|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 week ago
2 weeks ago
2 weeks ago
Hey Bro I already upvoted your deck few months before, and I still love the fact, how much passion you put into that. I am not an EDH player but the flavor is awsome! In my point of view I would replace Recurring Insight with Mission Briefing. And what about Prosperity? In my point of view, Sorrow's Path would be great here in combination with Political Trickery. I mean Sorrow would definitely support your theme and is a very very punch in your face-card that creates a wtf-moment for your opponent. And it goes well with Opposition that you already use. Just wanted to inform you about this possibility. :D
3 weeks ago
- Sol Ring -> Azorius Keyrune: Taking out Sol Ring bc it's oppressive. Kind of a soft ban.
- Azorius Cluestone -> Ojutai Monument: Having a 4/4 dragon available is better than a single card draw when we have mana to burn.
- Mana Vault -> Basalt Monolith: moving towards 3 drop ramp to synergize with Trophy Mage.
- Auramancer -> Ironclad Slayer: Auramancer may technically have more targets, but the slayer hits our 3 hexproof/shroud equipment, which is more valuable than most of the non-aura enchantments. Plus Sun Titan gets many if not all of them back as well.
- Wingmate Roc -> Keeper of Keys: Roc conceptually has good value, but it relies on Raid. Keeper provides card draw as well as mass evasion for finishing.
- Ugin's Insight -> Recurring Insight: originally replaced with Trial of Knowledge and while that card is good, I wanted non-etb card draw effects in case of Torpor Orb or similar etb hate.
1 month ago
Switch out Recurring Insight for the new Niv Mizzet?
1 month ago
Improve your mana-fixing! Id suggest getting all the signets for your color combination. -Azorius, Simic, Dimir, Golgari, Orzhov. Fellwar Stone is also a good mana-rock for 4 coloured decks there is a land that does the same called Exotic Orchard. In general my rule of law in commander is that i want approximately 45 mana sources in a deck, of course depend on how mana hungry you deck is, lands count as a mana source and so does every ramp spell in your deck!. At the moment you are running 39 (that is including the prophetic prism which is more of mana fixing that mana source). You need to invest more in lands and in fixing; that is the drawback when constructing multi coloured decks. Try also to include more card draw spells as running out of gas is the worst thing that can happend in a EDH game :( If you are going the creature route with the deck some suggestions could be: Edric, Spymaster of Trest, Bident of Thassa but pure card draw could be Recurring Insight (it is a beast in edh). What type of carddraw depend on what type of deck you want to run.
On the plus side, all of my suggestions are on the inexpensive side there are alot more cards, try looking up suggestions on https://edhrec.com/ (can even find your commander there) and see how other people have constructed their decks.
Go big and go wild ^^
1 month ago
To start with, welcome to the edh community, I'm new to it as well but I've build a pretty strong deck according to my playgroup Kydele & Thrasios EDH and if you're trying to build a control shell with a dragon sub theme then I would up the amount counter spells you have, Arcane Denial, Counterspell, Cryptic Command, and Force of Will if you have it or the money for it. Counterspell is strictly better than Silumgar's Scorn. Another tip for a control build is to add planewalkers, the consistent advantage they provide really helps you jump ahead of the competition and stay there. A few cards I would simply take out would be Gudul Lurker because a 1-drop unblock able isn't really that strong. Updraft Elemental cause a 1/4 flyer isn't gonna be strong at any stage of the game and it isn't even a dragon. Encase in Ice cause there is usually every color at a 4 player game and limiting yourself just feels bad if your opponents have a threat in red, white, or black. Big thing that is missing from your deck is card draw. I think there are 3 cards in it that draw a single card which doesn't do much in edh where people are gonna be casting Recurring Insight for 5-7 cards and then rebounding it the next turn. Rhystic Study, Consecrated Sphinx, Sphinx's Revelation, Blue Sun's Zenith(can even be a wincon if you get infinite) and Kindred Discovery would all be great includes. Being in black and blue you have access to the best tutors around and it would be a good way to increase the power and consistency of the deck if you want but not everyone is a spike. A few key things about edh in general, single target removal usually isn't great unless it's Path to Exile/Swords to Plowshares for creatures and Vindicate/Anguished Unmaking for nonland permanents, redundancycough Vedalken Orrery cough is strong, gotta be flexible and adaptable. This is a link to a great, indepth guide on building edh decks and has helped me https://www.mtgsalvation.com/forums/the-game/commander-edh/202751-big-guide-to-building-your-edh-commander-deck, another great resource is the youtube commander scene, just about every mtg channel has done some video regarding commander, one of the best channels is the command zone who do a weekly podcast and post some high quality gameplay videos. Hope this helps :).
2 months 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.