|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
4 weeks ago
Winterblast: Thank you for the comment.
I'm not sure how much High Tide will help here, given that I play a large number of non-basics without Island typing, and I'm not running any infinite combos that rely on it. It's cute with the two untappers, I suppose, but I'm not willing to rely on that synergy.
Murder of Crows is much better than it looks, to be honest - it gives me advantage from board wipes (which normally set me back pretty hard), allows me to draw into interaction when facing GY-based decks such as Meren, etc. It's also an unusual card to see in Locust God decks, which means my opponents often neglect to counter it if I have an Altar out.
Snap over Snapback is a fair argument - Snapback is in there to terminate the Kindred Discovery combo at instant speed with no mana held up, if the Simian Spirit Guide into Firestorm approach fails. Snap doesn't work as well for that role, but it does work better as a bounce before a wheel... I suppose I could run both; Snapback has performed well but I'd be happy to have another copy.
Burning Inquiry seems like a VERY risky idea here; the three extra locusts are not worth the chances of dumping a critical combo piece. I DEFINITELY can't afford the $$$ cost of Candelabra of Tawnos, haha, so that's a strong "no" from me. Merchant Scroll could be passable, I suppose, but none of my blue instants are really critical to the game-plan other than Dramatic Reversal, and Muddle the Mixture might be better for finding that (a card I've intended to add for a while).
Speaking of counterspells, Muddle the Mixture is the primary one I want to add, because it can grab Dramatic Reversal/Grim Monolith/Isochron Scepter (and, if I need counterspells in a pinch, can be Sceptered itself).
I could run Flusterstorm (I have one right here), but I find it's a little... situational, since this deck runs in a lot of different metas (some of which are less spell-based than others). I appreciate that Mindbreak Trap often closes out a game by exile-countering Food Chain, it acts in a similar role against Storm, and it's a very nice "gotcha!" against decks that act when I'm tapped out. Still, it's the only offensive counterspell in a deck that usually uses its counterspells defensively.
Negate or Swan Song are both definitely things I could/probably should run, but as always, slots are hard to come by. I'm not sure what you mean by "high-cost or niche interaction"; the only things that really seem to fit that mold are Recurring Insight, Mystic Confluence, or Mindbreak Trap. Mystic could get the axe, perhaps, but the amount of utility and flexibility the card gives me is unreal.
And on the topic of Day's Undoing - I agree that the card is really bad in the late-game, but there are many hands where I simply vomit out all of my cheap spells and mana rocks from my hand, and I am left with nothing to do. While obviously Timetwister/Wheel of Fortune are better in this role, having a third copy of that effect is nothing to sneeze at when I can use it to draw back into good cards from a bad hand (and often screw with opponents' hand shaping as well). If I replace this with something, I want it to be another spell that can refill an empty/bad hand - maybe Fact or Fiction?
Thank you for your thoughts.
3 months ago
You need more mana acceleration, Thran Dynamo, Gilded Lotus (just reprinted so much cheaper now), Worn Powerstone and of course being in a green a can't recommend green mana ramp spells highly enough for such a mana intensive tribe so things like Rampant Growth, Harrow, Kodama's Reach, Cultivate, Skyshroud Claim, Explosive Vegetation and Hour of Promise if you use utility lands or lands like Temple of the False God. If you go for the green mana ramp route I would highly recommend shock lands or any land that has more then one basic land type to make color fixing easier. With enough ramp you could probably safely drop down to 40 lands, also Quicksilver Amulet seems to be ideal for this kind of deck.
You also have the strongest card drawing color in your command, blue. I would recommend also cashing in on this with about 5 card draw spells to help keep your tempo going. Recurring Insight, Rhystic Study, Consecrated Sphinx, Blue Sun's Zenith, Thought Reflection and Mind Unbound are some decent card draw spells in blue.
You might want to remove Coat of Arms as it is more likely to blow up in your face against cheaper tribal creatures or token decks. Try Lightning Greaves and Swiftfoot Boots instead to protect your investment and beat face sooner.
3 months ago
You may not even have this deck active anymore, but curious how it held up. If you're still running it, why no Recurring Insight?
Appreciate a monoblue build with no counters!
4 months ago
Suggestions:Complicate, Censor, Cryptic Command, Dismiss, Dream Fracture, Izzet Charm, Mystic Confluence, Snapcaster Mage, Torrential Gearhulk, Metallurgic Summonings, Trail of Evidence, Staff of Nin, Mind Stone, Hedron Archive, Commander's Sphere, Thirst for Knowledge, Reality Shift, Insidious Will, Glimmer of Genius, Frantic Search, Deep Analysis, Curse of the Swine, Compulsive Research, Collective Defiance, Cathartic Reunion, Careful Study, Recurring Insight, Time Spiral, Library of Leng, Izzet Signet, Lightning Greaves, Crucible of Worlds, Stifle
4 months ago
Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.
Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.
Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.
Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.
Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.
On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.
4 months ago
The deck looks pretty good. It has a good amount of board wipes and ramp, but I think it could be stronger with more card draw. There's Mystic Remora, Arcanis, Skullclamp, maybe Sandstone Oracle, Recurring Insight, Slate of Ancestry, Jeskai Ascendancy and Well of Lost Dreams.
Otherwise I like the control and lifegain aspects, it looks like a good partner deck. Hope this makes it stronger
4 months ago
I Love the deck, but if you want to take BoGo free to the next level, you should add these sick cards Rishkar's Expertise, Baral's Expertise, Yahenni's Expertise, and Recurring Insight (because of the rebound and draw). Great deck, +1!