|Commander / EDH||Legal|
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|Explorers of Ixalan (EO2)||None|
|2012 Core Set (M12)||Rare|
|Urza's Legacy (ULG)||Rare|
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Quicksilver Amulet Discussion
2 hours ago
Looks great, I haven't played Mayael in years so my suggestions might be out of date. Sneak Attack is great when your hand gets filled. Scroll Rack can help you get some card draw while letting you prepare another cheat by stacking the top of the deck with the creature you want. Rings of Brighthearth can also be amazing for a double activation for only 2 colorless. Quicksilver Amulet is also great to cheat in some fatties. As for ramp, Bloom Tender is amazing and can get you an early Mayael activation.
2 days ago
Vial decks tend to play a lot of the same creatures, since they use creatures of relatively similar cost, and mostly with strong etb-effects (the real text on Leonin Arbiter is "when leonin arbiter enters the battlefield, counter target fetchland"). There are a lot of different creatures that qualify for use, but no more than you end up seeing a lot of "usual suspects" repeatedly, and overall Aether Vial does force your deck into a certain shape: 25+ creatures, and creatures with casting cost 4 or less (usually centering on 2 or 3). If what you want to do is to play bigger creatures than that, ramping is more efficient than vialing (efficient = faster) - also since creatures you ramp in are more powerful on their own, and with vial-sized creatures you have to rely on synergies between them. In this deck, there is a Thalia, Guardian of Thraben - but not the synergy pieces. Thalia creates pressure on mana, but not very reliable, since there's only 4 thalias and nothing else that helps on this strategy. A common approach is to follow up with Aven Mindcensor and Leonin Arbiter, since they put even more pressure on opponents mana, at least for opponents who search out their lands, with fetches, or with Expedition Maps or with Primeval Titans. And if you expect lots of combo, you could have Judge's Familiar in the sideboard. All this to say, that there's good reason to bring the full package for vial'ing, even if it does make your deck a little bit similar to something that was once played by someone else.
Also: Sorry to say, but Elvish Piper is rubbish. 2 problems: Even if you ramp like a boss, you can't play it until turn 3, and activate it until turn 4. This means you opponent gets 3 or 4 turns to act in - some decks will close the game in that time, but even those that don't will be able to find an answer to your piper (it's a 1/1 creature with no protection). It's not just some decks that can remove it, it is more or less each and every deck in modern. Second problem: No redundancy. There's only Elvish Piper that functions like elvish piper, unless you count Quicksilver Amulet as a kind of piper too. And then what do you do in those games where you don't draw piper, or it is killed right away?
Both vial and ramp are relatively simply plans, at their core, even if they are not simple to play. They also both take up the space in a whole deck, and they don't really have any cards in common. But if you want something that feels a bit like both, you could go for something like Sun Titan-Emeria, The Sky Ruin, and a bunch of things you can pull out of graveyard with titan. And some early-game ramp with Sakura-Tribe Elder and Renegade Rallier. If you want to play ramp, I'd suggest you go for a more land-based kind, since creatures have a tendency to die at inconvenient moments, and there's simply less land-removal played on average. With land-based ramp, you can play sweepers without shooting yourself in the feet, and that makes some match-ups a lot easier.
And last: I simply don't get angel-tribal. The creatures are too costly in mana to be much good in the early game, and doesn't really synergize as well as other tribes do. Each of them is pretty strong, though, there's just no real reason to play them as a tribe, apart from a taste for illustrations of winged women with long legs. But in this deck, even those angels that could be synergy/combo components, aren't. There's no Spike Feeder for the Archangel of Thune and no Avenger of Zendikar for the Sublime Archangel. Again - are they really the best thing you can ramp into? Or even the funniest?
2 days ago
I adore Seedtime. I've technically never gotten to use it, but just knowing the potential for it makes it worth having in the deck. I don't know if you have enough targets for it, but Thran Temporal Gateway might make a secondary Quicksilver Amulet. I think I counted 15 legendary/artifact creatures that cost 5+.
1 week ago
Made a few updates to the deck. Cards out:
1 week ago
You are probably right. However, I calculated, that every 4,76th card is a dinosaur, so that each hit of Gishath (given he is unblocked) should mathematically drop a dino, often even two. This is why, I also try to improve my library management - but Naya colors don't give many options to scry. The hidaway lands come at least close to being scry and on the long run I am trying to get my hands onto the real scry lands. Nissa's Revelation could be another option. I fear, that if I put in more dinos, I will eventually need to cut on the ramp creatures. After, I might end up being very slow or I need to turn the strategy of the deck around to focus on playing dinos for free with cards such as Descendants' Path or Quicksilver Amulet - but that would end up being a very different deck (but of course, it might be a nice brew).
Thank you for your comment however. Do you have any recommandations, what to cut?
2 weeks ago
2 weeks ago
Not what you're looking for? You Need draw or ways to exploit Hydra baby. Ashnod's Altar + Ivy Lane Denizen = infinite colorless and creatures ETB (+Hardened Scales or Panharmonicon= Infinite Hydra Or Warstorm Surge which would be better as Impact Tremors will win you the game!) That all seems like a good addition as does Rishkar's Expertise with your curve. You've got a ton of fatties... maybe a Selvala, Heart of the Wilds? Draw and Ramp! (And @ $20, it's not gonna get any cheaper any time soon)
I'm all-in on your use of Enrage as a mechanic! (That'll set you apart from your boring counterparts). Ripjaw Raptor and Silverclad Ferocidons (What's a Ferocidon? sounds angry) are both AWESOME adds to this meta.
Keep fixing and fiddling but keep your goal in mind: Win by... Big plays and Cheat things out with strong ramp to support.
Watch out for Red/Green's Cryptonite: Lack of draw and Board Bounces and Wipes.
2 weeks ago
The Ur-Dragon is less dangerous as a commander so I usually don't need to play archenemy from the beginning. Also I'd like to cast my flying beasts so Eminence comes as a blessing, that's why this deck has many land ramp spells and Quicksilver Amulet to cheat in a Dragon from time to time.
Another point is that Scion is one-shoting enemies but one at the time and is too combo oriented for me. Original Ur can win through explosions of Dragons combined with Dragon Tempest and/or Scourge of Valkas abilities and that's the reason to run Dragons like Dragon Broodmother or Utvara Hellkite - you basically win with army of almighty beasts from sky :D