|Commander / EDH||Legal|
Printings View all
|Commander 2015 (C15)||Common|
|Duel Decks: Venser vs. Koth (DDI)||Common|
|2011 Core Set (M11)||Common|
Combos Browse all
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Price & Acquistion Set Price Alerts
2 days ago
3 days ago
Your deck includes a lot of ways to get infinite mana, but only 3, maybe 4, ways to use that infinite mana. We'd add some spells that would allow you to draw your deck with that kind of mana. Spells that come to mind are:
That brings us to the deck's ability to draw cards in general. It literally has no cards that allow for extra draw. To us, this seems a rather bad thing, considering that you're playing blue and you're relying on combo's (and the cards to tutor for them) to win. Then again, the deck does contain about twelve tutor cards, so maybe it works like this. Let's just say we would at the least recommend adding something like Rhystic Study, Sensei's Divining Top or Scroll Rack and maybe add some cheap instants/sorceries for draw like Ponder, Preordain or Brainstorm.
The final main problem; countering/removal. The deck doesn't have any, and you do need at least some. Not having any of it can be bad for a number of reasons. Just as examples, opposing players can steal Sen Triplets or cast a card like Stranglehold to prevent you from tutoring. There's many more creative ways to screw around with combo decks. Therefore, we would advise you to include at least some forms of removal/countering like Swords to Plowshares, Path to Exile, Swan Song, Counterspell, etc.
Well, we hope all this is useful to you and that we weren't being too preachy :) Good luck with the deck!
With kind regards,
Mr. and Mrs. NV_1980
3 days ago
Also, why no Lightning Bolt? Gotta have it, so good.
Also: Forked Bolt is not pauper legal, see link: https://scryfall.com/card/roe/146/forked-bolt
1 week ago
In terms of card draw spells in decks that aren't meant to play control, I run these usual suspects: Ponder, Preordain, Serum Visions, Opt, Sleight of Hand, Impulse, Anticipate, Treasure Cruise, Dig Through Time, & Deep Analysis. That's 10 cards, or 10% of your deck. The chances of having any in your hand at any one time is pretty good, especially when you accompany those with the Curiosity you already play, your deck really starts to flow. I can't stress to you how important cantrips are; they are basically free cards - especially the 1-mana ones. If you play 10 1-mana cantrips, your deck is effectively 90 cards, which helps you get to the things you want to do quicker.
I understand your want to be able to cast cards off of Daxos' ability, but running more lands doesn't inherently insure that, since you're only able to play one per turn (in most cases). I think what you want are more mana rocks, since you can play multiple per turn and they usually net you extra mana, any coloured mana, card draw, or any combination of the 3. Easy cheap options are Thran Dynamo, Commander's Sphere, and Fellwar Stone.
Lastly, a personal preference of mine is to make sure that the types of spells I'm playing (card draw, counters, ramp, game enders, etc) are being played in meaningful numbers. For card draw in a deck that isn't synergistic with card draw (think your deck vs The Locust God), it's 8-12. For counters in the same scenario (your deck vs Talrand, Sky Summoner), it's 7-10. These numbers, in my experience, ensure that you are getting card draw spells when you need them, and holding at least one counterspell in the first few turns. Obviously statistics isn't the same as chance, but having cards that are more-or-less the same reduces the effective chance that you draw something you don't need. I mention this because if you decide you want to keep any amount of counterspells in your deck, you don't need to cut any that you currently run, considering you're at (what I would consider) bare minimum for relevancy.
Of course, we all play magic differently, but I hope you at least keep these things in mind when you are playing next. Good luck, +1 because I think the deck still looks super sweet.
1 week ago
Adding on to what Cereal_Killer said about draw spells, you don't play a ton, and I can see there being times you're just empty handed without anything to do. More enchantment - auras that draw cards (recently printed and cheap examples include Cartouche of Knowledge & Curious Obsession) and more cantrips (Ponder, Preordain, and the like) would be my top priority.
Also, you play a ton of lands (currently 37). Your heaviest card is 6 mana, but there's only one. I can see you trimming down to 34 lands, and then that opens up some slots (in the case that you like everything in your deck already and don't wanna make moves for other cards you've been considering).
1 week ago
Since your idea is to beat your opponents with your commander, why don't you make it a bit more voltron with cards like:
For board swipe, counters and draw cards:
Unexpectedly Absent (cause you put the card you want to steal on top of it's owner's library just paying two mana and chosing X = 0)
For some good lands I'd suggest:
2 weeks ago
It seems like you've got almost everything you would normally want in a combo deck (I'm not a combo player at heart, just a dabbler so I could easily be wrong though!).
As a rule of thumb I would say 'if it's not one of my combo pieces, it has to help me get to my combo pieces' - ie 1) cheap rocks so you can keep paying for draw spells (even better if they are free mox types), 2) all the usual 'don't usually bother playing these in EDH' draw spells Ponder, Preordain, Brainstorm etc, 3) cheap counters to protect you going off definitely including Pact of Negation, and 4) 'Tutors'. You've got quite a lot of all of these...
To try to be faster?
You could go heavier on the digging by including more Cathartic Reunion effects to just dig dig dig.
Also in the Mana category you could use red 'Rituals' Seething Song, Infernal Plunge that Spellseeker who has done her job. Infinite mana? Basalt Monolith & Rings of Brighthearth but that's only colorless, there's always something with Palinchron but that might be too slow.
Finally the only particularly odd inclusion I see straight off is Battle Rampart - any reason you're going with that over other things? If it was me I'd use something that can give old NivMiz haste the same turn;
Doesn't have to be creature based - Expedite even replaces itself.
So yeah, a non-combo players take on what wants to be a tuned combo deck... Might not be a world of help but it was fun at least for me to give my perspective!