junk cards that will either end as dead draws or don't win upon resolving. Consecrated Sphinx should be put into play with reanimation, but since you don't run you should cut. Bolas's Citadel is just a bad Ad Nauseum. The handful of wheel cards over 3 CMC should be cut. Why spend that time giving your opponents cards on a soft combo when you could be tutoring and winning with the very easy A + B of Labman + pact? Specifically, Time Spiral Wheel and Deal Reforge the Soul Whispering Madness . Replace those cards with more format staple counterspells and removal. Swan Song Dispel Flusterstorm Red Elemental Blast Abrade Shattering Spree .
Really not wild about Molten Psyche or Winds of Change either. You are losing card advantage on both (-1 to be precise). Notion Thief and Waste Not are both strong when used with a wheel, but it isn't worth devoting that many deck slots to combos that don't explicitly win. You would be better off running tutors instead, which will help you get whichever A or B part of the Notion Wheel combo you don't have in your hand.
You really don't need to run Mission Briefing if you are running Snapcaster AND yawgill AND past in flames.
You should highly consider Chain of Vapor as well as Hurkyl's Recall . Both allow you to gain mana and storm when combined with the mana positive rocks, which feeds into your Aetherflux Reservoir line. They also double as removal and can combo break opponents who are trying to win.
You should include Mana Vault , its much better than Basalt Monolith . Thought Vessel should also be cut, even Prismatic Lens is better. The no maximum hand size will literally never be relevant, because if you are drawing that many cards you should be able to win instead of passing the turn. If you do have to discard down to 7, just keep the 7 that allow you to win and protect the win. You should also run Chrome Mox because of the high card advantage you generate.
28 lands means you're in danger of getting staxed out, very easily. Any artifact hate with early taxes means you're caught and discarding cards for multiple turns. The land base you're running could also use a tune up. You should include the painlands Underground River etc. as they enter untapped and provide color diversity without extra requirements. The two-or-more-opponents lands I'm not a fan of, but playing in a pod means they'll be live. The two-or-fewer-lands lands I'm not a fan of, and firmly believe you should cut. Checklands are fine, but replaceable long term. You should also run more rainbowlands, specifically Forbidden Orchard Gemstone Caverns Tarnished Citadel . If you are running Tolaria West as a 0 drop tutor, don't count it as a land towards your total, if you're running it as an island, it comes out tapped so cut it.
Your cantrips are a bit goofy too. Thought Scour should be replaced with Sleight of Hand , which gives you more flexibility about the card you get as well as gets around draw restrictions such as Alms Collector or Spirit of the Labyrinth . Fact or Fiction is simply too much CMC. I'm personally not a fan of Scroll Rack but that's entirely your call.
Terminate should be Pongify or Rapid Hybridization . Its 1 cmc cheaper and less color intensive, and if you lose to a 3/3 token you were going to lose anyways. Notably, Kess can kill the token by blocking.
3 days ago
LiquidGaming Muzzio, Visionary Architect was actually an EDH general I was interested in playing for awhile (love the art on that card), but somehow forgot about. From your experience how similar does he play out to Arcum Dagsson ? I will definitely check out OathBreakerMTG.org pretty often to see what's new with OathBreaker and to see what's happening in the format.
Some other cards I thought might be worth considering for Jace's Paradigm Shift (some of these are quite expensive and probably aren't 100% needed, but these are all my thoughts):
2) Mission Briefing , personally I prefer this over Snapcaster Mage , it's recursion and has the ability to get you past 2 dead draws or give you the satisfaction of knowing you will get a good draw next (not sure what to cut though).
5) City of Traitors and Crystal Vein , they probably won't ever make it onto the list, but how have Lotus Petal and Grim Monolith been playing out for you? I would forget everything these cards say and read them as: "0... Only cast this spell if you haven't played a land this turn. You can't play a land this turn, add 2 to your mana pool." They seem like they might be worth considering once you read them from that point of view.
6) Magosi, the Waterveil , first I'm gonna say I have been in love with this card ever since I got into MTG so I might be giving it a little too much credit (but then again I was the player who loved The Tabernacle at Pendrell Vale when I first started playing MTG, lol), I feel the majority of the time skipping a turn if you are playing control doesn't affect you too much, but being able to take an extra turn later on can be "pretty helpful."
11) Evolving Wilds , Terramorphic Expanse , Flood Plain , and Bad River , still on the fence about these, ocassional ETB tapped lands vs deck thinning (E Wilds and T Expanse are better by a slight bit, just to say), not sure on this one. What do you think?
