Creature — Human Wizard
When Scrivener enters the battlefield, you may return target instant card from your graveyard to your hand.
Printings View all
|Tempest Remastered (TPR)||Common|
|Vintage Masters (VMA)||Common|
Combos Browse all
|Commander / EDH||Legal|
10 hours ago
Rhystic Study is just an absurdly good card that should be in every single good blue deck. I hate it.
The Drake combo is Peregrine Drake paired with:
- One of Ghostly Flicker or Displace, and also
- One of Archaeomancer, Scrivener, Salvager of Secrets, Izzet Chronarch, or Mnemonic Wall. (I might be forgetting one). Every time you cast the flicker spell, you get back the flicker spell and also net gain 2 mana. It's a common way for pauper EDH games to end. I hate it as well.
1 month ago
I would drop:
- Fleeting Distraction
- Grip of the Roil
- Obsessive Search
- Radical Idea
- Reach Through Depths
- Spell Syphon
- Twisted Image
- Slip Through Space
- Apprentice Wizard
- Deranged Assistant
- Hedron Crawler
- Sea Scryer
- Prismatic Lens
One reason is that you have a lot of cards that do nothing but draw one card. Which is usually fine in 60 card 1v1 as they function as almost running fewer cards. This lets you draw into your business spells with more consistency. However, in EDH multiplayer, I feel like you want cards with more impact. I kept in cards that let you scry or let you decide card quality because those have more impact.
The other reason is that you really aren't accelerating into anything big, so why do you need a bunch of mana ramp cards? You definitely want to hit all your land drops, but your 2-for-1 and 3-for-1 draw spells should keep filling your hand with lands. You want more business spells that keep you in the game long enough to get Talrand into play and start beating down.
I know Talrand tempts you to play a bunch of cantrip spells to have a sort of combo finish. However, in my experience it is better to have a more solid lock down of the game and win with inevitability than just trying for an alpha strike. A few 2/2 flyers can go a long way.
I would go up to 36-38 lands to make sure you keep getting those land drops.
Then I would add a few more counters:
Then some more bounce (although you have most of the good ones in there already):
Then maybe a couple more recursion spells:
Just to give you some card advantage in other ways or to get back powerful spells that you were forced to use early.
Blue shenanigans can be hard to play. Sometimes you want to be aggressive with your countermagic and bounce to stall your opponents. Other times you want to hold back and wait until the more opportune time.
Hope this helps.
7 months ago
Nice deck! though, were you going for simple? because that could change some of my suggestions...
Gonna take a break for now though. Let me know your thoughts and I'll continue looking at this later
maybe Pact of Negation
maaaaybe Necrotic Plague
potential card cut
remember, some things HAVE to go
Lingering Death and Rend Flesh and Chill to the Bone -- there are more refined solutions, such as Doom Blade and Go for the Throat Faster than lingering death and cheaper than rend flesh and chill to the bone. Slaughter Pact also could do the trick
Delirium -- if we're going for simple, this card misses the mark.
Red Elemental Blast -- cheap, and most often it is a blue spell that is the target. But this takes a counterspell slot and is pretty restricted.
8 months ago
Several of your combo pieces do not synergie well with Adeliz, the Cinder Wind 's ability. E.g. Ghitu Journeymage is almost only useful during the combo. Outside of it they are not evasive enough to get past opponents' creatures to reliably make use of the commander's +1/+1s. Wizards such as Neurok Invisimancer or Thalakos Seer can make the +1/+1s count every turn, and are instagibs once you are comboing off.
Also, why no Stonybrook Banneret ? It fits both perfectly in a wizard tribe deck and synergies with the commander's abilities due to Islandwalk well.
Two other cards that fit well within this deck are Compulsive Research and Deep Analysis . Once you are comboing with two Archaeomancer / Izzet Chronarch / Salvager of Secrets / Scrivener you can mill your opponents with those two cards.
1 year ago
I have built a similar deck and the main win condition is to have the Peregrine Drake and Scrivener or Archaeomancer on the field with Capsize and Ghostly Flicker or Displace in your hand with the other Ghostly Flicker or Displace in your graveyard. You will need 9 mana with at least 3 blue. Now you can Capsize your first target permanent (Yes, even Lands!!). Now cast Ghostly Flicker or Displace targeting Peregrine Drake and Scrivener or Archaeomancer . Peregrine Drake will re-enter and untap 5 lands, Scrivener or Archaeomancer will re-enter targeting Ghostly Flicker or Displace in your graveyard, returning it to your hand. Do this one more time and all your lands will be untapped and you can now Capsize your next target and start again. Demonstrate the loop and you will be able to bounce-back all of your opponents' permanents. You can then attack, pass the turn and Capsize your opponents' lands on their turn as soon as you have priority. Other tips is that Capsize is critical so you may want to wait until you have 11 mana (5 blue) and hold up a Counterspell to protect your Capsize . I also run a Ulamog's Crusher and will leave two potentially problematic permanents an opponent controls and let Annihilator 2 destroy them. Devious Cover-Up is another card that should be considered for this build. It can exile someone else's Capsize and shuffle four cards from your graveyard back into you library. This deck is good at digging and will generally be able to survive until you can assemble your combo. If anyone is considering it, do it. Tatyova, Benthic Druid is a fun commander and don't be afraid to run 40+ lands, this will help Tatyova, Benthic Druid dig out the combo pieces with land drops.
1 year ago
It's a little difficult to tell what you're thinking from such a limited list, but if you're going for a blink subtheme, I advise putting in Drake Combo. The Pauper version used Ghostly Flicker to blink Peregrine Drake and Mnemonic Wall for infinite mana. Displace and Illusionist's Stratagem have been printed since the banning. In addition, while Mnemonic Wall best fits your strategy, you also have access to Archaeomancer , Scrivener , and Salvager of Secrets for recursion and Great Whale and Palinchron for land untapping. You also have access to Roon of the Hidden Realm , Brago, King Eternal , Deadeye Navigator , Mistmeadow Witch , and Eldrazi Displacer in your colors.
1 year ago
You definitely seem like you know what you're doing. I think you have some room for some powerful combos, though, and if you're looking for an affordable tutor that works well with blinking, Sidisi, Undead Vizier fits the bill.
Since you're already running Capsize , Deadeye Navigator , and Peregrine Drake , Palinchron and Great Whale also infinitely combo with it. You can also add the Pauper infinite combo that blinks Peregrine Drake and friends and either Mnemonic Wall , Archaeomancer , Possessed Skaab , Salvager of Secrets , or Scrivener using Ghostly Flicker , Displace , or Illusionist's Stratagem . The instant gets returned by the recursion, netting mana each time you loop it. I would also add Sphinx's Revelation . It's better than Stroke of Genius
1 year ago
I'm not really seeing the blink theme. I would fully commit by putting in more blink effects and Peregrine Drake combo. The way it works is that you use Ghostly Flicker , Illusionist's Stratagem , or Displace to exile Peregrine Drake , Palinchron , or Great Whale and either Mnemonic Wall , Archaeomancer , Possessed Skaab , Salvager of Secrets , or Scrivener . You use those two's ETB effects to return the blink spell to your hand and do it again and again, netting mana each time. You've already got Deadeye Navigator , which is also a combo piece that works with the land untapping creatures. All of the blink cards have value unto themselves with your theme, so you can go heavier on them, since it's no big deal if you draw redundant pieces. Once you have infinite mana, Blue Sun's Zenith or Torment of Hailfire , Exsanguinate , or Debt to the Deathless can win you the game. I would also head to the EDHREC page for your commander, as well as the blink theme page for ideas!