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|Guilds of Ravnica (GRN)||Uncommon|
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Return X target creatures of the creature type of your choice to their owner's hand.
Selective Snare Discussion
3 weeks ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
1 month ago
Recruiter of the Guard / Imperial Recruiter
- cast whichever recruiter, search up Spellseeker into Withdraw .
- Bounce Spellseeker and Recruiter, recast both, search up Chain of Vapor and Trophy Mage .
- Cast Trophy Mage into Basalt Monolith .
- Cast Chain of Vapor on Trophy Mage and Recruiter, recast Trophy Mage into Rings of Brighthearth .
- Rings of Brighthearth + Basalt Monolith makes infinite mana, then recast Recruiter (for 1 colored mana) into Walking Ballista to kill.
That costs 30 mana, with 8 slots -- If you can use white cards, you can replace Withdraw with Momentary Blink to save 3 mana (most of flashback cost paid with infinite colorless mana), or replace Withdraw with Ephemerate to save 7 mana (at the cost of a turn), or replace both Withdraw and Chain of Vapor with Ephemerate and Momentary Blink to save 9 mana (21 mana instead of 30) if Chain of Vapor isn't already generating 2+ mana with fast-mana artifacts ( Mana Vault and such). Other replacements for Withdraw include Saving Grasp , Selective Snare , Scapegoat . Only Scapegoat saves mana, just 1 -- use Chain first, then Scapegoat, saccing Spellseeker. But that's worse than Chain then Momentary Blink.
I'm sure there's a way to do this without Spellseeker, going Recruiter into Mistmeadow Witch , or Recruiter into Recruiter into Planar Guide , possibly using cards like Brago, King Eternal , Felidar Guardian / Flickerwisp , but I haven't worked those out yet. Maybe it's possible without blue.
1 month ago
With so many strategies to do combat with it's been slow putting a sideboard together. So far I have a full set of Negate and 2x Sorcerous Spyglass . I considered Selective Snare but haven't come against any tribal decks worth being fearful of yet.
1 month ago
Hey, I like the changes. Nice job, you found several good cards in your collection.
You still need to cut two cards to make 100. My suggestions of cuts to consider are Selective Snare and Power Taint . Snare is very situational and a sorcery. Unless you're against a lot of tribal decks in your playgroup it's not worth playing. Especially since you're already playing Icy Blast which is the same mana cost, an instant and can target any amount of creatures. The 2 life drain of Taint is not worth playing in 40 life Commander. Your opponent can just ignore it or if they want to pay the 2 mana to prevent the 2 life.
Other cards to consider cutting are:
- Spellbook : you have Thought Vessel which gives you no max hand size as well as ramp, don't also need Spellbook. Another no max hand size card that also gives you mana to consider is Reliquary Tower . It doesn't take up a valuable deck spot since it's a land.
- Brine Elemental : not worth the mana cost.
- Fog Bank : a strategy is to attack with unblockable creatures, Bank can't attack and has no power.
- Claustrophobia : very lackluster removal spell since all it does is tap the creature, both Imprisoned in the Moon and Deep Freeze are the same mana cost and much better.
2 months ago
I'm gonna give you a list of cards that I think are easy cuts, but before the I'm just gonna point out that Sage of Hours goes infinite with Ezuri.
AEtherize , Blink of an Eye , Crushing Canopy , Dissolve , Essence Scatter , Familiar's Ruse , Ghostly Flicker , Darksteel Ingot , Simic Locket , Rogue's Gloves , Propaganda , Wilderness Reclamation , Biomantic Mastery , Cultivate , Selective Snare , Whirlwind , Urban Evolution , Drove of Elves , Ezuri's Archers , Gladecover Scout , Heedless One , Lifespring Druid , Leaf Gilder , Jagged-Scar Archers , Masked Admirers , Thornweald Archer
5 months ago
I'd suggest taking out the black cards, and making it Blue/Green. Add 2 more Simic Ascendancy and replace Vraska's Contempt and Cast Down with blue removal/counter spells instead like Cancel , Blink of an Eye , River's Rebuke or Selective Snare and/or green fight spells like Pounce or Rabid Bite
5 months ago
5 months ago
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