|Commander / EDH||Legal|
Printings View all
Combos Browse all
Buyback (3) (You may pay an additional (3) as you play this spell. If you do, put this card into your hand as it resolves.)
Copy target instant or sorcery spell. You may choose new targets for the copy.
Price & Acquistion Set Price Alerts
1 week ago
This sounds like a typical Nekusar deck. I ran him for a while so here's my 2c:
Group hug isn't really that good w him. Especially when you run little/no protection. You're giving card advantage for 1 damage which tends to not end well.
Focusing on wheeling effects like Reforge the Soul, Winds of Change, Windfall, etc. are best since you make opponents' discard their card advantage. Chaining them together makes it even better. Copy spells like Reverberate, Reiterate, Twincast, etc. are fun.
Creatures like Blistergrub have 0 impact. What's 2 damage when we start w 40? If you run more wheels creatures like Young Pyromancer, Talrand, Sky Summoner, Docent of Perfection Flip, etc. give a chump body for doing what you already planned to do.
You need ramp like whoa. Cut some lands and add cards like Commander's Sphere, Darksteel Ingot, appropriate signets, etc. to get ahead/fix your mana so you can cast Nekusar earlier or recast him when killed.
Protection would be wise too since people will get annoyed being pinged every turn and the easiest way for it to stop is to kill you. Propaganda, chump army as already highlighted, and Meekstone help. Also Crab Umbra, Eel Umbra, Drake Umbra, Swiftfoot Boots, etc. help Nekusar stick around.
Hope something here helps!
1 week ago
I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.
Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.
One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)
Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.
What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.
There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.
Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.
Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.
Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.
Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)
The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.
Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.
I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.
Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.
If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.
Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.
Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.
My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.
2 weeks ago
Consider Rings of Brighthearth. It goes well with Zirilan's ability and enable various combos as desired.
Reiterate seems sketchy here. I mean, it's never bad; you can always copy an opponent's spell. But I think about cutting it for better synergy.
Looting effects are often worthwhile in monored.
3 weeks ago
I should Reiterate (lol), by spellslinger I mean a large amount of instants/sorceries not necessarily typical burn spells. Most of the instants/sorceries will end up producing tokens. The tokens in effect act as burn with Purph/Impact Tremors in play. You'd still run a lot of creatures too.
Mono does suffer from heavy control decks. It's just not as resilient or consistent due to lack of tutors, ect. However, Purphoros being countered is inevitable but the same can happen with other generals; like Taz for example. does offer some options to fight against counters like Stoneshaker Shaman or Price of Glory (Blood Moon too in some instances) as well as land destruction.
3 weeks ago
Thanks cmbr for the kind comment. It's an ongoing process as I learn Izzet colors. Been testing VERY consistently so far. I keep working on it, playtesting, and will continue to develop and identify other possible variations.
4 weeks ago
Turnabout + Reiterate (Buyback), tap all lands, allow Reiterate to resolve and then cast Reiterate again. Don't let Turnabout resolve off the stack to make infinite mana. 4 Mizzix of the Izmagnus Experience pays for the on Turnabout and the + = on Reiterate and Buyback. Total cost + anything your lands produce over that generates the infinite mana. Comet Storm with multikicker. All cards are excellent on their own.
Capsize isn't an spell, but it can return all permanents in a infinite mana, or lots of permanents in a nearly infinite mana scenario, even if it doesn't kill them, it severely sets them back. Add Guttersnipe or Talrand, Sky Summoner to make it uncomfortable for them.
Epic Experiment always nice, but with so many counter spells, and multiple return creatures probably isn't the right spell for you, unless your counterspell/return creature mix changes.
Silver Myr + Iron Myr could be Mana Crypt and Chrome Mox or Mana Vault. Don't like Darksteel Ingot, 3 mana for 1 is bad conversion. But the Myr have summoning sickness, and get wiped out by Timmy easily.
1 month ago
well Marchesa, the Black Rose is going to be the best in that you will have access to the most steal and copy effects. Blue/red has the largest amount of copy and steal effects, black is really nice too though. Marchesa would even allow you to easily run all of their instant and sorceries with Fork, Radiate, Reiterate, Reverberate, and/or Wild Ricochet. I think that is most of them, I don't know any blue ones. Radiate may not be one you run but I find it funny...
Insurrection seems like a perfect in flavor win con.
1 month ago
I like Comet Storm because it is Instant speed, and can be used defensively as well, like 1/1 flying thopter defense on occasion.
Thanks for the comments on my deck, still figuring Izzet out, but learning and working on understanding how it works.