|Commander / EDH||Legal|
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|Duel Decks: Mind vs Might (DDS)||Common|
|Urza's Legacy (ULG)||Common|
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Return target creature to its owner's hand. Untap up to two lands.
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|Have (10)||ibraJG84 , sonnet666 , Benniator , tragic_slip , NOGzFTW , NorthernCrow , LTmiller , jtfran02 , Supremespeed , MoJoMiXuP|
1 hour ago
The miscreant is the only creature aside from spellstutter that actually WANTS to be bounced.
Ninjas I guess sort of want to be bounced, but not really. They need to be bounced, piggybacked, and then cast for ninjitsu. Which is a fair bit of resources if you are planning on doing this regularly, or with multiple ninjas in a turn. I think its more efficient to keep your Ninjas in play if you can ensure that they can connect on their own for cheap, especially since the original creature deals no damage. I dont think Walker of Secret ways is really worth an include due to this fact, and the fact that it cannot target spellstutter or miscreant.
You need to keep your faerie count up, or else your spellstutters will suck, Id consider replacing the Impostors with Quicklings. The flash is what makes the difference, especially when you are already running a number of reactive cards that you need mana open on opponents turns for.
If you are still wanting to bounce your ninjas in order to piggyback in, Snap is good as it is 'Free', ensuring you will be able to aford to ninjitsu the creature out again on the same turn, or keep threats off your opponents field while still casting threats yourself.
Withdraw is another great card for this. Bounce an opponents creature with the first target, then bounce your own guy because you choose not to pay the 1 mana.
And depending which route you end up going, and how tribal it is, Thalakos Seer may dilute the tribe a bit, but its just so much value with ninjas. Guarantees you can piggyback in, and also gives you a card when bounced or killed. Its a more reliable miscreant basically.
Ive always wanted to run Vela the Night-Clad but I dont have the black for it.
As for your concern about the lack of hard removal in my deck, its meant to play aggro tempo moreso then control. My cmc curve is super low which allows me to play more threats quicker in the early game, and I cant afford to not put pressure on my opponent by holding my mana open for counterspells or instant speed removal. Being able to repeatedly bounce via mistblade shinobi helps keep large ground creatures tied up, and the aforementioned Snap is a big tempo swing early on. The Seer, Shadowrifts, and Deep Hours keep the threats and mana coming a a steady pace as to not run out of steam early.
5 days ago
Hey I've been playing Kess, Dissident Mage since she was released and I love her. Some simple changes you could make to your deck are as follows-
- Kess, Dissident Mage loves instants and sorceries more than creatures, she especially loves Tutors and "cantrip's" (spells that do an effect and then replace themselves) since she can cast them twice they become card advantage. You have many cheap options I would add Gitaxian Probe, Ponder, Preordain, Impulse, Opt and maybe Serum Visions and Brainstorm for cantrips and Gamble, Dark Petition possibly Merchant Scroll, Beseech the Queen and Mystical Tutor for tutors. The cantrips will also help you hit early land drops.
- Your mana curve is pretty scary for a deck with only 29 lands you need to take that down a bit or add more lands probably do both. Decks with 29 lands run all the cantrips and have a average CMC of around 2 not 3.5
- You have Windfall how about a Notion Thief? Its quite powerful when flashed in in response to someones draw spell.
- The dragon theme doesnt make any sense and is very counter intuitive to what your deck is trying to do. You should probably cut all the dragons and dragon related spells.
- My favorite win condition for Kess, Dissident Mage is using Aetherflux Reservoir and Isochron Scepter with Dramatic Reversal to cast infinite spells and gain infinite life. If you went that rout adding Fabricate, Muddle the Mixture maybe Shred Memory and Whir of Invention would probably be a good idea.
- I think you could also probably cut The Locust God, Skullclamp and Unstable Obelisk instead of those add Dimir Signet and hopefully Talisman of Indulgence, Talisman of Dominance and for draw add cards like Fact or Fiction, Manifold Insights or Dig Through Time and Treasure Cruise. You can add Faithless Looting and Frantic Search to preload the graveyard to pay for the last two spells.
- Dark Petition, Dark Ritual and Cabal Ritual are great mana producing spells for Kess, Dissident Mage
your counter magic suite is a little weak you probably want Chain of Vapor, Swan Song, Counterspell, Delay and Dispel along with Negate. take out any counterspell that cost more than 2 mana.
- Baral, Chief of Compliance is super good at reducing the cost of your spells as well. With him add Red Elemental Blast and Pyroblast depending on meta.
