Pull from Tomorrow
Draw X cards, then discard a card.
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Pull from Tomorrow Discussion
8 hours ago
What about ?
Play things like Collective Brutality, Fatal Push, Yahenni's Expertise, Hour of glory (sideboard), Pull from Tomorrow, Drake Haven,Fetid Pools, Censor, Torrential Gearhulk, Disallow, Geier Reach Sanitarium, Baral, Chief of Compliance and then of course Razaketh and Liliana, Death's Majesty?
1 day ago
I also have a WIP competitive mizzix deck and was hoping to pick your brain a little bit.
I noticed you kept your curve down rather low with very few exceptions such as things that are mitigated elsewise like Treasure Cruise and Time Spiral. As well as the instant win that is Enter the Infinite. I was wondering what your logic was behind that.
I was also wondering if you've considered cards like Time Warp or Expropriate. The former is essentially a free experience counter early-mid game, and late game it's a way to untap your lands. It also synergizes with things like Past in Flames or even Mystic Retrieval in a pinch, as well as Enter the Infinite if you don't have the availability to win on the spot. Say perhaps you have 2 colored 0 drop ramps left, but not enough for the Laboratory Maniac. Use the two colored to cast Time Warp and win next turn. I also have Time Stretch in my list since it can function as a better Time Warp if the game manages to go very long. The latter mentioned Expropriate is a rather hefty drop, but when it resolves it is always a game winner in group play for me (the looks on people's faces at a turn 5 expropriate is also a bonus.) It usually gives you all the time you need to either tutor up, or draw into a tutor. If not, you've stolen your opponent's ramps or maybe even commanders, slowing them down considerably, as well as potentially giving you more mana to work with.
I also noticed a lack of Firemind's Foresight. Again, a high drop, but in some ways better than Intuition. Also being at instant speed so an easy way to get your combo right before the turn you go off, it doesn't require you fetching your pieces with Mystic Retrieval on the turn you go off, saving you colored mana, which I find a problem with going off on turn 4. On top of that, it gives you an outlet for your infinite mana which I find can be a problem. In case you were unaware, the play is making the 3-drop reiterate, 2-drop reality spasm, and 1-drop brainstorm. If your brainstorm is out of reach, High Tide or even Mystical Tutor are good calls. The former being obviously good, the latter letting you get a different outlet if you happen to be able to cast the FF with a blue to spare.
Have you thought about Pull from Tomorrow? It's almost an objective upgrade from Braingeyser being at instant speed. Discarding one card is not a big deal at all. Especially if you're going for that Laboratory Maniac win, discarding one out of 20 cards is fine. I'm not a huge fan of Braingeyser in general since it's done on your turn. There are strategies to do with that, but the instant speed option right before your turn is really nice.
Why the Future Sight? It's a very high drop that isn't mitigated by Mizzix and I don't see how it's worth a slot in the deck. I would suggest Mystic Remora instead. In a group game it very quickly becomes an Ancestral Recall.
This one's kinda mundane, but Thought Vessel instead of Chromatic Lantern is what I'd go with. It's basically a lower drop + inf hand size vs. color fixing. My problem with a 3 drop ramp is the fact that it doesn't help you cast Mizzix faster. The way I see it, once Mizzix resolves, it's merely two turns before you win the game, provided you have a decent hand. I'd rather have that one turn early Mizzix than color fixing. While I'm talking about ramp, Lotus Petal? Yet another way to get a turn earlier Mizzix.
I assume Temporal Fissure is for a little control, as well as Chaos Warp. I prefer Capsize for the reusability, plus I don't need to get Storm up first. Capsize also synergizes with extra turns spells like Expropriate. If you get those turns but no card advantage due to sheer bad luck, you can at least make your opponent's lives misery until you do get that card advantage. It also works as a crappy Temporal Fissure in a pinch.
I've also considered using a Scroll Rack, I just haven't gotten around to testing it. I was wondering if you have tried/considered one.
For counters, I never understand the lack of love for Counterflux. For only one more mana, it's a consistant tempo-stopper. Also Fuel for the Cause I find to be good. With at least two expirience, it's just a counterspell+.
Hope this comment wasn't too much of a read, I'm just rather passionate about Mizzix as a commander and I'm always looking to improve and learn.
