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Search your library for a Plains card, an Island card, a Swamp card, and a Mountain card. Reveal those cards and put them into your hand. Then shuffle your library.
Shard Convergence Discussion
5 months ago
for five color decks with weaker land bases (i.e. no fetches for color fixing and limited dual type lands) you gotta make up for it with ramp spells, no way out of it unless your RNG is amazing and you put some work into the math of your color cost curve. the bfz lands are pretty cheap like Canopy Vista , or you can go for the spell route to color fix, one of my favorite is Shard Convergence tho it is a bit slower.
5 months ago
Of course Birds of Paradise is better, but depends on your budget :)
7 months ago
@frezzreaper: Just a log in case you still care. Still no need for help currently; Trying to find ramp that doesn't need to target Basics as it is... Regarding Time Spiral, I even added Leyline of Anticipation + Vedalken Orrery for Mass Flash, & Day's Undoing as an instant speed alt. For something I can't even afford. From there, I also added some tutors, unless they really blow hard: Wargate, Dark Petition, Diabolic Revelation... I dunno if they're any good, but for other Ramp, Genesis Wave, Exploration, & Burgeoning is what I can think of. Other things I can think of are Farseek, Spoils of Victory, & Shard Convergence. Not too sure about your thoughts on Perilous Forays & Prismatic Omen, but I would like your thoughts. Quite a bad job at finding Draw Spells, I am. People usually use stuff like Phyrexian Arena, & Sylvan Library, but someone told me a gutsy, albeit smart decision to exclude both. That said, Rhystic Study stays though...
1: Cut some Walkers; & some support to lessen the load of Walkers. & Infinites.
2: Try & lessen the amount of infinite combos from the Walkers at least...
3: Wonder Why only 5 Wraths are really needed, as well as only 5 Draw (Should be more...), 10 Accelerants, & no amount of needed Tutors, all while getting to help at the current time.
5: Wonder if 10 ABU Duals, 10 Fetches, & 10 Shocks are needed, or if they don't even be needed at all, & what can replace them...
Sorry to say, so many Walkers alone have potential for such a thing as Wincons at the many. Though I'll see what I can cut though... ;) Later.
9 months ago
You may wish to run at most five ramp spells in this deck: Kodama's Reach, Shard Convergence, Seek the Horizon, Rampant Growth and Explosive Vegetation are staples in this. You might also wish to consider Wild Pair. Muddle the Mixture is a counter spell and is on theme. I hope these have helped!
10 months ago
Arcean_Novalogic, thanks for the comment. Shard Convergence looks amazing - it finds all the lands which would essentially fix my manabase almost instantly for relatively little mana. However, your assessment was correct - it's far too slow for the "competitiveness" I seek with this build. This card would be busted if it also said "and put them into play tapped", even though I wish it did. The art is so much better than those stupid looking elves in Skyshroud Claim. I really dislike the art, and wish there was a viable other or better option. Thanks again for sharing Shard Convergence, do you have any other cards you'd suggest?
10 months ago
10 months ago
Since you are playing five colours you might wish to consider Shard Convergence and Untamed Wilds. Oketra the True might also be a worthy consideration for this deck. Extinguish All Hope may be a fun consideration for a deck that mostly plays enchantment creatures that are indestructible. Humbler of Mortals may be a fun consideration as well as Commune with the Gods: useful and it is on theme. Thassa's Devourer may also be a fun addition to the deck. Whitewater Naiads could potentially make all your creatures unblockable. Worst Fears is also something fun and evil you might want to add to this deck. Rewind and Dissolve are worthy counter spells.
I hope these suggestions prove to be of some use!
11 months ago
Ravenrose: Because this is a Canadian Highlander deck, mana cost for cards is very important. 4 mana is a lot to spend on Shard Convergence which ultiamtely just fills my hand with land. At the same cost I have cards like Siege Rhino and Hero of Bladehold which very quickly can close a game out.
I used to run a counterspell package but ultimately cut it for more proactive hand hate (like Thoughtseize) as the counterspells were too slow. The problem with Rewind is that the card is a bit of a trap. The idea of it being a "free" counterspell is only true if you have a decent selections of spells that you can play with it at instant speed, otherwise it still just costs 4 mana (at the end of your opponent's turn, any unspent mana is wasted mana). Apart from that, it has a huge outlay to cast. 4 mana means that I won't be able to do anything else, so I just have to sit there with mana up and not play threats. And playing threats keeps the pressure on my opponent. Compare the idea of being able to counter one of my opponent's spells versus say playing a Bloodbraid Elf and then cascading ito addiitonal value.
Wild Pair is far too slow here. And it is then reliant on me playing creatures. Tutors like Eladamri's Call on the other hand allow me to just fetch a creature, so top decking call would guarantee a creature, but topdecking Pair means another turn before I can potentially get one. And another turn is an opening to for my opponent to make me dead. Plus 6 mana is a lot to invest in a spell that isn't game ending by itself. I would much rather in the cost bracker get something like Dragonlord Ojutai who is a lot of flying damage and provides the deck with more tempo.
Shard Convergence occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%