|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Uncommon|
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Tap: Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool.
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Spectral Searchlight Discussion
1 month ago
If you're looking for cards to add, my first recommendation is to add more lands. Personally, unless I'm running a lower curve, I like to run 35-38 lands, but if you find 32 lands works then here's some other suggestions.
If you want some redundancy with your Propaganda effects you could include Ghostly Prison, Windborn Muse, and/or Norn's Annex. Maze of Ith, Mystifying Maze, and Glacial Chasm are also great ways to protect yourself (and, in the case of Maze of Ith, play a little game of politics).
I don't see any board wipes, so I have to recommend including 1 or 2, some of which include Wrath of God, Merciless Eviction, Cyclonic Rift, Evacuation, and Damnation or Toxic Deluge if your budget permits.
Some removal that's a little "on theme" would include Swords to Plowshares, Path to Exile, and Arcane Denial. Also Pongify, Rapid Hybridization, and Beast Within (although I'd imagine players would be less than excited to replace their creatures with worse ones.)
3 months ago
I've looked at Hunted Wumpus and Tempting Wurm pretty hard in the past, Bxbx. The main problem I have with Hunted Wumpus is that it's a 6/6, and because of that it can be perceived as a threat. It's a good hug card, but that down side just scares me off.
Tempting Wurm has a bit of this problem too, but my main issue with the Wurm is that that I'm giving out so much card draw with this deck that if someone has a Reliquary Tower type effect on the field and the others don't, it's pretty much game over since they'll have a large hand full of cards to dump onto the battlefield.
I haven't really considered Spectral Searchlight before. I don't think it does quite enough to be worth a card slot. If it gave all opponents one mana of any color, it might be worth a closer look.
3 months ago
Hello! Awesome deck!
What I like:
Love the color, theme, and commander choice! Seem really fun!
Love the inclusion of Elspeth, Sun's Champion, obviously!
I like all the lands that ping you for mana! Very clever!
Some suggestions to put in:
The first thing I thought of was Cathars' Crusade and am shocked you don't have it already!
Dusk / Dawn for a one sided boardwipe.
Some to take out:
Angelic Chorus seems kinda expensive for what it does.
Spectral Searchlight can be replaced with better mana rocks. Unless there's some group-hug reason for it being here.
Sword of Vengeance kinda seems kinda random here.
Profound Journey is wayyy over costed, even with the rebound. White has better recursion options.
Hope some of this helps! Good luck!
4 months ago
Well of Ideas can add more draw power to the party.
Ghirapur Orrery seems like a good fit as well, all that draw power will put land in hand.
Unless you intend to use Spectral Searchlight on the weakest person, I don't think it's quite friendly enough. Akroan Horse would be fun to pass around. Luminarch Ascension would be harmless but potentially lifesaving endgame card. Assemble the Legion could also be a good one. If you are running Sphere of Safety and Ghostly Prison, Norn's Annex and Crawlspace are in the same vain.
4 months ago
I agree that losing mana burn is a loss for the most part. The logic was that it didn't come up often and fairly enough, but... well, neither do a lot of things. The problem is mostly that removing mana burn didn't add any strategic depth. But there is a void now where it once was - for all of the reasons you listed, and then some.
What really peeves me are the cards that have been rendered useless since they were designed with mana burn in mind. Citadel of Pain and Pygmy Hippo are chief examples, but I also liked the added utility on Spectral Searchlight and Valleymaker. Master of Arms was also neutered by a rules change (tapped blockers not dealing combat damage) and yet they swept in and errata'd him to compensate. Where's the love for the Hippo, huh?
Other rules losses I dislike are combat damage no longer using the stack (that's more arbitrary; there are arguments for both versions having advantages) as well as the new legend rules (it makes more sense balance-wise but I dislike it flavour-wise.) The one that probably leaves the worst taste in my mouth is the new 'waterfall' style for handling combat damage in gang blocks! Jesus, I thought they were trying to make the game more streamlined - what the heck is this about guys lining up to take hits until the attacker decides he's handed out enough? It's less intuitive and lowers the power of trample, which could kind of use the help considering it's the worst form of evasion there is. Plus the whole "deathtouch has a secret second ability where it lets you use the old style of damage" both suggests it wasn't a necessary change and also results in weird rules baggage that isn't obvious from looking at a card, kind of like the original Walls being unable to attack without any reminder text saying so.
5 months ago
Still not mentioned:Herald of Leshrac, Retraced Image, The Keyrunes, Coldsteel Heart, Clear the Land, Into the Wilds, Oblivion Sower, Crypt of Agadeem, Deathrite Shaman, Thought Vessel, Plasm Capture, Mwonvuli Acid-Moss, Shefet Monitor, The Diamonds, Grand Architect, Scuttlemutt, The Totems, Citanul Hierophants, Cryptolith Rite, Sakura-Tribe Scout, Walking Atlas, Axebane Guardian, Overgrown Battlement, Oath of Lieges, Rites of Flourishing, Sasaya, Orochi Ascendant, Zendikar Resurgent, Squandered Resources, Food Chain, Overabundance, Vedalken Engineer, Cultivator's Caravan, Guardian Idol, Dreamstone Hedron, