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Creature — Merfolk Wizard
(1)(Blue), Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy.
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Sigil Tracer Discussion
1 month ago
Sigil Tracer is a fork on feet for wizards. Not really budget, but really good.
1 month ago
Lots! Wizards care about instants and sorceries, so there's a ton of good options there: Archaeomancer, Augur of Bolas, Baral, Chief of Compliance, Elite Arcanist, Sigil Tracer, Talrand, Sky Summoner.
There are lots of other good wizards and other tribal support stuff too.
3 months ago
Yup, here's the deal:
You cast Lightning Bolt (just as a for instance).At this point, you retain priority, and must pass priority to the next player if you have nothing else to do, and the bolt won't resolve, and thereby leave the stack until all players have passed priority.With priority, you activated Sigil Tracer's ability, paying the cost for it, and it goes onto the stack above Bolt, targeting it.Again you retain priority and can continue this process until you no longer have sufficient resources to activate Tracer's ability.
Not only can you copy bolt more than once, but you can copy it as many times as you want before your opponent(s) even have priority to intervene.
3 months ago
With Sigil Tracer, given I have enough mana and untapped wizards in play, can I copy an instant or sorcery more than once?
example: I cast Rite of Rep, activate Sigil Tracer by paying and tapping-get a second Rite on the stack, and pay an additional (1)(U) and tap another 2 wiz and get a third Rite on the stack
4 months ago
Thanks a lot for all the suggestions. Glad to hear you like it, and sounds really fun to combine some of your older decks into a new one, for me it is one of the funnier things to do to see some of your cards from older decks in a new theme :)
As you descripe, i do like to go wide with abilities myself, so i would rather not focus on one single theme. +1/+1 counters are nice and can buff my creatures and with Herald of Secret Streams they become unblockable. I do like the untap theme of the deck so i might use more of that if possible.
Steely Resolve/Kira, Great Glass-Spinner: Might be a little longer before i include these, since they are a bit pricy for me at the moment. But might test them out with proxies since my playgroup allow them :)
Aquitect's Will/Spreading Seas/Quicksilver Fountain: Might be something i decide to include, i didn't include them at first until i played the first version of the deck a couple of times since i have played a casual U/W merfolk deck that played with this theme. But it might be good to make the opponents playing non blue get some island to make more merfolk unblockable :)
Sage of Fables/Azami, Lady of Scrolls: Considered them, and decided not to include them, i have a lot of draw power already so i would rather include more merfolks than adding more utility creatures. I will also probably build a heavy control EDH deck at some point and think i would rather use Azami there if possible, but she is very powerful and she may be included at some point. With Sage of Fables i have a lot of draw power already. Paying mana and +1/+1 counters to draw cards seems to expensive, since the counters can be utilized for more damage and unblockable. And for the extra counters then Hardened Scales is just better at doing that for all my creatures getting more counters, since only 13/35 of my merfolks are wizards, and some of the wizards may be cut.
Bear Umbra/Nature's Will: Very good cards and can use them in many of my decks, will definently be looking into getting a copy of them since their price point is just a tad lower than Steely Resolve and Kira, Great Glass-Spinner.
Winter Orb/Meekstone/Back to Basics: I do have a copy of both Winter Orb and Meekstone and i will consider these after some playtesting against my meta and having figured out what cards may underperform :)
Xenograft/Arcane Adaptation: I did consider them, but i decided that without their combo parts they just would do enough of their own. I try to run as few non-merfolks as possible so in that regard they dont really do that much, and when i dont run Sage of Fables or Azami, Lady of Scrolls it would not work that well.
Equilibrium: Dont really see how powerful it is, you need to have a lot of creatures to make that work, and even though the card draw is very strong i think i would run out of gas pretty quickly. But i may just have to see it in action first.
Dramatic Reversal/Turnabout+Sigil Tracer: Well as long as you have the mana rocks for the effect to trigger but with only 4 cards making it possible to get the mana on a nonland untap it seems to need one more card to go infinite like Cryptolith Rite or 2 mana rocks where one has to be the Simic Signet.
I do want to add more counterspells myself, mostly because i want to get better at playing blue and because my meta do use a lot of board wipes :)
Thank you so much for your feedback, i have a lot of cards to consider now, and to make the deck stronger :) If you want some feedback on your decks let me know :)
BTW, with so many suggestions for add cards, do you have any thought on what to might cut? I have considered:
4 months ago
I love both my Sygg, River Guide and my Edric, Spymaster of Trest EDH decks but I will be adjusting the first and disassembling the latter to construct a Kumena, Tyrant of Orazca EDH deck, whilst taking inspiration from both! Kumena will be a Brother-deck to UW Sygg Tribal so they can be played in tandem when playing with a friend.
