|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Uncommon|
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Face-down creatures you control get +0/+1.
Whenever a permanent you control is turned face up, draw a card.
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Secret Plans Discussion
2 weeks ago
As for Secret Plans, When building I only remembered the +0/1, which generally wouldn't be relevant with Lightning Bolt and Lightning Helix running around. The card draw has a lot of potential, but I'm not sure what I'd take out for it. All the cards have a pretty specific intent, even the less impressive ones like Icefeather Aven. There may be some combination where I lower other numbers to two-of's and I sneak in some Secret Plans, but it'd require some testing. I really like the idea though.
Regretfully, I'm generally more of a MtG spectator than player. This deck was only a brew and I haven't played it yet, though I'm happy enough with it that I will probably buy it later and actually get to test it. Thanks for checking out the deck and the advice!
2 weeks ago
I've always liked the morph mechanic a lot! +1 from me
2 months ago
I like Commander's Sphere, I'll probably take out the last signet and swap it in. I don't think I have enough necessary non-basic lands to make Expedition Map worth it, I would just rather the lands go onto the battlefield.
Not sure about Silent Arbiter, I can only really see him being useful if I'm trying to get past a bunch of flying/reach creatures.
I was actually looking around for more board wipes that would complement this deck and Dusk / Dawn fits perfectly.
I used to run Secret Plans when I was first building the deck but I cut it to make room for other cards, It might deserve a second chance though.
Ainok Survivalist looks good, I would just have to find a spot for it.
Hunted Troll has been on my cut list and Leveler seems like a nice replacement (and always nice to have the extra target for Fractured Identity).
Chromeshell Crab is pretty expensive for what he dose. I've played him in some of my previous decks and he has felt weak every time I got him.
Elesh Norn, Grand Cenobite + Ixidron is a nice one sided board wipe/boost effect, however Elesh Norn, Grand Cenobite is the absolute BANE of this deck. If someone were to steal her that just kills you. She just seems too risky to put in for that reason alone.
Thank you all for your suggestions, I'll be playing this deck tomorrow for more testing so I'll be sure to update my thoughts on the cards.
2 months ago
I reaaaaally love your deck! Mind games are so fun in multiplayer! +1
4 months ago
seshiro_of_the_orochi i think you would like to take a look at that :p
to be honest i feel like something is off, maybe the fact that the nagas don't have a real synergy between them like the snakes. i tried to go for a heavy Morph subtheme with things like Obscuring Æther, Secret Plans and Qarsi Deceiver but i'm really unsure if this is the way to go...
4 months ago
Those clever girls aren't clever enough for modern. Sry to say, but if the local meta you play in is 30% tier 1 decks, 50 % well-tuned budget and 20% durdley-homebrew, you are going to win very little with this. Counterspells that cost 3 mana has no place in modern. Cards that do nothing, like Secret Plans and Trail of Mystery are a real liability - you have to spend way too much mana before pay-off (enchantment -> play a morphed creature -> flip morph), and a strategically placed Lightning Bolt just makes you waste most of the mana.
Overall, speed is the problem here. Perhaps the flip-morph tricks are powerful enough for modern, but it's hard to keep up, when you can't play morphs until turn 3, and if you do that, you got nothing else that turn (so: Fatal Push... goodbye, little morph).
The atarka deck has Sylvan Caryatids, which really should be exchanged for something else (Birds of Paradise f.ex.). Then you could also add a Kessig Wolf Run - now the parrots are dangerous even if you draw them lategame.
Dragonlord's Servant could be exchanged for Search for Tomorrow: both make you have 1 more mana than you otherwise would from turn 3 (assuming they are in your opening hand), but Search for Tomorrow plays already in turn 1, affects all your spells (not just dragons), is less vulnerable to removal, and can shuffle your deck to make more from the Courser of Kruphix. I'm assuming that one extra land is as good as a cost reduction of 1 mana on all dragon spells, since I don't think you get to play 2 big, fat dragons in a single turn anyway. You could call the Search for Tomorrow "added hunting territories" maybe...
Werewolves is a bit too fair. Yes, yes, there is a bunch of coco in there, but you still easily end up as an aggressive deck that has to pause from playing spells to flip your creatures, or with opponents who drop 2 spells in a single turn, and flips the whole team back. Too many games are over, before you are done with the set-up.
So, with a bit of tweaking, the atarka deck is the better of these 3.