|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Rare|
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Draw cards equal to the number of cards in target opponent's hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Recurring Insight Discussion
1 day ago
A year later already, eh? I love the list. Fire Covenant is an excellent addition for utilizing your life total. It's great for anything from nuking a single dork to an army. Izzet Charm is a great card. Flexibility is key in commander, and the charms exemplify that ideal. I love the control/combo build you have currently. My only suggestion is to either commit to, or completely remove the reanimation spells. Entomb, Buried Alive, and Animate Dead work well when you have bomb payoffs. I see you cut those in favor of better control cards, mana fixing, and just general consistency. If you intend to maximize the control/combo archetype to its fullest I recommend more draw/cantrips such as Impulse, Ponder, and Preordain. If you intend to continue with the reanimator sub-theme I highly recommend at least one more bomb besides C-sphnix and Thopter Assembly. You want 3 to fetch with Buried Alive. I'd still recommend trying to slot Frantic Search into the deck no matter what because I believe that card is absolutely busted in control and reanimator. I can see the deck is currently teched to fight my tier one bullshit. Even still, I believe Recurring Insight will still benefit the deck in a cut-throat meta, as well as you school's. It's perfect to refill your hand; as a top deck, top-end, or tutor target.
puxing on Niv Mizzet
2 weeks ago
Commander > Niv-Mizzet, the Firemind
3 weeks ago
Maybe some other red land hate or something, for pesky lands
Maybe Ramunap Excavator if you keep wheels, it works with things like Azusa and Oracle of Mul-Daya
Card draw (if you don't want wheels, but wheels are also fine)
Maybe a few board wipes like Crux of Fate
Poooosssible cuts include
1 month ago
This deck looks like a wild ride! For the most part it looks like you just need to hit 6 mana and it will go off the chain.
Coat of Arms - You have more win conditions in this deck then I can count, this one is more dangerous than the others.
Forgotten Creation - This doesn't net you cards and is likely to die before it does any good. I would stick to out of hand wheels.
Jace's Archivist - Same as above but I think this one is worse since it has the potential to hook up other players.
Nin, the Pain Artist - You might have to explain this one to me? Are you drawing off your own creatures? Seems slow.
I think you want a fast land package here and very few to 0 come into play tapped lands. Once you start wheeling you will just be looking for a land that comes into play untapped and then wheel again...At least that's how I imagine this deck working.
Fateful Showdown - Doesn't net you cards, doesn't kill that many threats without a lot of cards and its 4 mana.
Blood Sun - The reason Blood Moon and Back to Basics are so good is because they stop people from playing cards. This just stops certain threats like Kor Haven and Maze. This deck seems to just want to win rather than police the board.
Firestorm - This card seems dangerous and the upside not that good. It needs enough legal targets so unless the board is full of targets and you have a ton of cards AND you are sure no one has a counter up...
I spent less time on looking at adds as I am sure you have some in mind already but here are a few that I would consider.
Mirage Mirror - Nuf said.
Knowledge Exploitation - Its whatever you need.
Kozilek, Butcher of Truth - Prevent yourself from milling yourself! I know you have the spiral and reversal but this is a good fail safe..also I wouldn't worry about not having targets for Pull from the Deep and others, it seems like that will never be a problem for this deck.
Neheb, the Eternal - Card is dumb.
Glen Elendra Archmage - I used to not play with this card cause I thought it was annoyingly good...I was right.
Omniscience - This deck is already broken.. might as well.
Propaganda - This one might need to be added to the deck later when our group starts killing you as soon as possible =).
Spell Swindle - My favorite counter spell.
1 month ago
Some good card draw cards I would recommend would be Recurring Insight, Mind Spring and Arjun, the Shifting Flame. I have a similar deck to this, except Niv-Mizzet, the Firemind is the commander, so take a look at my deck Draw Power (Niv-Mizzet, the Firemind) for some inspiration or ideas.
1 month ago
In my experience Mirari is underwhelming. Of course it's amazing in what it does, but if you happen to draw it you are never going to play it, and if you do, you're probably in bad shape.
