Exile target creature. Its controller manifests the top card of his or her library. (That player puts the top card of his or her library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up at any time for its mana cost.)
|Want (2)||ThreeOhEight , bodyguardamerica|
Printings View all
|Commander 2019 (C19)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Fate Reforged (FRF)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Reality Shift Discussion
2 days ago
Blue is not supposed to be able to permanently eliminate a threat, merely delay it, which is a deliberate weakness of that color, yet it has several cards that I feel are clear breaks of the color pie, with notable examples being Polymorph, Pongify, Rapid Hybridization, and Reality Shift. All of those cards can destroy or exile creatures, which blue is not supposed to be able to do. I understand that they all provide the player with something in exchange, but that does not excuse them from doing something that they should not be able to do, in my mind.
I feel that if those cards said "shuffle target creature into its owner's library," rather than "destroy/exile target creature," they would be perfectly within blue's realm.
What does everyone else say about this? Are those cards breaks of the color pie?
1 week ago
Been thinking about this a bit more:
Stormtide Leviathan looks like a nice semi-stax piece. Your board will be almost all fliers because Sphinx, and who knows how many fliers they'll have.
Fated Infatuation looks like a decent way to get another sphinx token.
1 week ago
TriusMalarky, I personally believe that Chaos Warp is either a color pie break or a severe bend, since it allows red to remove enchantments and creatures, which it is not supposed to be able to do, which may clash with my belief that Red Elemental Blast and Pyroblast are acceptable, since they specifically affect only blue permanents.
Also, as long as I am discussing this subject, and I have said this before, I believe that Pongify, Polymorph, Rapid Hybridization, and Reality Shift break the color pie, since they allow blue to unconditionally remove creatures, which it is not supposed to be able to do; even if all of those cards provide a new creature in exchange, they still can unconditionally remove a creature; if all of those cards instead said "target creature's owner shuffles it into their library," they would be perfectly acceptable, in my mind, since blue is allowed to have that effect.
2 weeks ago
This is good stuff. You've pretty much got all the good mill you'd want in a deck like this. Here's a list of things I'd take out and put in and I'll explain after:
Take out - 1 Arcane Denial, 2 Nyx Lotus, 3 Sky Diamond, 4 Soul-Guide Lantern, 5 Tribute Mage, 6 Solemn Simulacrum, 7 Fraying Sanity, 8 Fleet Swallower or 9 Sphinx Mindbreaker, 10 Reality Shift, 11 Dig Through Time.
I'll try to be brief with all of this. For 1 I think Muddle is better for your deck, especially if you decide to add in Grindstone + Painter's Servant . 2 I don't think is a great source of ramp (It costs 4 mana to cast AND comes in tapped AND you aren't even guaranteed to get value out of it. It all depends on whether or not you're having a good game. You could play this turn 4, not get to use it til turn 5 since it's tapped, AND still maybe only get 1 or 2 mana out of it. Oh, and because of its high cost it's going to be a juicy target for removal. If it gets blown up you basically just skipped a turn. So much for being brief huh lol). 3 same as 2. Extraplanar Lens (not at all a budget buy I know) is killer in mono decks with snow lands, and you've already got the snows. Sapphire Medallion would just be better than 3. 4 you have enough graveyard hate. 5 you don't have impactful enough 2 cost artifacts to warrant this. Also Muddle. 6 you have enough ramp and don't need to mana fix. 7 I just feel is too targeted and might turn you into the table's bad guy if you weren't already. I'd just focus on the effects that apply to everyone or don't necessarily only apply to one player. 8 and 9 I don't feel like these are particularly necessary for winning but they're big and fun so I'd keep one and lose the other. 10 I just don't think you need. 11 some of your mills synergize with drawing and this doesn't draw. Good card, but I think for you Stroke of Genius and Blue Sun's Zenith will do you better. Additionally they can be combined with invite mana i.e. Dramatic Reversal + Isochron Scepter to mill out your opponents or mill out yourself. Crawlspace and Propaganda I feel do too much for you to pass up. I know you already have one of them in your maybeboard, but I think you need more defensive cards in your 99 so you don't get tag teamed as soon as you drop some of your more threatening toys. You know as soon as you play something like Mindcrank or Mesmeric Orb or hell even your commander, the table probably isn't going to be cool with you doing that lol. You just want to make attacking you a pain and use counters to handle the rest. Finally, Thassa's Oracle is good for self mill.
