|Commander / EDH||Legal|
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|Time Spiral (TSP)||Common|
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You may remove a blue card in your hand from the game rather than pay Snapback's mana cost.
Return target creature to its owner's hand.
Price & Acquistion Set Price Alerts
1 month ago
I feel like this needs either a bigger removal suite or some combo tools. Heartless Summoning is a nice start, but cloud key and a grinding station is a victory with RIP. Ok, so perhaps a few too many moving parts- I'm sure there are some sacrifice effects and so on that can be used. Knowledge Pool and old teferi lock your opponent out of the game. Shred Memory is an exile enabler that can search out combo pieces. Snapback and cards like it exist.
Personally, a hand disruption suite would be my go-to with this. You have black, a bunch of duress will pull a lot of wieght.
Gemstone Caverns is worth a look.
2 months ago
Winterblast: Thank you for the comment.
I'm not sure how much High Tide will help here, given that I play a large number of non-basics without Island typing, and I'm not running any infinite combos that rely on it. It's cute with the two untappers, I suppose, but I'm not willing to rely on that synergy.
Murder of Crows is much better than it looks, to be honest - it gives me advantage from board wipes (which normally set me back pretty hard), allows me to draw into interaction when facing GY-based decks such as Meren, etc. It's also an unusual card to see in Locust God decks, which means my opponents often neglect to counter it if I have an Altar out.
Snap over Snapback is a fair argument - Snapback is in there to terminate the Kindred Discovery combo at instant speed with no mana held up, if the Simian Spirit Guide into Firestorm approach fails. Snap doesn't work as well for that role, but it does work better as a bounce before a wheel... I suppose I could run both; Snapback has performed well but I'd be happy to have another copy.
Burning Inquiry seems like a VERY risky idea here; the three extra locusts are not worth the chances of dumping a critical combo piece. I DEFINITELY can't afford the $$$ cost of Candelabra of Tawnos, haha, so that's a strong "no" from me. Merchant Scroll could be passable, I suppose, but none of my blue instants are really critical to the game-plan other than Dramatic Reversal, and Muddle the Mixture might be better for finding that (a card I've intended to add for a while).
Speaking of counterspells, Muddle the Mixture is the primary one I want to add, because it can grab Dramatic Reversal/Grim Monolith/Isochron Scepter (and, if I need counterspells in a pinch, can be Sceptered itself).
I could run Flusterstorm (I have one right here), but I find it's a little... situational, since this deck runs in a lot of different metas (some of which are less spell-based than others). I appreciate that Mindbreak Trap often closes out a game by exile-countering Food Chain, it acts in a similar role against Storm, and it's a very nice "gotcha!" against decks that act when I'm tapped out. Still, it's the only offensive counterspell in a deck that usually uses its counterspells defensively.
Negate or Swan Song are both definitely things I could/probably should run, but as always, slots are hard to come by. I'm not sure what you mean by "high-cost or niche interaction"; the only things that really seem to fit that mold are Recurring Insight, Mystic Confluence, or Mindbreak Trap. Mystic could get the axe, perhaps, but the amount of utility and flexibility the card gives me is unreal.
And on the topic of Day's Undoing - I agree that the card is really bad in the late-game, but there are many hands where I simply vomit out all of my cheap spells and mana rocks from my hand, and I am left with nothing to do. While obviously Timetwister/Wheel of Fortune are better in this role, having a third copy of that effect is nothing to sneeze at when I can use it to draw back into good cards from a bad hand (and often screw with opponents' hand shaping as well). If I replace this with something, I want it to be another spell that can refill an empty/bad hand - maybe Fact or Fiction?
Thank you for your thoughts.
4 months ago
4 months ago
There are some packages that can help
4 months ago
Her ability actually isn't draw a card off playing a land, but rather draw a card of a land entering the battlefield under your control. That's a crucial distinction for this deck. I'm not necessarily going for tier 1 here, I'm going for some goofy synergies with Life and Limb.
If I have life and limb out, and a saproling enters the battlefield under my control, that technically counts as a forest (a land) entering the battlefield under my control. Triggering Tatyova. If I have life and limb out with Arcane Adaptation (naming saprolings), then any creature enters the battlefield as a saproling, hence as a forest, triggering Tatyova. I could Mind Bend my Urborg, Tomb of Yawgmoth to forests for life and limb, or have Realmwright or Prismatic Omen make all of my lands forests for life and limb. For the silliness of making all lands saprolings.
Those are some of the main pieces of the deck. Much of the rest of the deck plays into these cards. I'm confident that 44 lands will feel like enough with my general, though play testing will prove that. Not only will I be drawing with Tatyova off lands entering the battlefield under my control, but also off of any saproling that enters the battlefield under my control. That could prove to be a massive amount of card draw.
For example, if I have Tatyova, Sporemound and Life and Limb out, then I've created a mandatory loop that will draw my entire deck. I could play a forest, triggering sporemound and creating another saproling, which is also a forest, continuing to trigger sporemound. Every one of these saprolings will trigger Tatyova. I could draw my deck out with Laboratory Maniac, or end the mandatory infinite loop with Snapback. This is just an example of what I feel to be a goofy way to try to win the game. It'll be fun/funny if it works. Again, not Tier 1, but it should be fun to play.
I am already running many extra land drop effects, including exploration.
And Cyclonic Rift is a good addition to any deck haha, but my copies are in other decks. So I didn't slot it here.
Thanks for commenting! Please let me know if you have any other questions or concerns.
4 months ago
Trickster is probably going to go up in price, but settle around $3 or $4 as it is uncommon (So more printings) once it finds a place in Modern. It shuts down a lot of creatures Modern loves, like Tarmogoyf and can shut down bigger players such as Griselbrand and Emrakul, the Promised End. But as As Boza stated, you've got cards that are better at shutting down creatures. Take for example Snapback.
Now, to answer your question on Verix Bladewing. The benefit of Verix is that you get a 4/4 flyer for 4. However, there are lots of 4/4 flyers for 4. If we're sticking strictly to Dragons and red, Thunderbreak Regent is better. If we're stepping outside of red, well... there's just too many to list.
What makes Verix so good is that for 7 (Paying Kicker), you get two 4/4s. The problem here is that not only are both Legendary (So you can't recast another Verix and get a 2nd 4/4 token), there are also better flyers for 7. And any deck using red can use 7 mana far more efficiently. Take, for example, Crater's Claws. If you paid 7 mana into this, X would be 6. If you have a creature big enough to trigger the Ferocious ability, that'll be 8 damage straight to face. If you want a more on-par comparison, for literally 1 more mana, you get Utvara Hellkite and now you get not just two tokens, but exponentially more and much larger than that. And cheating out Utvara Hellkite is easier to do since you don't have additional costs to pay on top of the CMC.
Now I know people will argue that Verix gets you two bodies for that cost, and I understand. But those people will also argue that 7 CMC is too much mana for Modern - the card is too slow.
So you find Verix stuck between a rock and a hard place.
There's better ways to spend 7 mana, and 7 mana on a single card is kind of a waste in Modern.
Even in EDH, he doesn't really fit. As a Commander, you're paying a minimum of 7 to get his benefit, and if you need to redo his token each turn he's costing you 9, than 11, than 13... and restricting you to mono-red? He's a better fit for the 99.
I honestly don't think Verix will see any competitive play outside of Standard testing the waters with him. Therefore, I can't see him going up in price.
I think he'll slowly creep up within these next few weeks, maybe to around the $3 or $5 range, but he'll settle back down to around the $1 - $3 range once people realize he's using too many resources for too little benefit. I could be completely 100% wrong. There's a fair amount of mana-producing and land tutoring spells in Standard now. I suspect Gruul will come back, so he may go up slightly as people test him but drop once the initial impact settles.
4 months ago
I once tinkered around with the idea of a Mono Blue Aggro deck. one of the cards I found helped was Reality Shift. It can give your opponent a creature, but it can blank out a Snapcaster, Ulamog, Any of the Titan's (like grave titan), noncreature stuff like lands and planeswalkers and has the upside of being able to get rid of indestructible stuff and Wurmcoils.
Another card I liked was Snapback since it is a free spell it can can be good for when you are tapped out.
6 months ago
You might already know this but you could truly draw infinite cards with your Kindred Discovery combo by adding Mind Over Matter from your maybe board. Drop the discovery while matter is out and start drawing, once you get towards the end of your deck start discarding with matter until you discard kozilek and continue the loop till you want it to end then cast your Snapback