It's the most high variance card in my deck, and I believe most Narset decks. I'm also running Geistblast for it's copy ability, it's much more usable in 90% of the times, and if you're copying just one extra turn spell, that usually does the trick.
Regarding other cards in the deck: the only creatures I run are Generator Servant and Aurelia, the Warleader. Servant is great to get Narset swinging asap, which is at least as important as ramping into Narset early, and Aurelia is extra combat phases, so hard to pass on.
While Taigam seems powerful, I think it might just be a win more card, if you get to draw it and not reveal it to Narset's ability. I used to run Cast Through Time and ended up cutting it because it was just splashy. (Besides, if you reveal your whole deck to Narset) cards end up exiled and you deck yourself. I run Beacon of Tomorrows and Learn from the Past to avoid that scenario, and rebound kind of crushes it.
Ramp is of the upmost importance, so you should run more mana rocks, like Fellwar Stone, Coldsteel Heart, maybe even Worn Powerstone, all in addition to Generator Servant. You absolutely need critical mass of ramp spells, so that you can regularly cast Narset at the right pace.
Personally, the only counterspell I used to run was Insidious Will because it doesn't brick when revealed to Narset, you can always copy one of your spells, but if you're willing to risk that, Disallow seems like one of the better options.
And finally, having been over the whole cards you want to draw and cards you want to reveal, I feel like Narset benefits much more from card advantage through selection, rather than mass draw. Cards like Brainstorm, Ponder, Preordain and Top, over something like Recurring Insight.
If you want to check out my list, I leave the link below, but keep in mind it's been stale for a few sets since the deck was already too powerful for the general level of my usual playgroup.
Commander / EDH
SCORE: 5 | 9 COMMENTS | 899 VIEWS | IN 4 FOLDERS
1 month ago
I'm not sure why you're limiting the definition of free value tbh. The title of the list is 'all' free value spells, yet you are only limiting it to permanents that only interact with other permanents. Doing so lowers the expectations of those who come here to see cards that give you free stuff when there are many more cards that give you free value. All cards with cascade for example, such as Maelstrom Wanderer, Bloodbraid Elf, and/or Etherium-Horn Sorcerer. Not to mention instants/sorceries with rebound such as Recurring Insight. And what about instants/sorceries that put permanents into play like Collected Company or Deploy the Gatewatch. Maybe you should change the title to say free value permanents so people aren't confused. You can do what you want, but it's just a suggestion.
2 months ago
Nice deck. I think your issue lies in your mana base a bit.
I would add more low-CMC ramp cards to help you push out more lands in the early game. You have access to green, so I would swap out some of these artifacts for that. There's nothing wore than losing your ramp after a Cyclonic Rift or Planar Cleansing. Think about Cultivate and Kodama's Reach, which are excellent in 3-color decks. Farseek, Rampant Growth, and Sakura-Tribe Elder should also be included. Generally speaking, these are among the best turn 2 plays you can make as a green player. Tweak your basics to include more forests to help ensure you have the right colors to play these early, and then grab your mountains and islands with them.
Next, I'd look at some of the cards at the higher end of your mana curve and cut them for cheaper draw spells. Warstorm Surge doesn't actually have that much synergy here. It costs a lot to drop it, and does nothing until you can pump out more creatures. I'd take Faithless Looting over it.
Vicious Shadows is also a bit underwhelming for the mana you're investing in it. There are too many variables for it to be consistent, and if I am going to pay 7 mana for something, it better do exactly what I need it to, immediately. Swap it for Careful Study.
Panharmonicon very rarely does anything for you in this deck. It's much more effective in Riku of Two Reflections or other decks that are keenly focused on ETB triggers, which yours is not. Swap it for a big draw spell, like Recurring Insight (which is amazing with Kydele), Rush of Knowledge, or Tidings.
Lastly, I'd take out these cards and replace them with basic lands, because 31 lands isn't enough:
These cards either have very little synergy, don't do enough for what you are paying for them, or are too conditional.
Anyway, sorry for the novel. I really think if you make these changes, you'll speed up the deck and make it a lot more consistent. I hope this helps!