|Commander / EDH||Legal|
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|Masters Edition IV (ME4)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Seventh Edition (7ED)||Common|
|Starter 1999 (S99)||Common|
|Portal Second Age (P02)||Common|
Combos Browse all
Sleight of Hand
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Sleight of Hand Discussion
3 days ago
After playtesting I settled on Opt in place of 2x Electrolyze and 2x MB counterspells. While Serum Visions and Sleight of Hand worked great, being instant speed ended up being imperative for Thing in the Ice Flip and buffing Crackling Drake just a bit more during combat.
Dropped another Mission Briefing, and I'm liking it as a 2-of. The requirement can be detrimental in the very early game, and I think Briefing would just be better period if I had more burn spells. However, I don't think I will ever take it out, as I don't think Snapcaster Mage as a 2-of would be better in this case.
Switching to a more proactive build definitely helped the speed of the deck quite a bit, but it made the exact MB counterspells I chose much more important. Playtesting again on Friday, and going to switch the Mana Leaks out for Remands and try that again. Going to try to get a 4th in, but I'm not sure what to cut. Maybe the Unsubstantiate?
Ral, Izzet Viceroy as a 1-of in the MB, and Keranos, God of Storms as a 1-of in the side has been working well so far. For games where I need the big creature removal and a finisher I leave Ral in, when Ral gets removed too easily I switch him for Keranos, and in longer games I have both in the MB.
18-19 lands seems to be the sweet spot. I tried 20 and felt flooded almost every single game. This is a lot of the reason behind just the 2x Drake, and a 1-of Ral/Keranos at a time, because any more of them and they would be stranded in my hand. With the pace the deck forces the game to play at, casting Drakes around T6 and Ral/Keranos around 7 or 8 has worked just fine.
Wandering Fumarole got cut. If I had 22 lands or something ETBT would be fine, but not at 18-19.
1 week ago
Dude, look at the more underrated of the cantrips... Sleight of Hand, it is like opt, except sorcery speed, and like Serum Visions, but you know what you are drawing, kind of a mix if you are on the fence about it.
1 week ago
High Tide, Rite of Flame, Desperate Ritual, Snap, Frantic Search, Pyretic Ritual, Gitaxian Probe, and Seething Song are all of the blue/red instants/sorceries that are mana-neutral or generate mana that I know of.
Brainstorm, Sleight of Hand, Ponder, Preordain, Opt, Serum Visions, Impulse, Anticipate, and Telling Time are the cantrips I remember on hand, but cards like Careful Study, Faithless Looting, Tormenting Voice, Chart a Course, and Cathartic Reunion are some other good choices.
2 weeks ago
Been testing a competitive build of Niv-Mizzet, Parun lately - Here are a few thoughts.
Could be playing more rituals. They cast Niv earlier, combo with Niv, and are good with PiF/Engine.
Personally am still unsure on what the correct build for Niv is - I could easily be wrong on most of these thoughts. The list I'm working on also needs a lot of tuning and a few expensive pieces like Candelabra and Twister.
3 weeks ago
Why would I want Cryptic Command? It's slow, not proactive and costs 4 mana in an 18 land deck. This deck isn't Jeskai Control, it is a fancy burn deck that can have a value backup plan. Cryptic Command has a place in Ux Control.
I played Remand before Ixlan and Opt became legal in Modern and I thought Remand was better in the deck. However now after a lot of testing and thinking, I think Remand is a massive trap. The Manamorphose + Remand combo, while powerful is a massive win more. Just look at the video you showed. When the Jeskai Ascension player went off with remand he had to active Pyromancer Ascension and 4+ cards in hand without lethal on board. He was almost certain to be winning the game at that point in time because he is going to be drawing at least 10 cards. If I am casting Manamorphose with an active Pyromancer Ascension I am most likely going to win the game either that turn or gain enough advantage to where I will be able to win the game on my next turn. Remand also isn't very proactive. You need to pass the turn with two open mana and not develop your board by casting cantrips such as Serum Visions or deploying win conditions like Thing in the Ice Flip or Pyromancer Ascension. This makes it very good when ahead, something the deck doesn't need because of its ability to kill so quickly (although I will say that if there if there is a god awful amount of KCI and Tron in a meta Remand can help those matchups because their often tempo based games revolving around Thing in the Ice Flip). When behind it often just makes you tread water and one of the deck's problems is can be a lack of ability to play catchup. A cantrip such as Sleight of Hand or Faithless Looting can help with that, letting you be able to find answers more quickly. Even in the matchups where Remand is good it often isn't great because you need to proactively casting spells (mostly cantrips) to flip Thing in the Ice Flip quickly which is were Remand is just treading water.
Remand can sometimes be straight up uncastable against Human's or Dredge because they cast most of their spells turns 1-3 and in that time you need to be sculpting your hand to answer threats making Remand dead way to much (which is why it isn't played anymore). It is also a very mediocre topdeck late game as it often just says 1U cycle as your opponent can often just recast any card they play while this isn't bad the cantrips cycling effect isn't great either and it would probably be better to have the selection that cantrips offer.
TLDR: Remand can be good in KCI / Tron meta's, however and if the meta leans that way I would put it over the Faithless Looting it is way too reactive and while it can give you a flashy finish it generally isn't worth it in an aggressive format such as modern were reactive card's need to affect the board or be hard answers.
3 weeks ago
1 month ago
I feel like its a little creature heavy and your other creatures don't really mesh that well, I think that I would play like 4 Zada, Hedron Grinder, 4 Young Pyromancer 4 Stormchaser Mage and 4 Monastery Swiftspear 20 lands and then 10 cantrips Opt Sleight of Hand and maybe Serum Visions is some combination and then the rest pump! also no Titan's Strength?!
2 months ago
In terms of card draw spells in decks that aren't meant to play control, I run these usual suspects: Ponder, Preordain, Serum Visions, Opt, Sleight of Hand, Impulse, Anticipate, Treasure Cruise, Dig Through Time, & Deep Analysis. That's 10 cards, or 10% of your deck. The chances of having any in your hand at any one time is pretty good, especially when you accompany those with the Curiosity you already play, your deck really starts to flow. I can't stress to you how important cantrips are; they are basically free cards - especially the 1-mana ones. If you play 10 1-mana cantrips, your deck is effectively 90 cards, which helps you get to the things you want to do quicker.
I understand your want to be able to cast cards off of Daxos' ability, but running more lands doesn't inherently insure that, since you're only able to play one per turn (in most cases). I think what you want are more mana rocks, since you can play multiple per turn and they usually net you extra mana, any coloured mana, card draw, or any combination of the 3. Easy cheap options are Thran Dynamo, Commander's Sphere, and Fellwar Stone.
Lastly, a personal preference of mine is to make sure that the types of spells I'm playing (card draw, counters, ramp, game enders, etc) are being played in meaningful numbers. For card draw in a deck that isn't synergistic with card draw (think your deck vs The Locust God), it's 8-12. For counters in the same scenario (your deck vs Talrand, Sky Summoner), it's 7-10. These numbers, in my experience, ensure that you are getting card draw spells when you need them, and holding at least one counterspell in the first few turns. Obviously statistics isn't the same as chance, but having cards that are more-or-less the same reduces the effective chance that you draw something you don't need. I mention this because if you decide you want to keep any amount of counterspells in your deck, you don't need to cut any that you currently run, considering you're at (what I would consider) bare minimum for relevancy.
Of course, we all play magic differently, but I hope you at least keep these things in mind when you are playing next. Good luck, +1 because I think the deck still looks super sweet.