As far as I can see right now, your options would be to either focus on +1/+1 counters, go wide with tokens, tap/untap shenanigans and/or a Stax strategy. These are all good options in my personal opinion, and might even be combined in the deck. I personally like to build a deck with various options from all categories, so as to not focus to much on a single strategy. Flexibility is key!
I'd advise the following cards:
Steely Resolve/Kira, Great Glass-Spinner: In addition to Kopala, these are nice ways to give all your merfolk protection from targeted removal. Shapers' Sanctuary Isn't protection, but it might deter your opponents from using targeted removal. I'd run a couple of counterspells in addition to these cards to protect against mass removal.
Aquitect's Will/Spreading Seas/Quicksilver Fountain: Lord of Atlantis and Master of the Pearl Trident Offer Islandwalk, why not "help" your opponents enable this ability! the sorceries are cantrips and if Fountain did its job in giving each opponent a flood counter that's good enough in and on itself (and if people want to waste removal on it after that, be my guest!).
Xenograft/Arcane Adaptation: Turn all your non-merfolks into merfolks! Turn al your non-wizards into wizards! Depending on the situation, this is a nice enabler for creatures that are left out due to type restrictions.
5 months ago
Cut one land maybe as we have lots of rocks, also cut Thought Vessel, Commander's Sphere, Portal Mage, Sigil Tracer, Vela the Night-Clad, Decree of Pain, Crosis's Charm, Polymorphist's Jest, might be the worst of it. Also you have no Mind Over Matter.
6 months ago
Hey Pygmyrhino990! Glad you like the deck. I can go over each of the cards that are over $5 and explain why I think they're replaceable or not.
Chromatic Lantern is one of the best mana rocks in the game. The ability to get all of our colors online whenever we want is really great, especially since some of our strongest cards like Arcanis the Omnipotent, Dualcaster Mage, and Necropotence are all color intensive. I would likely just replace this with another mana rock if it were to be taken out.
Cyclonic Rift is an incredible one-sided board wipe. I would say that this card is a blue staple and that nothing can compare to it; if you want to run something like Devastation Tide, it could work, but it would be far less effective for a number of reasons.
Drowned Catacomb is just a pretty good land. You can replace this with a basic or enters-tapped dimir dual (such as Jwar Isle Refuge) depending on how fast your version of the deck is if you build it.
Kess, Dissident Mage is a powerhouse. She can recur our cantrips and, on our turn, protect us if we're trying to combo and have a counterspell in the yard. If you don't own her, there really isn't a great replacement that does the same thing. Izzet Chronarch isn't too bad if you want more recursion, but Kess is just too good to give up in my opinion.
Kindred Discovery is a decent draw engine that can really help us get online if we make a lot of copies. A replacement for this could come in the form of a straight up draw spell such as Opportunity or a political enchantment such as Curse of Verbosity. The slot is really up to you though, as the card isn't necessary for the deck to be good an can likely be swapped out for whatever you would like.
Mystical Tutor is another blue staple that I don't think has any great replacements. Just a solid card overall.
Necropotence is the single best draw engine in the game. I almost always find a win very soon after it resolves. The best replacement for this is probably Phyrexian Arena; it's slow but consistent draw.
Nykthos, Shrine to Nyx is a decent land that can probably be replaced with another land of your choice.
Paradox Engine is one of the main cards in this deck and one of the main ways we can accidentally or intentionally land a win. I can't think of anything that would replace this.
Patron Wizard is a really annoying card that does a LOT of work. It's incredibly expensive, though. There isn't really another card that has a similar effect, but you could try to run another counterspell or maybe play around with Ixalan's new Siren Stormtamer.
Reliquary Tower is another EDH staple that is probably fine to replace with any land of your choice.
Rhystic Study is a solid tax effect / draw engine that will be very annoying for your opponents. It's one of the better consistent draws in blue. This can be replaced with an upkeep extra draw effect such as Monastery Siege or another straight up draw spell if that's more up your alley. Merchant of Secrets is slow but not atrocious.
Sensei's Divining Top is just great fixing. I would try to pick one up when you can, as it has done wonders in most of my decks. If you don't want to spend the money, Sage of Epityr might be worth checking out as a one-time Top that filters garbage if we have some of our scry effects up.
Sigil Tracer is recurrable copy effect that can also hit our opponents' spells. It is a bit mana intensive, though. I don't love this card and you could play something like Wild Ricochet or Reverberate instead if you like the copy effect. If not, you can replace this with pretty much anything.
Sulfurous Springs is another good dual land that can be replaced with another land.
Wanderwine Prophets is an insanely annoying one card infinite turn combo if you can land it. It isn't integral to winning the game, however, and if you want another way to get infinite turns you could always replace it with Final Fortune (imprint Final Fortune on Isochron Scepter, at the end of the next turn use Sundial of the Infinite to avoid the lose the game trigger, repeat). If not, it can just be replaced with another high value wizard such as Havengul Lich or Vindictive Lich.