|Commander / EDH||Legal|
Printings View all
|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)||Rare|
Combos Browse all
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.)
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Serum Visions Discussion
3 days ago
Lightning Bolt is a 3-of on average with pros
4 days ago
I would love to explain these cards and their function, in this specific 75. Also, thank you for your support and question.
In this 60, life-loss can become a minor issue with Bitterblossom . However, Pulse of Murasa in tandem with Collective Brutality mitigates that really well. Not only does it serve as life gain and the obvious Snapcaster Mage retrieval, but may also help to ensure land drops. On the other hand, it also serves a more important roll, returning a removed Creeping Tar Pit (Land) to enable the unblockable "One Punch" with Vraska, Golgari Queen 's emblem. In this shell, it serves as a smooth, instant 2 for 1. It also gives the deck more Snapcaster Mage 's to play with, in essence.
Hieroglyphic Illumination is a card I was incredibly skeptical about at first glance. However, with testing, this card has earned my respect. It does not have a Scry attached to it, but it may evade being countered due to Cycling not being a "Cast." This also helps against Chalice of the Void , at 1x, as Cycling once again cannot be countered. The ability of this card being a late game "Draw 2x Cards", seriously adds gas to the game. It does not NEED to be cast at 4 cmc, but the option to EOT - draw 2x - is very valuable.
Hopefully these answers give clarity to the options I deemed acceptable in this creative brew. Of course 2x Serum Visions would not be horrible though. Thank you for your question.
4 days ago
I was initially running a couple Serum Visions as a cantrip and to fuel Become Immense , but found it was too slow. I like Mishra's Bauble as it accomplishes similar goals, but is free and gives some information on my opponent's draws.
Invisible Stalker is helpful against Jund or Death's Shadow, even burn. Targeted removal is our biggest issue (which these decks run plenty of), so the permanent hexproof gets around that. Additionally, these decks hurt themselves quite a bit (shocklands, fetchlands, Dark Confidant , Eidolon of the Great Revel , etc.), so the fact that he is missing infect doesn't hurt too much. I would consider running 4x, but it's difficult to make room in an already tight sb.
1 week ago
Using tcgmarket prices as a reference (let me know if you prefer another pricing guide)
How does this sound?
1x Noble Hierarch UMA $41.67
1x Noble Hierarch RPTQ PROMO $75.25
1x Misty Rainforest MM3 $47.43
1x Snapcaster Mage UMA $54.87
1x Jace, the Mind Sculptor EMA $88.95
3x Serum Visions MM3 $3.18 each
2x Lightning Bolt A25 $2.77 each
2x Anger of the Gods IMA $2.80 each
I'd like to add in the Foil UMA Lighthouse ($1.68) and the UMA Engineered explosives ($25.48) so let me know if you can find enough cards you want to add those in, if not then that is fine!! Let me know what works!
1 week ago
TypicalTimmy has some wisdom...
You can easily choose to build RG dragons, with descendant's path & some mana dorks - and if you go the Descendants' Path route, then the "shitty dragons" like Slumbering Dragon will be pretty viable for you. (and on the top end you can cheat in all kind of nonsense with your Guild Feud)
However if you want to build around this due to the playstyle (and not as a deckbuilding challenge), then i would encourage you to foresake it.
And play UG instead.
It has pretty much the same effect, and it has redundant copies of the effect in multiple modern legal cards.
Reason / Believe being one - that even has enabler attached to it. Of course there is also Impromptu Raid (extra value with cards like Woodfall Primus), or Call of the Wild if you want to keep the creature.
Both effects are enchantments - hence expecting them to survive is reasonable.
You have support cards like Summoning Trap, See the Unwritten, Sifter Wurm and the like that can be upside in certain situations. And of course you must play the mandatory U(g) scry effects like Serum Visions, Mystic Speculation, Nissa, Steward of Elements...etc.
If you add some mana dorks you have a deck.
1 week ago
This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!
1 week ago
1 week ago
Normally people between 36-40 lands, right? I'd say this one wants 38. Couple especially good ones: Myriad Landscape and Ash Barrens. If you're serious about the token theme, maybe also Westvale Abbey Flip.
I really like your choice of a bunch of modal cards (with odd mana costs, obviously) that can do a bunch of different things. I would add a couple more - Righteous Confluence is less popular than the blue and black ones but still pretty good (life sometimes matters a lot in Commander, this gains 15).
I STRONGLY suggest the Scry temples from Theros block. Temple of Silence, Temple of Deceit &Temple of Enlightenment all help you control the top of your deck and your colors. Isolated Watchtower is also pretty freakin good in your deck as green decks will often ramp, so it should often be live.
Some pretty good ones from EDHrec that contribute to your strategy: Prognostic Sphinx, Windreader Sphinx Angel of Serenity Luminate Primordial and especially Conundrum Sphinx Penance and Future Sight. Those last three, I really would try to find room for (holy damn, especially Penance).
Then a couple general comments - you should probably try to include 2-3 sweeper effects and maybe 3-5 point removal (for a creature, I mean) effects, and a few effects that hit other permanent types (like Anguished Unmaking and Utter End). I think you'll probably want to include most of the cards I mention above that mention card draw, because it's REAL important to not get stuck on lands in EDH, and card draw's really a good way to avoid that.
A few cards that I think would be good cuts: Dowsing Dagger Flip, maybe Anointed Procession depending (you probably would want 20-30 token effects to justify this), Aphetto Alchemist, Lich Lord of Unx also because it's expensive, Master Trinketeer which has an activated ability that's way too damn expensive, Retrofitter Foundry which again is way too expensive, Sram's Expertise is probably too low impact - Righteous Confluence would be a great replacement here, for example, Connive / Concoct and Discovery / Dispersal are both a lil underpowered too.
Those are some thoughts for now - looks real fun though, isn't this commander's complexity so nifty?