Creature — Elemental
Landfall Whenever a land enters the battlefield under your control, you may gain control of target creature for as long as you control Roil Elemental.
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Roil Elemental Discussion
2 days ago
Removed the "Maybeboard" cards:
1 week ago
Hey there fellow Esper lover. If you're looking for 'stealy' mechanics and cards, check out my Ertai deck: The NO Deck.
One of my personal favorites though is Bribery. Soooo much value.
2 weeks ago
you need 30 more cards to make it edh, have to be 100 count.
not a terrible start, but you need more instants to counter with and some mono blue staples like High Tide, futuresight, Arcanis the Omnipotent, Roil Elemental, Temporal Adept, Empress Galina, Isochron Scepter and such like that.
plus if you want to use so many big creatures, you might want like Caged Sun to get more mana, having so many big beater creatures is a little redundant though.... either Lorthos, the Tidemaker, or Artisan of Kozilek should win you the game by themselves.
you also probably want a Baral, Chief of Compliance to round out your creatures. maybe even as your Commander.
somewhere between 34-37 lands will get you done in a 100 card deck. have fun and keep slinging.
3 weeks ago
All modern legal now!!
A friend got me a playset of Valakut, the Molten Pinnacle, so that's in there now. This means that sometimes it is important to have the dual lands to actually be mountains in their cardtype, thus the addition of Cinder Glade and Steam Vents.
It's too bad I had to take Titania, Protector of Argoth and Orcish Lumberjack out, to make it modern legal. The had the (very) cool effect of making use of lands as they go TO the graveyard, as apposed to only when those land come back into play. Now the deck is more landfall oriented, although not entirely. Slightly disappointing. But I have left them in the maybeboard, in case you don't care that it is modern legal, I would definitely sub them back in.
Also. Roil Elemental could be an incredible board switch. If you're opponent has a bunch of creatures and you manage to get out a Splendid Reclamation with the roil elemental on the field... All their base are belong to you.
I'm looking at replacing Mana Leak. While it is fantastic, this deck can sometimes go late game, and opponents might just pay that extra mana. There are 2 criteria: I want the spell to only cost one blue (everything in the deck only costs one colored mana, except for the doozie creatures), because then it is easy to have the right manna to play it. I also want it to be a counter-all. Just in case I'm worried about a creature, artifact or enchantment.
Finally, the deck is getting a little expensive. Still not insane, but if you want a more budget option I would cut down on the fancy lands.
1 month ago
So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.
Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:
DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.
DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.
DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.
DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.
OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.
OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.
DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.
DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.
SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.
DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.
SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way
SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.
DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.
DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin
DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.
DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation
DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.
SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.
SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.
So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.
Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:
Hope this helps!
1 month ago
In most cases, the game will either be over by the time the suspend counters are gone, or you'll have another answer for it.
I would also think about just a little bit more draw. Recurring Insight, Mystic Remora, and Rhystic Study are all great. It's easy to make room for draw in a deck like this, because most of your cards are just repeat efforts that fill the same function.
Lastly, you need more consistent win cons, which can be one of the trickier parts of mono-blue if you aren't going for infinite mana + Blue Sun's Zenith. I like Roil Elemental, Tidespout Tyrant, and Rite of Replication.
As for what to remove, I'd look at your higher-cost counters.
1 month ago
Blatant Thievery seems like a very good fit, had it in the main until i came across Expropriate which is more versatile for the same cost as in all likelihood everyone will choose money while i choose time so get the extra turn on top. But having basically a second copy would be good, feel like i'll need to test the deck more before knowing what to drop but would be great to have suggestions.
Willbreaker's cute but feels like a downgraded Roil Elemental, it would need more spells that target to be relevant. Think they're be better in a mono blue control deck with heavy counter magic to protect them as they're also easy to remove.