Draw a card. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
|Have (2)||TheAnnihilator ,|
|Want (3)||SasukeUchiha , burkesolo , Anahita|
Printings View all
|Secret Lair (SLD)||Rare|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Fifth Dawn (5DN)||Common|
|Promo Set (000)||Rare|
|Promo set for Gatherer (PSG)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Serum Visions Discussion
1 day ago
Here is the more combo like version. I will say it's a pretty rough draft, but this is just to give you an idea of what I was considering . You'll want to customize it to best suit you and your meta.
4x Pentad Prism
4x Izzet Signet
4x Steam Vents
1 day ago
To elaborate on Gidge's response, the triggered ability that Evolve represents contains an intervening "if" clause. Any triggered ability that uses such a clause is phrased something like this, "When [something happens], if [something is true], then [do a thing]". A trigger like this checks the "if" condition when it triggers and resolves. It must be true at both times for the effect to work. This is notably different than a trigger that reads "When [something with a quality happens], [do a thing]." These kinds of triggers only check if the condition is true when triggering only.
Let's see some examples. Evolve is a great example of an intervening "if" trigger. Whenever a creature enters the battlefield under your control, your creature with Evolve will trigger provided that the new creature's power or toughness is higher than your Evolve creature's. When that trigger tries to resolve, it will check the new creature's power and toughness again to make sure at least one of them is higher than the Evolving creature.
For the second type of trigger, let's use Mizzix of the Izmagnus. Her trigger reads "When you cast a spell with CMC greater than the number of experience counters you have, you get an experience counter." Unlike an intervening "if" trigger, Mizzix's trigger only cares about the number of counters that you have when you cast the spell. In this way, you can cast Serum Visions and then Opt while you don't have any exp. counters in order to get two counters instead of one.
Hope this helps!!
3 days ago
Hello fellow Gifts Player!
Should you not already own the Search for Azcanta Flip i would strongly advise againts them, as they are too slow for the current meta and instead invest the saved money for an Elesh Norn, Grand Cenobite as this card is crucial for creature decks like Merfolk, Humans, etc. and in my opinion by far the best reanimation target.
As JKRIce already said, you want to diversify important cards like your boardwipes to always hit one in a gifts package. My budget recommendations for this are Languish Ritual of Soot Day of Judgment (worse but regeneration is rarely relevant)
I can recommend Murderous Cut As a 1-of removal with 4 of Thought Scour as your primary Cantrip in the place of Serum Visions to fuel the Delve. This also gives you the potential to accidentally mill your Reanimation Targets and your unburial, which will greatly accelerate your gameplan. Then you can also add one or two Tasigur, the Golden Fang for early pressure or a strong late game plan.
But all in all you already put together a great deck. I hope I was able to help :)
1 week ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
1 week ago
2 weeks ago
defamagraphy1 well, that's exactly what I'm saying. When your cantrips are CMC 1, your landbase must ensure that you actually have an appropriate land ON TURN 1. There is a minumum land threshold for lands in non-free cantrip decks.
Here's an example: You build a deck that tops out at 4 mana and you want 4 lands on turn 4, so you default to 24 lands. Now you add 4x Serum Visions and can safely go down to 23 lands. An extreme counterexample where this wouldn't work is when your cantrips cost 4 mana themselves.
The essence of what I'm trying to say here, I guess, is that you can cut as many lands as you want, until your landbase is at a # that can still cast the cantrips on the earliest turn possible. You can't go down to 10 lands running only 1-mana cantrips (and I guess there's still an exception for that, but in general)
So in conclusion, yes the theory applies, but within limits.
2 weeks ago
I like running force in the sideboard, and Spell Snare is in the deck because a lot of the mean modern creatures are 2 drops, and its a nice hard counter. Serum Visions is a good way to flip Thing in the Ice Flip because it's one mana cantrip. Although i will consider putting in an Izzet Charm over Remand.
3 weeks ago
Next I suggest swapping out expensive utility cards like Drift of Phantasms, Perplex, Muddle the Mixture, etc. for 1 drops to reduce your mana curve and allow turn 1 plays. Good candidates include Mishra's Bauble, Serum Visions, and Opt, which do not tutor for a card, but the additional card draw accomplishes the same objective without setting you back a whole turn.
You need to protect your combo proactively instead of reactively, so I suggest running Thoughtseize and/or Inquisition of Kozilek to remove threats before they are played. Force Spike and Spell Pierce are the best 1-drop counterspells, you may consider incorporating some into the main deck or sideboard. Removal like Fatal Push (in conjunction with fetchlands to trigger revolt) and Dismember are critical for dealing with creature-based decks and you should run at least 2 mainboard or on the side.
As far as the sideboard goes, great Karn targets are Wurmcoil Engine and/or Batterskull to gain life, which is critical against aggro and especially burn. Damping Sphere shuts down storm and ramp/Tron simultaneously. Ratchet Bomb wipes tokens or low cost permanents...