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Quicksilver Amulet Discussion
14 hours ago
Hi JuQ, thanks for the ton of feedback. You've noticed correctly that this deck isn't fit (yet) to be some sort of land-drop paradise. I do not intend to let it become about that. At least not all about that :) That takes out a lot of the fun I've had with the original idea of this deck; swinging with some good bruisers in plain old combat.
Having said that, I will definitely take some of your recommendations for a spin. Burgeoning will (at least temporarily) make room for Birds of Paradise and Bow of Nylea will make room for Oracle of Mul Daya. Though I've not had much issues with draw in this deck, I'll also replace Overwhelming Stampede with Shamanic Revelation. Last but not least, I think using Champion of Rhonas could be more efficient in in all green deck compared to Quicksilver Amulet; so that'll be my final replacement.
Again, thanks for the ideas. I wish you happy brewing and good games.
19 hours ago
Can I suggest a couple artifacts? Quicksilver Amulet would be great for those eldrazi that have etb's, not on cast effects. Urza's Incubator would make everything a little cheaper too, and you've already got the rest of the Urza's cards in there right so why not? Walker of the Wastes is a surprisingly good card if you have lots of wastes but I'd suggest putting more in if you wanna run that, I run a colourless deck, if you want some ideas maybe take a look at that Punish and Exile (Pt. 1)
20 hours ago
Burgeoning and Exploration (and others like them) are not really that good unlest your deck draws a lot of cards consistently. If you have one them in your opening hand together with a lot of lands, then they are super flashy, but they stop providing value really soon and they don't do anything else on their own. You can make a case for Exploration synergizing with Courser of Kruphix, but I still bet that most of the time they're a dead card.
Allow me to demonstrate. In this example im naming Burgeoning, but the same is true for all the other cards that just give you additional land drops from your hand and do nothing else.
Let's say your opening hand with Burgeoning looks like this.
L, L, L, L, B, X, X. and in the first three draws are X, X, L. (L= Land, B= Burgeoning, X= Some other spell)
This would be a really good opening hand for Burgeoning, maybe optimal.
In the first turn you play Burgeoning and by the second turn you have four lands on the battlefield and four cards in your hand. At this point the Burgeoning will basically stop working. On turn three you'll have five lands and four cards.
If instead of the burgeoning you had something like Llanowar Elves you'd be one mana behind on turn two and three, by turn four you'd have the same amount of mana, but by turn five and later you would have one additional mana from the elves that you wouldn't be getting from Burgeoning.
That is the best case scenario for burgeoning, if you get it mid game is mostly useless, the elves will still give mana and be able to chump block in the mid and late game.
So, does Burgeoning really deserves the spot in the deck so you can be one mana ahead in turn two and three if you happen to get it in your opening hand with the right amount of lands? (comparing to a cost one mana dork) Taking in consideration that two or more players will have to lose 40 lifes for you to win, it doesn't earn the spot. But you can get enough value out of it if your deck is made to draw a lot of cards consistenly all the time or your deck revolves around land mechanics.
At this point, the way I see it, you have three options: Jumping with both feet into the land theme, adding as much card draw as possible or removing them in favor of other ways of mana ramp. You can also do a bit of the three options if you want.
If you really want to go all in with the land theme, you could keep all the "additional land drop cards" (not Burgeoning) and add Oracle of Mul Daya for more land from top of library and Ramunap Excavator to reuse your fetchlands from the graveyard over and over and then your additional land drops would always be spent. If you were to add the Ramunap Excavator then I would also add Evolving Wilds and Terramorphic Expanse or other lands that enter untapped and you can sacrifice without paying mana like Ghost Quarter. Everything I said about the Ramunap Excavator is also true for the Crucible of Worlds, which I don't like to recomend because it's way too pricy for me.
Even if you decide to remove the land drop pack, your deck could benefit a lot from more card draw. Commander games most of the times are an endurance race and the guy who ends up running out of cards and is relegated to one draw each turn, is the most likely to lose. Currently you have as reliable card engines Garruk's Packleader, Elemental Bond, Garruk, Primal Hunter and Lifecrafter's Bestiary. I'm not counting Selvala, Heart of the Wilds, Vizier of the Menagerie, Courser of Kruphix, Zendikar Resurgent and Freyalise, Llanowar's Fury because I don't think they are reliable enough or in the case of Zendikar Resurgent it's too late-game, more like a finisher by itself (you kinda enter in god mode) than a mean to get to an end and if you get to put it on the battlefield but your hand is empty, it will be of little help to you. I'm not saying these cards should go out, I like all of them and I run them in several decks, it's just I can't count them as card draw.