12) Mana Severance , we all come to those points in a game where lands are dead, but not anymore.
14) Foresight and Manipulate Fate , being able to kill three dead draws and for 2 mana on a card that replaces itself seems great in a "53 card format" (us blue players always changing the stats to whatever we want whenever we want).
These were the main cards I thought could make it onto your list, but I'm still evaluating a couple others so I'll leave more comments with those if I feel they are actually worth considering.
2 weeks ago
Monomanamaniac: The issue with Joraga Warcaller is that it doesn't do anything the deck wants. We are never trying to win through combat because of how fragile it is in a competitive scene. With the exception of Selvala, Heart of the Wilds , Marwyn, the Nurturer , and perhaps Yeva, Nature's Herald herself (commander damage in a pinch?), I don't really care about the power and toughness of my creatures.
The deck's primary goal is two things: Get infinite mana and an outlet for that mana. Yeva enables the combos at instant speed to make them harder to interact with.
Elvish Piper : Beyond awesome and used to make my Great Oak Guardian and Temur Sabertooth lines cost 3 mana to go infinite. I also loved its ability to bring things out at instant speed without worrying about them being countered. As the deck became more and more optimized, Elvish Piper started feeling too narrow, so it inevitably didn't make the cut. It fell into the "fun card" category, but not optimized, so it ultimately had to be cut.
Heroic Intervention : is great for wrath effects, but the only wrath-like effects I encounter now are Cyclonic Rift and Toxic Deluge . However, the most important thing to note with this deck is that all Wrath effects are sorcery speed, beyond a couple rocks and dorks our field never looks menacing enough to boardwipe it, since we always play our pivotal combo pieces at the end of your opponent's turn. When we are boardwiped, I usually tap out all my dorks and float the mana, wait for priority to shift to me after it resolves and cast Yeva, which allows us outvalue sorcery speed wipes. This is also the reason my pod has moved away from wrath effects. The hexproof is as relevant as the Pro UB from Autumn's Veil .
2 weeks ago
Hey its PJ from Commander Replay. I took a look at the deck. I don't usually look at things this early in development but heres some stuff you might be interested in. Id probably add in just a bit more cost reduction, cards like Pearl Medallion , or Herald's Horn . Card draw is also super important for a deck like this, i would look at some options that can draw you multiple cards. Maybe some cards Kindred Discovery , Recurring Insight or perhaps some power based card draw like Soul's Majesty , Rishkar's Expertise . Id probably cut the number of creatures to somewhere around 28-30. You will also want some removal or form of interaction Rapid Hybridization , Pongify , Reality Shift , or Cyclonic Rift , maybe even an Evacuation if you wanted to try and retrigger altar of the brood... not sure about that interaction though. Also a Fabricate or Whir of Invention might be good to find thrumming stone. Anyway theres a few suggestions to get you going. Best of luck
3 weeks ago
Congratulation for choosing the best of strategies among the best of colors. Unfortunately I have to tell you that the Vexing Devil , Pongify combo does not work. Your opponent choosing to have you sacrifice it and it being sacrificed are both part of the same ability which resolves as one. You can still pongify the devil in response to the trigger but in that case the opponent of course will choose not to take the damage.
Then, if you want to invest more into the aggro plan, I see Hardened Scales as a risk factor. Of course the synnergies are very fast but then it slows you down by not doing anything by itself. Also its relationship with evolve is kinda difficult because your evolvers won't necessarily evolve higher. Some of the triggers will get lost because their power is already high.
I also have a question for you, what line of thought was behind the decision of including only 3 of each evolver?
1 month ago
I think you meant, "dilute," BirdClaw, lol.
What I see in this deck is a very high mana curve that doesn't break until T4, and then, only by 1. I suggest cutting creatures down to 18 and filling those slots with disruption instants. Counterspells, fogs, bounces, destroys - Negate , Holy Day , Vapor Snag , Hurkyl's Recall , Pongify , Path to Exile , Nevermore , Journey to Nowhere , Oblivion Ring , Detention Sphere , Cast Out , Seal Away , Pongify , Imprisoned in the Moon , etc.
Since you don't have any one drops to play T1, Temple of Enlightenment seems great here.
