|Commander / EDH||Legal|
Printings View all
|Oath of the Gatewatch||Uncommon|
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Creature — Human Wizard
When Reflector Mage enters the battlefield, return target creature an opponent controls to its owner's hand. That creature's owner can't cast spells with the same name as that creature until your next turn.
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Reflector Mage Discussion
23 hours ago
Reflector Mage could be a good side board card. Get it out on turn 2 and immediately set your opponent back. if you flicker it every turn or every other turn, your opponent will never have a chance to get anything going. by the time your opponent gets their field going, you will have 2-3 big swingers
4 days ago
I think it's looking better. Also if you can get your hands on some, Reflector Mage is both extremely cheap and great for slowing your opponents down. (I had so much fun abusing them in standard before it got banned there) I could see them working out here.
Looking at your curve about half of your deck has a converted mana cost of two. Might be better to cut a few of them and spread out a bit more. Even something like replacing Cleric of the Forward Order for the mages could work.
Might also be nice to see if there is anything else for 4 mana to try to bridge the gap to your high end spells. Cryptic Command is strong but it isn't exactly budget. Into the Roil or Glimmer of Genius are both super cheap, maybe taking out a couple Palace Familiars for them? They don't necessarily be the specific cards i'm suggesting (just wanted to mention a couple that i've found pull their own weight), but by spreading out your mana you can better ensure you will have relevant cards at each stage of the game. You still need chep things for the early game, but these are ones that are better later.
6 days ago
Some changes I would make (just a few, without changing it too much):
-1 Walking Ballista: Good card but not great here. Mostly used to hinder opponent's strategy than bolster your own.
+1 Torrential Gearhulk: Established bomb and easily castable on 6th turn. Suits your 'Flash' strategy but you would need more Instants.
-1 Negate: Keep one main, but have one or two extra in the sideboard to use against control/non-creature stuff.
-2 Heart of Kiran: Possibly just -1 (because Legendary) and only half your creatures can crew it.
Anyway it just seems like you've mashed the two top decks without really balancing your strategy. Right now you're playing mono- splashing (but only for Spell Queller and Negate) and only for Scrapheap Scrounger. You could comfortably include for Shock, Unlicensed Disintegration and 1x Release the Gremlins in the sideboard, and make it a serious disruptive 'Flash' deck that keeps the opponent tentative and hesitant.
I like the idea though. I've been thinking about adapting my current deck to do something like this for a while (less control, more agro/tempo). It runs 4 colours so maybe I'll just write it up and link you. Keep going with this though and post up your results. +1 subbed.
1 week ago
1 week ago
Reality Acid is a classic enchantment to include in Brago EDH; it forces your opponent to sacrifice a permanent every time it gets blinked, which is useful against certain permanents that would otherwise cause you a lot of pain.
Strionic Resonator allows you to get double value out of Brago.
Mulldrifter nets you lots of card advantage every turn.
Basalt Monolith's "can't untap" downside clause is negated by blinking it, which translates into plenty of ramp.
Reflector Mage punishes opponents hard and ensures they will rarely be able to replay their creatures.
Peregrine Drake also allows for lots of mana ramp, and in some cases, degenerate infinite mana combos.
Lavinia of the Tenth shuts down opponents' mana rocks, tokens, and other smaller permanents. Protection from red is also very useful in certain matchups.
Where is Panharmonicon. Nuff asked.
Act of Authority works as a makeshift Consulate Crackdown until you can draw the real thing.
Spine of Ish Sah repeatedly blows up permanents, and is really difficult to effectively remove.
Cloudblazer is your second copy of Mulldrifter, except maybe even better in this build.
Deadeye Navigator is an ETB abuse machine. With a reprint in MM17, his price is better than ever.
Nevermaker is another efficient removal machine. It also denies draw, which can be incredibly powerful.
Stonehorn Dignitary ensures you will never get to be attacked again.
1 week ago
1 week ago
So, my thoughts. If I am playing UW I would be either playing control or if you want to stick to tempo I might do something like VOLTRON. So either you are just playing for the long game (which is easy to do in EDH) or you can play the tempo and rely on throwing enchantments on creatures and some equipment. Look at voltron lists on here and see what they are doing.--okay, I forgot what Brago did, the aforementioned stuff is relevant, but stick to blink and utility creatures-- I will give you suggestions for cards in what you are doing. the next message is what to remove
Some Planeswalkers I might Suggest:
This is all I can think of for now.
2 weeks ago
Emrakul isn't legal in Standard any longer. She's been banned along with Reflector Mage and Smuggler's Copter. I love the black and green delirium builds and have seen many, however, I think there are a couple cards that could either get removed or the numbers could get adjusted in yours. Soul Swallower may seem powerful, however, he's got a pretty weak ability considering he has to get built up. Although the trample ability helps, it still doesn't solve the fact that he takes forever to become a viable threat. My little brother's delirium deck is actually quite similar, except he's got a full playset of Autumnal Gloom Flip's mainboarded in place of Soul Swallower's and a couple of Sinister Concoction's. A card that may help set up delirium quickly is a couple of Runaway Carriage's. Do not overlook this guy, he'll come in and beat face, then activate the rest of the deck. I also think you could go up one copy with Vessel of Nascency's. Lastly, I think adding an additional Ishkanah, Grafwidow might greatly benefit your build. Oh, and with the amount of Evolving Wilds and Sinister Concoction's you've got, a Fatal Push would be absolutely devastating in your deck. Nice build.