|Commander / EDH||Legal|
Printings View all
|MTG: Commander (CMD)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
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Riku of Two Reflections
Legendary Creature — Human Wizard
Whenever you cast an instant or a sorcery spell, you may pay UR. If you do, copy that spell. You may choose new targets for the copy.
Whenever another nontoken creature enters the battlefield under your control, you may pay GU. If you do, put a token that's a copy of that creature onto the battlefield.
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Riku of Two Reflections Discussion
1 week 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!
2 weeks ago
Also Riku of Two Reflections might be another good option as a commander.
2 weeks ago
4 weeks ago
I'd say that if you wanted to make the ascendancy work you'd have to go either a token route or combo, but not both as the support cards for each play-style don't mesh well.
As for suggestions of other strategies, I've got one iffy one in a deck that has any and every form of damage doubling/damage bonus. Mostly that would mean red cards, including the ones that stop damage prevention, but there are several Rakdos cards that do that, and you could count cards giving double strike, which would add to the theme (and excuse having say Gisela, Blade of Goldnight ).
That was the sane idea though. My crazy one is something I've already pulled off in my group before, which is what I dubbed a "chaos hug" Gruul deck. My original version put Xenagos, God of Revels at the helm, and threw out group ramp in order to slam down massive creatures or just as expensive spells like Warp World into The Great Aurora or an Insurrection after everyone else took the bait of Hypergenesis.
It played off the fact that my group was a little more casual, and so even when people's lands tapped for 4-5 mana each, on average, they wouldn't take 20 min on their own turn to figure out how to combo off and win. They just played out as much as they thought they could get away with and had fun with it. I had my deck built on the idea that my opponents would lose their footing on such mountains of mana and power though, so I could steal games pretty easily.
One trick to the decks success in my group was that I didn't have a group hug commander at the helm. At its heart, I still played it like a Xenagos deck that wanted to ramp out a fatty to turn it into an even bigger fatty that likely also had trample, but I'd only run those out if I though saw an opening. If you adapted the deck to a different commander, then you'd have to adjust how the group ramp affects your strategy. Like if you swapped Xenagos out for Atarka, World Render you'd likely be voltron with reallty expensive equipment, or if you added a color and played Samut, Voice of Dissent or Riku of Two Reflections then you may play more value centric. Though if you put an infamous commander like Riku at the helm, then don't be surprised when the deck draws hate even through your group hug political protections.
1 month ago
I have a Binder
It has description, have cards, want cards. It has been updated as of 12/17/17.
I am also looking for a promo Riku of Two Reflections.
1 month ago
My meta is primarily, Karador, Ghost Chieftain reanimator, Brago, King Eternal stax, Riku of Two Reflections combo, and Meren of Clan Nel Toth hulk combo. I'm the last one to the party as far as trying to build a more cEDH deck. So I'm just trying to become competitive in my meta.
1 month ago
Took one look at your name and said out loud... 'It's Animar, isn't it.'
Firstly I must suggest Kavu Lair, Temur Ascendancy, and Elemental Bond. Warstorm Surge is sorta optional; some like it, some don't. Riku of Two Reflections is also fun, though there are a million ways to go infinite and I do not approve of infinite. Also suggested is to make most of your cheap creatures for early pumping mana dorks. This allows you, if you're drawing off of most of your creatures, to... say, win the turn after a wrath like my Animar deck. The Eldrazi were a fantastic idea, but you could use a few more. Conduit of Ruin is a great tutor for the rest of your big guys, Decimator of the Provinces is a good finisher (a sentient 2/3 of an overrun). Any of the emerging ones can be cast sac'ing a dork. I could go on, playa.
1 month ago
Joumba, I actually tried to steer clear of going to dragon heavy with this deck. I know Animar makes them super easy to play but I was looking more for pull and draw power. Might consider some dragons for some beat sticks but I'd rather not steer towards their synergy or else lose the deck with its current flow. It draws so often and because of Animar, rarely am I stuck for creatures anyways...