1 month ago
I haven't fleshed out the description for the new list yet, but the general gist is it takes the ideas from this list and trims down the CMC (TappedOut doesn't do CMC for split cards correctly, so the number it reports is wrong), adds protection effects, efficient standalone token producers, efficient targeted clone spells, and tries to go instant speed where it can, and it removes the slow, narrow, and situational cards. In general, it's faster and more resilient with fewer dead cards and more potential to win out of nowhere.
Notable removals from this deck:
- Mentor effects: Talrand, Sky Summoner , Docent of Perfection Flip, Metallurgic Summonings : Mentor effects are slow, removal magnets, and generally not as good as efficient standalone token producers (the same four mana for Talrand gets you five creatures immediately off Hunted Troll ) or clone spells. These three were cut because they're the most expensive, plus Talrand and Summonings don't have the same synergy with the added clone effects.
- Targeted token makers: Adverse Conditions , AEther Mutation , Supplant Form : Expensive, replaced by cheaper clones like Quasiduplicate . Clones have additional synergy with Hunted creatures and the few ETB utility dudes ( Eternal Witness , Imperial Recruiter , Spellseeker ).
- Wincons: Berserk , Confront the Unknown , Fiery Gambit , Willbreaker : Berserk and Confront have been replaced by Appeal / Authority , though Confront might still be better. Gambit is a 3-mana wincon that's annoying to resolve and still doesn't win through infinite life like LabMan does. It's been replaced by Kari Zev's Expertise , which is a wincon, untap/haste effect for Earthcraft, Cryptolith Rite, and Natural Affinity, and also has the insane ability to cast a spell from your hand for free for each creature, and each of those spells then gets copied as well. Willbreaker is painfully slow, requires you to cast another spell to actually do anything, and doesn't even give the haste/untap from red threaten effects. If the deck needs to pass the turn after it tries to go off, Willbreaker's likely going to get removed anyway.
- Synergy: Isochron Scepter and Unsubstantiate : Too slow, and your cheap instants are redundant enough that you don't really need to be able to repeat a specific one. Plus, most of the time you'd want to put a cantrip on it, and Scepter actually increases the cost of those. These are slow win-more cards that look clever but don't actually end up doing much in practice because the deck is already plenty redundant.
- Hexproof equipment: Swiftfoot Boots and Champion's Helm : Cut for Lightning Greaves . Shroud looks anti-synergistic, but the zero equip cost means you can move it over to a token on your turn when you're ready to do things and it can be used to give a mana army haste for Cryptolith Rite or Natural Affinity. If you need to protect Ink-Treader while actually going off, shroud is worse than hexproof, but generally you'll just wait to go off until you have a protection spell ready.
- Cantrip: Shadow Rift : This was actually the hardest cut. Instant-speed targeted cantrips are what makes the deck tick, and for a while I had Refocus in. I eventually decided that the difference between 10 and 11 1-mana cantrips was negligible, and Shadow Rift is the worst one (it does literally nothing; everything having shadow is the same as nothing having shadow). All of the others have at least some utility or synergy.
There's actually an infinite combo in the deck with Spellseeker + Earthcraft/Cryptolith Rite: With one of the rampchantments and Inktreader in play plus some mana to start, cast Spellseeker into Twinflame . Twinflame (radiated) copies Spellseeker and gets more hasty dudes to tap for mana. New Seeker gets Regrowth , which gets Twinflame back. Twinflame again gets you even more dudes, plus two new Spellseekers. One of those seekers gets Eladamri's Call into Eternal Witness , which gets Twinflame back, the other seeker getting a cantrip. The next Twinflame not only gets you four more seeker-tutors, it also gives you another Witness, which can get back Twinflame again, and further Twinning makes multiple Witnesses so you can get back your graveyard, all while drawing your deck through the cantrips you've seeker'd up and getting an infinite army of hasty dudes for attacking and mana (you're tapping two for Twinflame mana every iteration, but each cast doubles your army size).
The most exciting single new card by far is Electrodominance . For a long time I had Savage Summoning in the list because instant speed is so important for combo decks, and this just replaced it. Dominance has the downside of not being able to cast Ink-Treader from the command zone, but it works on all spell types instead of just creatures, can be used as removal in a pinch, AND it's targeted, which means it has the Kari Zev's Expertise effect of casting a free spell for each creature on the field that then also get radiated. We play targeted indestructible effects for protection and Pongify anyways, so you're likely to not even reduce the creature count from the Dominance damage. EOT radiated Electrodominance for X=3 is generally game.
1 month ago
Pongify occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
G/U (Simic): 0.53%