|Commander / EDH||Legal|
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|Future Sight (FUT)||Rare|
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River of Tears
Tap: Add (Blue) to your mana pool. If you played a land this turn, add (Black) to your mana pool instead.
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River of Tears Discussion
2 days ago
Thanks for the comment. River of Tears is an interesting land for sure. It can play a turn 1 discard spell into turn 2 Sculler (but not meddling mage unfortunately) or leave mana up for remand (it will always be blue on my opponents turn for remands and quellers). However, it does get a little tricky thinking about sequencing to get the colored mana you want. I think thinking about how to dismantle your opponents gameplan and win may be a bit tricky in itself, so I'd rather not used too much mental space for mana tapping. But this made me realize that I could remove some more fetches for Concealed Courtyards (perfect for t1 discard spell t2 gold bear)! I left in 2 fetches with can get any of the 3 dual lands and basics. I do want to keep at least 4 basics for any opponents playsets of Path to Exiles or Ghost Quarters, and be able to POSSIBLY play through a Blood Moon.
Another person suggested doing the O-ring trick to permanently exiles the opponents cards off of Tidehollow Scullers and Spell Quellers. Sacrificing creatures with Cartel Aristocrat seems kind bad as we could just play 2 mana discard spells and 3 mana counterspells which aren't great rates. What makes these spells great is that we get a body. Blinking is probably the way to go for this exile trick. A friend suggested Restoration Angel but to play sculler+angel is 6 mana and queller+angel is 7 mana! So I found room for 2 Whitemane Lions instead (another Bear lol), which makes it a 4 and 5 mana trick with addition etb trigger later. It also can be used to save something or reuse Snapcasters. And it triggers revolt for Pushes, so we offset the removed fetches a little. Seems decent :)
Sidenote:I did change a Smuggler's Copter to a Dark Confidant. Not sure which one is better. Copter is only card selection but with a bigger evasive body. Confidant is actual card advantage, but does cause some minor pains. The average cmc of the deck is less than 2 currently which nothing over 3, so it shouldn't be too painful. Maybe the 1 and 1 split is where its at. lol
tried the playtest feature on Tappedout. The deck seems to have pretty good starts, good synergies, most cards are still relevant late game. Meddling Mage is still difficult to evaluate without actually playing it against an opponent, but hopefully its good enough, given the build around.
3 days ago
To start with, I love tempo, and so the deck speaks a lot to me, I want to say that the landbase and sideboard are nearly ideal, with my only switching out fetches for more unusual (and harder to play against) lands, such as the underrated River of Tears, etc., so you can play fun (for you) combos such as Leonin Arbiter+Path to Exile. Speaking of good combos, sacrificing Tidehollow Sculler in response to it's first ability triggers it's second before the first resolves, which means you can exile a card from the opponent's hand and they can't get it back. A good sacrifice outlet in that case for bears is Cartel Aristocrat, as it can sacrifice for free, is hard to remove, can work with Geist of Saint Traft, and fits with the deck flavor wise (esper bear).
I can help you more with the deck if you want later on, this is just some random ideas off the top of my head.
1 month ago
Obligatory land upgrade comment
1 month ago
Also in all honesty, mill is a crazy hard strategy to win with in commander, since you have to mill anywhere from 200 to 500 cards, and there is a lot of shuffling graveyards into library effects. It's not impossible, but very hard.
So you might want to find another win con, and use mill as a sub theme maybe. Either way, good luck friend.
1 month ago
3 months ago
5 months ago
I think you should be splashing black instead of red. You're only using red for creature interaction and a marginal amount of filtering. Black does both of those things better and you also get access to hand disruption, which is absolutely incredible before you drop a shared fate to ensure they have no way to stop it, and you won't care about your opponents having hand disruption once the shared fate sticks.
Should be playing Fatal Push and Dismember and stuff to deal with creatures. Play Inquisition of Kozilek instead of Peek, which doesn't really do anything. You'll definitely want another though. You can probably get away with Duress and/or Despise over Thoughtseize or Inquisition I guess if you're trying to stay within budget. Maybe Infest if you want a sweeper effect, Night's Whisper instead of Looting, Brainspoil as a tutor for Shared Fate. The upside to black is just so much higher.
You even get way better sideboard options. More hand disruption, more sweepers, more kill spells. Whatever's the best in the matchup. If you still want a LD spell, you have Rain of Tears. If you want a fog against hyper aggro decks, Darkness. You don't have a ton for artifacts and stuff, but a couple copies of Echoing Truth and hand disruption should get the job done.
On a seperate note, I wouldn't play Dissolve or any scry lands. Scrying is bad. Not sure if you've made the connection, but you still have your own library with a shared fate. You draw from your opponents, but you get to scry for your own. That means your giving your opponent access to screwing with your draws, which is awful. Just play Drowned Catacomb or River of Tears or Darkslick Shores or something for fixing. I would recommend playing Deltas and Watery Graves since it's just the best thing you can be doing, but thats fine if it's out of your budget. Deltas also give revolt for fatal push.
This is all just a suggestion, but I really hope you're seeing all of my points here. Black just supports what you're doing so well