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.)
|Have (4)||, Benniator , metalmagic , PostContact|
|Want (4)||blondle , blueachilles21 , Knapp , Jdreesman|
Printings View all
|Mystery Booster (MYS1)||Common|
|Commander 2015 (C15)||Common|
|Duel Decks: Venser vs. Koth (DDI)||Common|
|2011 Core Set (M11)||Common|
Combos Browse all
|Commander / EDH||Legal|
Preordain occurrence in decks from the last year
All decks: 1.07%
Commander / EDH:
All decks: 0.11%
UR (Izzet): 1.03%
WUB (Esper): 0.54%
UBR (Grixis): 0.67%
2 days ago
3 days ago
One card that I always thought was pretty good with Aminatou, the Fateshifter is Counterbalance. Since you can shift the top card of your deck without revealing it, you can stack a 1 or 2 on top and nail an opponent for no cards. It also makes Sensei's Divining Top really good.
Gilded Drake is absurd with your general. Because of her wording, you can flicker permanents you own even if you don't control them -- so the minus becomes "steal target creature." It is $170. So either be rich or play with proxies... I love proxies, and I think they're unduly rejected in EDH.
Preordain is good in addition to your Ponder and Brainstorm. Brainstorm is best with more free shuffle effects than you currently have... They usually come from fetches like Polluted Delta, but those lands can be expensive. Slow fetches like Bad River also work, and things like Evolving Wilds and Terramorphic Expanse are also good.
You have two Arcane Signets. Unless the rules have changed, that's not allowed...
You could also do with more two-mana mana-rocks; three-mana rocks, like Commander's Sphere, are significantly slower and come down turn three, competing with your commander. I suggest cards like Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, Fellwar Stone, Mind Stone, Everflowing Chalice, Azorius Signet, Dimir Signet, Orzhov Signet, Thought Vessel...
Finally, Omen of the Sea seems like it could be good to flicker, though playtesting would be needed.
Right. I hope this helps!
2 weeks ago
Just as we talked about earlier,
3 weeks ago
Ok, let's start with ramp. I think running 33 lands is good, but you need plenty of early ramp, luckily, there are lots of why to ramp in .
- I always start with all the signets and talismans that I can run, like Golgari Signet and Talisman of Curiosity
- Added to that list might also be Arcane Signet and Fellwar Stone
- Next are the three one-drop enchantments that should go in every green deck, Wild Growth, Utopia Sprawl, and Carpet of Flowers.
- While new, Titans' Nest has been really good. It ramps, removes unwanted cards from the graveyard, and provides a bit of card advantage.
All told, that's 10-11 cards of pure value, most of which are less than a dollar. Next is card draw. Blue and Black have some fantastic card draw. While I prefer cantrip because they are better for finding combos, the door is wide open. I'll list some go-tos below from cheapest to more expensive.
- I run Frantic Search in most decks because it's good, but any deck that wants cards in the yard needs one. Careful Study and Cephalid Coliseum
- You are already running Dig Through Time; you might consider Treasure Cruise too
- Wheel effects too, very good if you want cards in the yard, think Windfall and Whispering Madness.
- If you want similar effects, Echo of Eons is good (a little pricier). Also, it helps restock your deck.
- Again, cantrips like Ponder, Preordain, and Brainstorm are great for digging for specific cards.
- The top tier (but most expensive) are Sylvan Library, Rhystic Study, and Necropotence. Hard to beat but pricy
Now, let's talk about interaction and removal.
- If you want catch-all interaction, Hero's Downfall, Counterspell, and Disallow are great places to start.
- Nature's Claim is also great. Four life isn't really a lot.
- Depending on the meta Arcane Denial and Delay are really good.
- I also have a soft spot for Mindbreak Trap.
- Free counterspell and removal are always good, perhaps some of the new ones like Fierce Guardianship and Deadly Rollick
- The door is pretty wide open here too.
I'm not going to talk about the mana base for now. This is where the bill will quickly add up. I'd be more than happen to talk about it, though. Solid mana bases for EDH are a passion of mine. Once you buy the pieces for a good mana base in a color combo, you don't really need to do it again (unless you play a lot of these colors).