- These changes will make you weaker to creatures run Reality Shift, Snap, Rapid Hybridization, Fire Covenant and Earthquake
1 week ago
1 week ago
As far as strict upgrades go, Serum Visions needs to become Preordain and Anticipate needs to become Impulse. I feel like Snap would be better thanUnsummon. Lastly, I don't think there are enough shuffle effects to make Brainstorm good here. Maybe Shadow Rift or Counterspell could take it's spot.
I do like this deck though. Lifegain is rarely worth it on its own, but Daxos gives free card advantage too. Best of luck at the tournament.
1 week ago
Your curve is so low that you could probably get away with cutting a couple of Islands and add in the fourth copies of Shriekgeist or Mesmerist or additional copies of Vapor Snag or Snap.
Also, your mana requirements aren't particularly color heavy so you could possibly replace a couple more Islands with utility like Quicksand.
2 weeks ago
I'd cut down the land count honestly, 39 seems like a lot, especially given discounted spell cost.
Definitely worth looking into morph creatures, they become free to cast as morphs pretty fast. Icefeather Aven is fun, Willbender is awesome, Ainok Survivalist is good, Den Protector is awesome aswell, Hooded Hydra works here for many reasons, Ire Shaman is basically R: get a 3/2 menace creature and draw a card, and Stratus Dancer isn't bad.
2 weeks ago
Conduit of Ruin is a must. Mind's Eye is great for all that floating colorless. Omniscience is a little spendy both in cash and CMC, but it has given me the win countless times in my play group. I like the aggressive fetching in this deck, but i feel as though putting eldrazi straight into play doesn't take full advantage of their cast abilities. Also Snap is an inexpensive removal spell that is ultra sick in Kruphix, considering mana saved is mana earned.
1 month ago
Ixalan cards worth considering: Depths of Desire, Verdant Rebirth, Sheltering Light. (at the time of writing, tappedout doesn't have them in its card link database)
Depths of Desire looks like Snap, but is actually much worse; you need to hit SEVEN creatures just to replay Ink-Treader and break even on mana, and then you'll still need to make more creatures. Snap is WAY better, both costing less and providing more mana. The only time you'd want a over Snap is if you need to play it defensively/as a board wipe, as the mana will stick around until your next turn. I don't think that case is enough to justify dropping something else for it, though.
Verdant Rebirth is a cantripping wrath protection spell, which is something we are lacking, and is nice over something like Debt of Loyalty because it still cantrips even if you don't need the protection. Probably worth dropping a generic cantrip for it. (Debt is great in that it keeps dudes on the board and lets you steal stuff, but it's significantly harder to cast and pushes for support in the form of your own destroy-based effects to make it not dead, which you don't really want)
Sheltering Light is a comparison to Gods Willing. It's better against generic boardwipes or black removal, but "destroy"/damage-based wipes and removal are growing less and less common in EDH in favor of exile and such (Cyclonic Rift, etc.). You also can't play nearly as many stack tricks with it, and scry 1 5-8 times is okay, but not great. Overall, protection/hexproof-based defensive spells are much better (especially since Verdant Rebirth is passable wrath protection that isn't otherwise useless).
Commander 2017 cards worth considering: basically just Teferi's Protection. It's the best protection spell ever printed, and with the recent rules changes it even keeps your tokens around. It doesn't have any other utility, but it keeps you from outright losing to any kind of boardwipe at all. Gonna find space. Nothing else from the set goes in, as we're not tribal, there weren't any efficient token producers, and no new targeted effects that are good enough.
Fractured Identity looks hilarious, and I would play in versions that are less hyper-synergy focused or are aiming for chaos, but it's definitely not good in a version that's trying to win. When used on Ink-Treader, as you do with things in this deck, it creates a lot of things on board (literally multiplying the entire creature count by the number of enemies you have), but it turns off your creature-based token producers (nearly all of them), and if you don't have a protection-from-color spell to use before the Ink-Treader copy resolves, it removes your Ink-Treader from the board, so you'd also need to have enough mana to recast Ink-Treader. Using the other, new Ink-Treaders won't work, as their controllers will control the spell copies and they'll get the benefits instead of you. Also, there's the fact that it costs five mana, which is a LOT for a spell you would only ever use the turn you're trying to win when you also need to cast a number of other things the same turn. So, hilarious, but not actually good here, and not worth including for its intended usage either (it's better to just go searching for Beast Within).