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Precognition Field Discussion
6 days ago
I enjoy the Kefnet Turns build, haven't seen it before for this commander and I think its rather neat. You should focus exclusively on assembling your win and remove the extra side cards, like your mill sub-theme. I also think you should replace expensive removal and interaction with cheaper pieces, as you're less likely to cast them off the top with Kefnet. I also think you should add in more ways to discard and also tutor to top of deck. Your combo requires a handful of specific cards and also to be in a specific spot in your library, so topdeck manipulation and tutors help immensely.
My complete list of changes would be
Zndrsplt's Judgement -> Vapor Snag (That card is hard to link to :O )
I think its worth noting
That to combo off, you need Library + Aminatou's Aug + Dino + Turn card + Commander. That requires 4 cards outside your commander, 3 of which are exactly specific. Finding another enabler or outlet to reuse your turn spells or another way to put cards on top would help the consistency of this deck a lot. Running more draw and tutors to topdeck also lets you value copy a turn spell to start chaining turns, and even if you don't hit an infinite loop getting 3 or 4 extra turns will get you much closer to establishing the lock. You should shave off alternate wincons and focus on getting infinite turns, because once you have them you've won.
2 months ago
I found your response of calling card selections "cute" to be incredibly patronizing. You'll have to forgive my terse tone if you truly weren't trying to patronize me, but regardless, you have as much time as you need between postings to look at your deck and the suggestions. If you are truly a competitive player and this is truly a competitive deck, people should not have to spoon feed you the reasoning as to why a card works with 8% of the cards you run (I didn't even include the mediocre synergy Seat has with Sai, Master Thopterist or Fabricate ). You have to consciously put every card into the list, so they were all intentional choices you made. You should have familiarity with the cards you run, especially if you claim this to be a competitive deck. You should also have familiarity with competitive concepts, like removal that requires 2 turns and 2 mana to work is far worse than removal that requires 1 mana to work at instant speed (why run Legacy's Allure before Pongify or Rapid Hybridization ? They are both less conditional and cheaper).
A close reading of my earlier comment will also show I only had a strong tone towards the card choices and deck building ideas, not at a person. Also quick shout out to all the people swearing at me and calling me a douche, the bad card suggestions, lack of card suggestions, and ad hominems have been pivotal to the development of this list. I'm not gaining anything from writing paragraphs explaining easy includes for YOUR list, so if you want to keep flinging mud I'll simply leave you to it. If you want to talk cards, put on your big boy pants, realize that you can make an ignorant or bad card choice without being an ignorant or bad person, and lets talk winning.
Mind Over Matter is expensive to cast, and combos out with tap to draw permanents, which this list doesn't run. It's been ignored by cEDH due to the massive color cost requirement + CMC and how weak the combo pieces are outside of combo.
Riddlesmith could have value, but this list doesn't have the artifact density required. It also does absolutely nothing by itself, meaning it has no value without other pieces to make it go. Relatively weak card and any loot effect for 1 or 2 cmc will outperform in a fast format like cEDH.
Time Spiral is also mostly ignored because it doesn't generate the value you want. It isn't reusable like Timetwister , so it doesn't generate value with looping as a wincon. It requires 6 mana to cast, and you're only getting 6 untaps with 6 lands in play, meaning turn 6 as the earliest (read: 3 turns after someone else has won). Even with 3 mana and getting 3 mana back (so it effectively costs 3), it has a high initial cost which means it will sit in hand without being used, while Timetwister could be used earlier. Hits for a lot off Ad Naus and Dark Confidant , which are format staples. Mediocre replacement for twister, but you'd be better off running another 1 2 or 3 cmc draw piece that isn't already used, Sleight of Hand comes to mind for this list.
Precognition Field does the same thing as Urza but allows you to peek top of library. Just like Future Sight , the slot is literally wasted with this commander, because you don't need another infinite mana outlet. If you need help getting to your infinite mana combo pieces, you should run more tutor and draw, not a slow and expensive top of deck value engine.