Sorry if I'm a bit all over the place, but I wrote this little by little throughout the day in between doing different things so I'd have to keep coming back and remember where I was and yeah lol. Hope I helped though. It's a cool deck and I'd hope to at least give you some ideas to work with. :^)
1 month ago
Value cards worth exploring: - Creatures: Coiling Oracle, Dryad of the Ilysian Grove, Ramunap Excavator, Wayward Swordtooth, Thrasios, Triton Hero - Sorceries: Eldritch Evolution, Finale of Devastation, Green Sun's Zenith, Meltdown, Life from the Loam, Merchant Scroll, Nature's Lore, Farseek, Rolling Earthquake, Subterranean Tremors - Instants: Beast Within, Crop Rotation, Dispel, Fierce Guardianship, Force of Vigor, Illusionist's Stratagem, Pact of Negation, Reality Shift - Artifacts: Null Rod - Enchantments: Exploration - Lands: Sunscorched Desert. Strip Mine, Oboro, Palace in the Clouds, Mystic Sanctuary, Tolaria West,
1 month ago
Ojallday, if games are lasting only 3 or 4 turns that is, most definitely, not competitive and means that the players involved in the match, or the decks, or, most likely both, are not actually quite up to snuff for competitive settings. The days when cEDH games were consistently over on turns 3 or 4 are well more than 2 years behind us at this point. There's simply way too much cheap, effective interaction for players to attempt to go for wins that quickly in true competitive settings. 3 mana is a steep price for an answer, and sorcery speed isn't particularly where a player wants to be, but Oko answers a massive number of threats and hate pieces by simply elking things and he can do this multiple times unless people spend interaction on him. If he resolves he's almost always resource positive as he elks a threat and generally requires a piece of interaction to be removed while simultaneously clogging the board to make life more difficult for opposing Tymnas. As the competitive meta has become more grind oriented with longer games becoming the norm his merits are objectively superior.
Peligrad, you're the second person to mention mana cost, so I'm starting to sense a trend in why people still make these choices. The truth is, however, that the higher mana cost is more than justified by the functionality upgrade of being a universal answer to commanders by elking them as well as the potential to elk a huge number of other potential problems in a format where giving an opponent a 3/3 vanilla body is often irrelevant. In most games he'll be able to elk several things and be a net resource positive play, both in terms of mana investments and card investments. If you steal some one's Kinnan, sure, this might stop that player, but it won't do anything to any other player, you've spent mana and cards that puts you at a disadvantage for a turn cycle (at a minimum) against 2 people to stop one person. Not really a spot a pilot wants to be in for truly competitive settings, and certainly not a "win condition" as that disadvantageous play pattern can potentially enable a win for the other 2 players. Granted this can be true for Oko, but the upside of additional activations and value is tangible.