I that's a lot, but I hope it helps!!
1 month ago
Brainstorm, Ponder and Preordain can setup big creatures in the top of the library. As you have 11 ramp cards you could take away Sword of the Animist for one of then. Scroll Rack enters in this area but it's a bit expensive nowadays.
1 month ago
My recommendations :
I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.
MANA COST TOO HIGH
I would first add better ramp, better draw, potential Stax, tutors and then other win cons.
Verity Circle (good against dorks)
Plunge into Darkness (a good Impulse)
CONSULT COMBO Demonic Consultation
AD NAUSEAM COMBO Angel's Grace
Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose
Heliod Walking Ballista
Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander
Didn't look at landbase
1 month ago
Grind Using the top deck manipulation package, so Brainstorm, Ponder, Preordain, Serum Visions, Discovery / Dispersal, or even better Doomsday, or a combination of Demonic Tutor and spells to place cards back on top of the library.
1 month ago
Pretty solid list so far, I have a few suggestions though. First and foremost, if you haven't checked out the cEDH decklist database, I recommend it. If you're truly wanting to get in to cEDH, then that is a good outlet for deck brewing. There are a bunch of cards in your list that are solid picks for a Kinnan deck, but there are also some that aren't up to snuff with the meta, but that's not a necessarily bad thing. Competitive EDH is about play the most powerful cards in the your color pie to achieve your overall win condition and to do it as efficient and consistent as possible. Kinnan is quite new and people are still trying to find the best way to brew the deck, but his strategy is undoubtedly proactive, so we have to try to overwhelm our opponents as fast as possible.
Here are the cards in your deck that you just don't see in the cEDH meta. Not a bad thing, just something to consider.
Your mana dorks are higher in CMC that the meta heavy mana dorks. This puts them being cast usually around turn two, which is when you want to be casting Kinnan.
Arcum's Astrolabe - It's just way too circumstantial, especially when you only have 6 snow lands in the deck. This card would be dead in your hand most of the time. There are also better mana rocks.
Mind Stone has been sub-par for a while. In cEDH, you want to get plenty of mana as soon as possible so you can start setting up for win quickly. This is why Grim Monolith and Mana Vault are very prevalent in the meta. They are net positive mana rocks that come in quickly.
Whir of Invention and Blue Sun's Zenith are on the cusp of being played in the meta and not, mostly Blue Sun's Zenith as it's used to help draw the deck after getting infinite mana. Usually you see these more in mono blue decks because they have plenty of blue to pay the non-generic mana and can go big with the X cost, however, once you leave mono blue it's very difficult to keep up mana for interaction after casting these and usually when X is greater than 2, it's worth someone countering it. If they're countered, the feel bads set in as you're now 5-6 mana behind. I would suggest cutting at least Whir of Inventions for a cantrip like Brainstorm, Ponder, Preordain that nets you cards for cheap.
Force of Vigor - It's not bad, I've seen a few decks run it that are more on the control side, but Kinnan is trying to be more proactive than reactive. Blue has some of the best removal in the game for cheap. Maybe consider a Chain of Vapor. That way if there is a problematic card for you on the board such as Cursed Totem or Linvala, Keeper of Silence, you can hit it regardless of what it is for one mana regardless of whose turn it is.
There are a few suggestions I'd like to make for you to add that are practically staples for most of the cEDH Kinnan decks:
Seedborn Muse to help you use your commander more and acquire an overwhelming board state.
Right now, if you were to play a game with this list, I wouldn't be afraid of you activating Kinnan because there's nothing that will severely impact the game. Jin-Gitaxias, Core Augur is in a lot of the other cEDH decks because getting this guy on the field is detrimental to every opponent's strategy. I suggest you get a higher creature count and put more scary things in the deck. You'll whiff a lot with on activations with a creature count that low.
Here is a link to my current Kinnan build that has been assembling win (in a vaccum) very consistently between turns 3 and 4: Kinnan Activations cEDH