Cephalid Coliseum is usually ignored because of how unreliable threshold is. Timetwister resets it, and GY hate is very common. Its a painful non-island island in the vast majority of games, and generates land disadvantage when you can use it. Coliseum has its place though; it's very useful in Doomsday decks as a low opportunity cost pile cracker and sifter, but is still sometimes passed over in those lists because of the cost of Doomsday. It can also be used in decks that run Laboratory Maniac as a way to draw on an empty library, but most ignore Coliseum because they achieve no cards in library by drawing the deck, which means they will almost definitely have a draw card they can play that isn't dependent on a land drop. Also Coliseum gets caught by all the non-basic land hate that sees play.
I also have one more suggestion. Baral, Chief of Compliance has more value in this list than Etherium Sculptor . You run a total of 32 instants and sorceries, 15 of them which can be cost reduced (the 32 matters in case opponents play a tax effect). Meanwhile, of the 21 artifacts you play, only 15 of them can be cost reduced due to the amount of 0 cost rocks. Baral also generates value on the ridiculously large amount of counterspells you run though, which makes it a more worthwhile include. If you do decide to up artifact density (and include Mishra's Workshop , which you should due to playing under Trinisphere and orb effects anyways), then sculptor may end up being the better slot.
You also really don't need future sight in your infinite lines. Voltaic Key can replace it in the Paradox Engine line, and the other line is weak anyways because its creature based (easiest permanent type to remove). Voltaic Key untaps Sensei's Divining Top while top trigger is on stack, and use Top again. Sensei's draws a card, then goes to top of library on first trigger, then draws itself on second. Assuming you have 2+ mana in rocks you break parity, on 3+ you generate positive mana. You can do a similar thing with Rings of Brighthearth and Sensei's Top, plus Brighthearth combos with both the monoliths, so it serves as a second B for the A + B of Power Artifact and Monoliths.
2 months ago
First off I want to say awesome deck, I continue to check it out for inspiration on my build. I just wanted to give you an alternative for Future Sight using Precognition Field you dont have to play with the top card up, and it can remove a pesky land.
3 months ago
How reliable is you card draw/advantage? I personally rely more on permanents as my form of card draw. I believe there are 5 permanents that provide some form card advantage ( Rhystic Study , Niv-Mizzet, Parun , Sylvan Library , Precognition Field , Melek, Izzet Paragon ) and then there are a handful of instants and/or sorceries that draw in much smaller increments in unique ways.
Have you considered Mystic Remora or Planeswalkers as a form of more consistent card advantage?
4 months ago
Had another look. I like:
Tezzeret's Gambit . Can become a free spell, draws cards, AND you can use proliferate on your experience counters. Fantastic.
Thousand-Year Storm . Expensive, but great if you resolve it.
Treasure Cruise . Very easily a 1-mana draw 3.
Volcanic Vision . This just looks like good value.
Recurring Insight . Draw!
Precognition Field . Playing the top of yoyr library is like always having an extra card in your hand. The exile allows you to ensure you don't draw any dud cards if you have the spare mana.
There's a bunch other good cards there too. Most of the lands I see are good.
5 months ago
Let me start by saying I've been playing Mizzix since he was released, and I've constantly strived to make my [[Primer]] Knowledge & Flame deck the best it can be. I'd like to believe with a 96% competitive rating, and the fact that I RARELY lose with the deck means it's a solid deck. As such it has seen several iterations and I've tried playing all kinds of cards... So here's a bit of advice.
I only have 17 cards that aren't spells that Mizzix can discount, 6 of which is Ramp. I only have two creatures, Niv-Mizzet, Parun (I'm testing him for extra draw power and secondary win con) and Laboratory Maniac as one of my main win cons. Of the 9 cards remaining 2 cards help me with consistent draw power, 2 are to protect Mizzix, 2 win me the game, and the rest are just there. Now I'm telling you all this because even with me having so little cards that aren't reduced by Mizzix I STILL end up with them sitting in my hand for ages for fear of tapping out and not having a counterspell up. So there are a lot of cards you have in this deck that do not directly add to your winning... And some cards that just don't play well with a deck that wants to either combo out or burn everyone into the ground.