I would add about four to chose among these (I find that at eight card draw engines the decks starts drawing cards consistently) Hunter's Insight, Life's Legacy, Greater Good, Momentous Fall, Hunter's Prowess, Soul's Majesty, Rishkar's Expertise, Mouth / Feed, Shamanic Revelation, Regal Force (I'm not really a big fan of this last one but maybe in a mono green works fine).
If you decide to remove some or all of the land drop cards you can add instead Overgrowth, Worn Powerstone or Thran Dynamo as a bit heavy but efficient mana rocks and Birds of Paradise, Wild Growth or Utopia Sprawl as first turn rampers.
Instead of (or maybe together with) Elvish Piper and Quicksilver Amulet you could use Champion of Rhonas (bigger body matters) and Deathrender (it's actually doing something useful while you don't have big creatures in your hand and also, mitigates the damage caused by board wipes).
Sorry for not formulating the proposed the changes as "card-A for card-B" like you wanted, but it's not always that simple. Maybe I see a card more useful than you do (or the other way around) because our respective metas are different.
1 day ago
Since you're mainly colorless I would just say have more Mana rocks, Mana Vault I would also say that if you put more swamp type lands in then Crypt Ghast will give you a lot of mana really fast. Quicksilver Amulet is a great card to let you cheat out a Blightsteel Colossus very early in the game
2 days ago
Well... If you do Eldrazi tribal, sure. From Beyond needs to have a lot of valid targets to be worth it, so how many worthwhile eldrazi would you have? Being able to cheat fatties in would probably be more worth it, like through Quicksilver Amulet and Belbe's Portal, etc. As well as cost reducers.
Thopter Assembly could be useful for giving you 5 sac targets
Mirage Mirror - copy your stuff when you want an extra triggered ability of one of your things (or an opponents) - like your Sheoldred, Whispering One or Black Market etc. Learn to work the stack and get multiple uses out of it in a turn.
Mimic Vat - flash in a copy of a creature that died, yours or theirs. Especially fun if its copying something with a good ETB.
If you're going to use Eldrazi titans with your commander, you need to be able to proliferate to get you the experience counters higher. Like Contagion Clasp and Contagion Engine. Especially combined with Mirage Mirror. And at that point, adding in Aether Vial might be useful.
Another option instead of Eldrazi would be to use artifact creatures. Here is a BU Vela's toys bring her pleasure and you pain deck I have that used to be Eldrazi but is now artifact creatures. Might give you some ideas, though they are differently playing decks.
2 days ago
Quicksilver Amulet - you have like 11 creatures over CMC 4 and can use it to flash stuff in.
Belbe's Portal - pretty much same as above.
Might also consider some creature cost reducers as well, like Urza's Incubator, Semblance Anvil, or Herald's Horn. Especially since you say you want to cast stuff free but don't really have many creature cheaters, nor cmc reducers in the deck.
Mirage Mirror - Works awesome with Sunbird's Invocation, but also with your creatures to give you an instant copy of a fatty as needed, as well as a few creature abilities (especially Combat Celebrant!). Plus lets you also copy opponents stuff too to use their own stuff against them. "Nice Wound Reflection you have there..." And if you know how to play it on the stack properly you can use it to get multiple effects in a turn for things.
Prophetic Prism seems like a waste in a mono deck.
Mimic Vat - Oh no, they killed one of your titans! Or something cool that has an ETB, or other ability. Good thing you can make a copy of it, but with haste, for a turn, at instant speed. Or maybe they have something cool you killed off that you want...
Rogue's Passage - let your fatties just walk on through.
Quietus Spike - because it's fun to be a dick :D
I have a BU Vela deck, Vela's toys bring her pleasure and you pain, that's built on cheating out artifacts and creatures. While it's not like your deck (though I originally used Eldrazi instead of artifact creatures in orig version), it may give you some more ideas for how to cheat in stuff.
Also, don't skip decks in the "Advertise your COMMANDER deck!" thread ;)
5 days ago
Quicksilver Amulet can also help cheat out big creatures like Iona, but it's not something you can bet everything on. You'll still need ways to slow down and hold off your opponent while you power up to drop the nukes.
5 days ago
have you ever tried to play with Quicksilver Amulet for your deck?