1 day ago
yikes- I know you have a super low curve here, but you need more than 18 land. And 3 of those are Evolving Wilds? I'd suggest you push it to at least 20, I'd say probably 22. It's not likely that you'll be seeing enough land to keep an opening hand, and even if you do, you won't able to cast more than 1 spell a turn. The Thermo-Alchemist are at their best when you can cast 2 and 3 spells a turn, doing 3 and 4 points of damage. I would start by switching the Judgement, the Tides, and 1 Baral and adding the 3 lands.
Otherwise, I'd suggest trying to fit more instant speed spells instead of the sorcery speed stuff you have. Holding up counter magic for their spells, and then burning them at the end of turn is better than tapping out and trying to keep up with them. Bristling Hydra is a must counter for your deck, but if you have to Tormenting Voice or Incendiary Flow a Longtusk Cub on your turn, it won't leave any mana to counter anything. Increasing the land means you can play cards like Glimmer of Genius or Pull from Tomorrow.
Just my thoughts, but I hope it helps.
2 days ago
Hey, so this deck will need a lot of work. Mill is a really slow format to play in Modern, but in the next set Hour of Devastation has a great new card that may make it viable again. I can give you a full break down of some of the tips I've learned over the years with mill though. Number one, Dimir or black/blue, is the best way to go. If you're on a budget and want to stay mono-blue you an though. Jace Beleren is also better than the one you have chosen, and I would only run one in the deck.
- Hedron Crab
- Tome Scour
- Jace's Phantasm
- Fraying Sanity <- new card
- Visions of Beyond
- Ghost Quarter
- Archive Trap
- Mana Leak
- Dream Twist
Those are the essential mono-blue cards for mill.
How the combos work
Fraying Sanity can be played on the 3rd turn (minus any mana ramp), then on the 5th turn you can play Traumatize. This guarantees a turn 5 win if it resolves. Traumatize mills half of their deck, the enchantment Fraying Sanity forces them to mill the other half. Then at their draw step they cannot draw a card and lose.
Counter spell cards like Mana Leak are essential to control the board early in the game. You'll probably want to focus on finding more cheap to cast counter spells to set up your big combos.
you'll need draw card spells, especially cheap ones, to setup your combos earlier in the game most of the time too. Visions of Beyond, Ancestral Vision, and Serum Visions are great card choices. Pull from Tomorrow is acceptable too, but only a 1 or 2 of.
Jace Beleren is superior to the Jace you've chosen for a few reasons, he is cheaper to cast, offers draw card capabilities, and if you control the bird and use your blockers well you can get his ultimate ability off.
Hope that helps.
2 days ago
My initial thoughts are that you have too many double-white casting costs in a 3-color deck. I would definitely cut one or two Gideon of the Trials because as powerful as the emblem is he has a difficult time winning the game by himself, and "not losing" is too slow in this format.
I would go up a Disallow and add some card draw. Pull from Tomorrow is a true "bomb" but Commit works insanely well with Kefnet the Mindful. Either way I feel like 5 or 6 dedicated card draw/selection spells are vital to Control right now, unless your luck is just superb and mine is terrible (also a possibility!)
Not sure but Cast Out seems better in the maindeck because it doesn't require double white, but if I'm wrong and the mana base is better than I think Stasis Snare might actually be right? Would be very interested to know what your experiences and thoughts are?
Finally I just feel like 24 lands is low for a Control deck in Standard, even with cycling... When I play Control I feel like I MUST hit those first 5 land drops, you have a lot of targeted removal so maybe it's good for your meta? I face too many tokens decks and need that Turn 5 Fumigate.
2 days ago
You might want another wincon- consider Chasm Skulker
3 days ago
I ran this out late night, and went 3-2. I'm no pro, having won the "Worst Magic Player" award in 1994 & 2015.
I wasn't ran over by aggro in my losses, but the lack of interaction early did allow my opponents to set up their combo pieces for some frustrating mid-game losses...because I was soooooooo close to a pay off!
Having 9-11 lands on the battlefield by turn 4 wasn't uncommon, but I most of the time I felt like I wasn't ramping into anything because I'd have no real action in hand. I'm thinking that a couple of Pull from Tomorrows would help out with that, or maybe some Censors for early control and/or cycling.
I never had the chance to cast either Coax from the Blind Eternities, Rise from the Tides, nor Sphinx of the Final Word. My wins came from awakening Part the Waterveil, Crush of Tentacles, and some massive 14+ damage Burn from Withins.
Five games is a very small sample size, but hopefully the feedback helps tune this deck up. :)
3 days ago
Fantastic as always brother.
I thought of Master the Way too man that is some spiiiiiice.
Maybe some hard draw like Pull from Tomorrow?