Here are some suggested cuts:
- Invert // Invent: Invert does nothing really, and Invent is WAY too expensive for what it does.
- Seething Song: Just trade it out for Desperate Ritual so that you can tutor Reiterate and Desperate Ritual with Firemind's
- Keranos, God Of Storms: Great card, but honestly it's just a win more card, this won't win you the game.
- Melek, Izzet Paragon: I played with this for awhile but at the end of the day it's the same as Keranos
- Blatant Thievery: It's a great card, but it always felt lackluster for me because it requires your opponents to have a good board state, which obviously you don't want. I'd suggest Aethersnatch in it's place because then your opponent just plays a spell for you.
- Ignite Memories/Mind's Desire: Storm cards are good but they don't get you the game. In fact I have whiffed both of those spells more times than I can count! I'd say go for something a bit more certain.
- Mizzium Mortars: I just think that this doesn't kill a LOT of creatures in this format Blasphemous Act is strictly better.
- Stolen Goods: It's too easy for this to be a bad card. what if it's a Rampant Growth or vanilla 2/2 or a lord that doesn't do squat for you. Just too RNG
- Temporal Fissure: Too expensive and again it's too easy to whiff the storm aspect
- Sentinel Tower: It just makes you a target, unless you are committing to storm.
- Future Sight: As a blue player you always want people to assume you have a counterspell, or don't want others to know you have a counterspell... This crushes that. If you REALLY need this effect, which I think isn't worthwhile, Precognition Field is better.
- Sunbird's Invocation: WAY TOO EXPENSIVE, and it's strictly just a win more card.
I know I stated a lot of cards are too expensive and you are playing mizzix but assume mizzix isn't on the table because he will be killed or a target 90% of the time.
Here are some cards I'd highly suggest playing:
- The Usuals: I know it's expensive but... Mana Drain , Force of Will , and Pact of Negation I feel are absolutely necessary for this deck.
- Lightning Bolt : I know someone told you to take this out... but... Firemind's plus 4 experience counters means you win the game. You dig for infinite mana with Reiterat+Reality Spasm/Desperate Ritual and grab lightning bolt to copy infinite times with infinite mana casting reiterate on it infinitely. It's a one card combo basically.
- Mission Briefing
- Power Sink : At worst its a counterspell at best it forces someone to pass turn.
- Disallow : One of the best counters in the game.
- Fuel for the Cause
- Increasing Vengeance
- Nexus of Fate
- Scour from Existence
- Coldsteel Heart
- Pyromancer's Goggles
- Darksteel Plate
- Fanning the Flames
- Mana Geyser
- Time Stretch
- Mystic Retrieval
- Mystic Speculation
Sorry I know I posted a lot but I'm really passionate about this deck, and I love to see mizzix players succeed.
6 months ago
Hmmm, ZeroZolo it may not be what you have in mind. But I do like abusing Bonus Round and going off with storm. Add in a couple more rocks you can use the Isochron Scepter / Dramatic Reversal combo route to go into infinite mana. After that your outlets can be Aetherflux Reservoir / Mind's Desire or even Grapeshot . Another way to make infinite mana is Turnabout / Reiterate or Mana Geyser with it as well.
That is going into the storm route though, but if your going for more of a value route like spell slinging than that's taking a different approach and I would say switch to a different commander like Mizzix of the Izmagnus or Keranos, God of Storms .
7 months ago
Finally! A deck that uses Precognition Field. Have you considered Ophidian Eye, Tandem Lookout, or Curiosity? Also you have Dizzy Spell, Muddle the Mixture, and Drift of Phantasms to find them. They go infinite with your commander.
Precognition Field occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%