|Commander / EDH||Legal|
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Creature — Vedalken Wizard
As Realmwright enters the battlefield, choose a basic land type.Lands you control are the chosen type in addition to their other types.
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1 week ago
This seems like a dumb question but, Realmwright's ability ends when it leaves the battlefield, right?
1 week ago
I would highly recommend revising your land base. Tri color lands are nice and all, but they are slow, consider using dual lands, look for the ones that have a clause to enter the battlefield untapped. Filter Lands are going to be your best friend for five colors and above all, Prismatic Omen, Realmwright and Urborg, Tomb of Yawgmoth.
2 weeks ago
2 months ago
I really like Teferi, Mage of Zhalfir. Limiting your opponents to sorcery speed is very powerful -- not only do you not have to worry about other players' spells on your turn, but you can also counter other players' spells without interference. Flash is also really nice -- so much so that I recommend Leyline of Anticipation or Vedalken Orrery. Another great wizard is Glen Elendra Archmage. It's great for preventing your opponents from stopping your win, and just for slowing them down.
I don't like Deranged Assistant because there is a chance you'll mill Laboratory Maniac. Realmwright, Sage of Epityr, and Dakra Mystic seem pretty ineffective. How well does Psychosis Crawler work as a win condition?
I also have an Azami deck: Amazing Azami.
4 months ago
I've been testing this deck, i swapped Doomed Traveler for Realmwright and i'm really liking the change, makes it flow a little better if you're not drawing the land type you need. If you have the money i'd recommend putting Noble Hierarch in the deck in place of Avacyn's Pilgrim
5 months ago
8 months ago
Before I begin I want you to ask yourself if you want to build this deck more control focused or extra turn focused. Each has their own upside, but in my opinion the control focused build is a lot more competitive and consistent. As a person who has been running Azami, Lady of Scrolls almost exclusively for about 2 years now and has piloted both Temporal Azami and Control Azami, I think I can say I know what I'm talking about. From the looks of this list currently, it looks like you're leaning more towards extra turns. Whatever you do, don't try to make your list into a hard control / extra turn hybrid because it won't work well.
Definite cuts you should make:
Cards you may want to consider cutting once you make this list more competitive:
Venser, Shaper Savant(cut this if you decide to go control focused)
Glen Elendra Archmage(cut this if you decide to go control focused)
Cards mentioned in the comments you should NOT run:
Blue Sun's Zenith (Only run this if you REALLY need an alternative wincon)
Cards mentioned in the comments that you should run.
Jace, the Mind Sculptor (Only if you are going with a hard control build, not extra turn build)
Dig Through Time(For control focused list)
Fact or Fiction(For control focused list)
Cards that I think are good that you should run:
These are my suggestions for now, if you have any questions I'll be happy to explain.
11 months ago
I'd start with thinning out the 34 counts of creatures; it's feeling a little too Gruul stompy. I'd cut Rubblehulk and Baloth Woodcrasher at the least. All three retreats don't carry their weight (the only I'd even consider keeping is coralhelm for the scry). I'd cut all three, which also helps equalize your three-drop curve.
Cut a couple of the Sakura-Tribe Scout effects; cards like Burgeoning and Exploration and worth way more.
If you have other fetchlands, I'd highly recommend running the full nine omitting Marsh Flats. Since you're running Valakut, I'd also recommend adding in Vesuva, Thespian's Stage, Prismatic Omen, and possibly Realmwright.
As a personal opinion, I'd cut Horn of Greed. Half of your additional lands effects are not going to count for it (e.g. Burgeoning, Walking Atlas, etc.) and letting your opponents get extra cards isn't worth it. In a four-player game HoG gives your opposition three cards a round, so you'd need to be playing four lands a turn just to hit parity of advantage. If anything, play it and keep an eye out on what I've mentioned there.
I'd cut Dreamscape Artist. It's a neat effect in blue, but easily outclassed with red and green in your deck.
Lastly I'd like to suggest a fun little combo that was a blast to pull off in my Intet lands deck: Mana Severance and Goblin Charbelcher. You shouldn't have any problem hitting a critical mass of lands on the board that you can bounce to and fro, so removing extras from your library (except a mountain!) and nuking someone with charbelcher is hilarious and worthwhile. What's even better is that once you kill the first player, the mountain goes to the bottom so the other players have a one-turn clock and get pretty frantic!
Anyway, hope this helps. From one lands player to another, have fun :D