Tap: Add (1) to your mana pool.
(1)(Blue), Tap: Return target Wizard you control to its owner's hand.
|Want (2)||MsPickletonIII , sabrx|
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|Commander / EDH||Legal|
Riptide Laboratory occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Riptide Laboratory Discussion
4 weeks ago
1 month ago
Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.
So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?
Baral, Chief of Compliance could be absolutely lovely: For one person, at least.
Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.
Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.
Anent what I would cut:
Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.
This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.
Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.
One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)
I suppose that's all from me. May fortune be with you!
1 month ago
Some cards that have particularly good interaction with Niv:
Curiosity for additional card draw using his ping ability against players.
Riptide Laboratory to reuse some of those supporting wizards.
You could also use some more general removal spells:
Direct Current doesn't do enough to warrant inclusion. Despite its efficiency, you very rarely see Lightning Bolt or similar effects getting played in EDH. The size of the creatures that get played and joint pool of 120 starting life relegate these effects to other formats. Dragon Fodder doesn't really do much either but if its a flavor inclusion, then keep, maybe Niv needs minions to fetch him things or just wants snack food handy. Stealth Mission would probably be better served becoming something like Lazotep Plating. Capture Sphere might be better as Deep Freeze if opposing commanders having activated abilities that don't require tapping. I know I wouldn't care if Sphere hit my Tasigur, the Golden Fang
I have a deck using this same commander if you want more ideas.
3 months ago
All the artifact tutor mages and no Riptide Laboratory !?
3 months ago
Cut Spellbook , you dont need the redundancy
Add Riptide Laboratory - Re-use snapcaster, protect arcanis and memnarch.
Cut Draining Whelk - Holding up 6 mana is a lot. Its a nice fun, pet card of mine, but I had to cut it from my steal list for efficiency.
Cut Gather Specimens - Holding up a lot of mana is not what you want. Replace with interaction such as Misdirection as people will hate you targeting their commander, you can use this to redirect their removal, counter counterspells, and redirect some extra turn cards. All around good card, plus it costs less to hardcast if you are so inclined.
The list is a 6.5 or so out of 10 IMO. Add more ramp and cheaper interaction to ensure that you can protect your commander.
Magewright's Stone - Could be useful
Thousand-Year Elixir - Potential as well
3 months ago
Keen is a word I haven't heard in a while, good man!
Extra turn spells are very powerful in talrand. You don't need all of these, but this is what I run in baral. The reason why extra turn spells are so powerful are as follows (in 2 HG, the entire team gets an extra turn, but yeah)....
- It's the blue Explore . You cast extra turn, get a drake, pass the turn, play a land. You effectively ramp
- It gives the drake from the extra turn spell "haste" as you can attack with it during your extra turn
- Gives you an extra combat to swing with the drake you already have
Castle Vantress - Scrying always helps
Mystic Sanctuary - Get back an extra turn spell or whatever u want
Reliquary Tower - No explanation needed
Riptide Laboratory - Protect baral, reuse snapcaster and spellseeker. Theres nothing more fun late game than using snap caster + riptide to recast all your extra turn spells and just beat face with drakes
Strip Mine - Deal with cavern, boseju, urborg, coffers, field of the dead, etc...
I once played this in a 5 player pod. Obviously the more opponents the worst talrand is. So there is me with the tuned talrand, 3 other weak/moderate players and 1 good player. So naturally I counter every spell the good player has because he had the best stuff worth countering. He loses his shit (somewhat understanndably) and tries to get the table against me. He says if you don't let this next spell resolve I'm leaving. I figured it's a game and if someone is gonna get that mad over a game that's supposed to be fun, then I'll let their spell resolve. Lo and behold.... Tooth and Nail entwined into Terrastodon and an anti counter creature. So he blows up my lands, proceeds to only target me the entire game and has a slight but noticeable grin on his face. At that point I found it funny that someone would resort to being a little bitch because they weren't winning. Be warned, a lot of people HATE blue and personally attack me because he didn't know how to bait counterspells, play around removal, etc... so be warned, when you make this deck really good, people might hate you. Meta dependent of course, I've changed metas and there is little toxicity.
PT 2: We all played again and I pact of negatioend his T1 sol ring and just left the store. It was funny as hell because he looked me dead in the eye and asked if I was serious. I'm like, hell yeah, its funny and makes me happy, which is the whole purpose of the game.
I'll suggest other cards later because thats enough for now
3 months ago
Moreover, you should consider upgrading your mana base...
Castle Vantress - Helpful to ensure you get what you need.
Mystic Sanctuary - Re-use powerful spells
Reliquary Tower - To ensure you don't discard
Strip Mine - To stop boseju, cavern or other utility lands such as urborg, coffers, field of the dead, etc...
Treachery - Control magic but for free. Lots of decks crumble without their commander, especially if they are mono red or black that have difficulty removing enchantments
Land Equilibrium - Stops greedy decks from ramping
Invoke Prejudice - With such few creatures, this can slow them down pretty hard
As Foretold - Note you can cast cards on their turns for free. Very powerful
I understand your'e a combo deck and some of these might not be exactly what you're looking for, but should be considered nevertheless
3 months ago
This is very cool! Never seen a deck that takes advantage of cards like Mind Bend before. You might like these: Quicksilver Fountain , Spellseeker , Merchant Scroll , Painter's Servant , Hunting Drake , Illusionist's Bracers , Heidar, Rimewind Master , Relearn , Swarm Intelligence , Frozen AEther , Riptide Laboratory , Lunar Mystic , Docent of Perfection Flip, Talrand, Sky Summoner , Rise from the Tides