SynergyBuild, I recall the addition of Legacy's Allure as a response to those hulk piles specifically being a terrible justification for running that card in the first place. Those piles almost inevitably also included Grand Abolisher, the creatures all came in at the same time which meant Legacy's Allure was useless except for when Shuffle Hulk was trying to win at instant speed on an opponents turn, and the delayed development to play Legacy's Allure early (and potentially even have to tutor for it) was a net negative response to the line of play given that the data we collected showed this play pattern to result in a 4% decrease in win percentage for the deck playing Legacy's Allure. The use of Allure as a response to Shuffle Hulk win lines was always misguided and ineffective. Oko, by comparison, isn't stealing the thing, it's elking it 99 times out of 100, and sure, this isn't at instant speed and this is a drawback, but the reality is neither of the other potential options is instant speed either. Allure requires it be played preemptively at sorcery speed and delays development while also potentially preventing a player from having the resources to interact with any other threat, and needs time to accumulate counters for anything with any power at all. The Drake, while generally faster as an answer than Allure as it can solve a problem as part of the Drake resolving rather than waiting until it has enough counters to answer larger commanders, is functionally similar to Oko as both turn an opponent's high value threat into a 3/3 with less threat potential (though the evasion bit is a huge downside in some matchups). I think perhaps you highlight another potential answer to my questions though by focusing on Oko's -5 as his "steal" which is NOT the correct way to use Oko as an answer, just +ing Oko and elking high value targets is how he should be used in competitive settings as this 3/3 doesn't fly, is often unlikely to swing back at the Oko (because the elked player very much wants that Oko to elk a different opponents thing next turn cycle before attempting to eliminate him), and doesn't represent a game ending threat as life totals in cEDH are quite high. As a final point, if a deck is looping Beast Within to create tokens for each opponent and THEN looping Reality Shift this player is playing objectively incorrectly in the first place and absolutely not playing a competitive line as Beast Within looped is already it's own win condition outright by simply destroying all opposing permanents and leaving opponents with only a board consisting of a finite number of beast tokens and nothing else while the looping player then loops Beast Within on their own commander (or any other relevant, replayable target) an infinite number of times to generate an infinitely large token army. There's absolutely no reason to loop Reality Shift if you can already loop Beast Within, either one alone would win.
In any case, I've gotten some answers as to why players might make the decision to run either of the alternate options and it seems mana cost concerns are the consensus. I had been under the impression that it was mostly a comfort thing, players knew how the play patterns of the old options worked and, though these play patterns were demonstrably less than optimal, familiarity with them made them appealing. Given the responses I feel less inclined to believe that now instead wonder if players generally feel as if going from 2 mana to 3 mana is really that big a deal and if that's the reasoning most players would use in their decision making process? +1s all around for providing me some insight into player thought processes.
1 month ago
Being able to steal the artist, as it had 0 power, and Legacy's Allure could be activated at instant speed, unlike Oko, Thief of Crowns was key, and while yes, both Gilded Drake and Oko, Thief of Crowns are both value-heavy threats and answers, Drake is able to steal things without needing more than the ETB, rather than waiting to take a card like Kinnan, Bonder Prodigy or Notion Thief until it makes a food (Yes I know you can swap and artifact or something too, but people use the food more often, and you still need to + it to get to the ult).
In context, Allure is a threat, able to be used at instant speed, for 2 mana, and Drake is a faster steal effect at 2 mana. Oko is sorcery speed, takes longer to use, but is reusable.
All 3 are good cards, but none replace eachother. While I'd rank Drake, then Oko, then Allure, if the metagame shifts, Allure could be on top, Oko could be on top, etc.
I think assuming that Oko, Thief of Crowns replaces any of these cards is biased due to the way it was seen in other formats. In EDH, a 3/3 isn't a big deal at protecting a Walker, and due to the fact that it is seen as a threat, players will kill it fast. It is akin to a Beast Within quite often, not even getting a singular steal. In comparison, Gilded Drake is less mana, and almost assuredly gets you the steal.
Could Oko, Thief of Crowns replace Beast Within in decks like Tasigur Control, where it was looped to make sure an opponent had a creature out for you to start Reality Shifting? Perhaps, but that is most likely where it fully replaces things, and not being instant speed, only hitting artifacts/creatures, etc. may even make that an unreasonable replacement to many players.
1 month ago
Bman124 I'd suggest making the list much simpler, Thassa's Oracle unifies all Druid lists (No need for Necrotic Ooze piles) and you can cut hulk stuff. Basically just abuse Druid, as well as add loads of ramp and fit in a Isochron Scepter line, with Reality Shift and Beast Within as another backup to Thassa's Oracle!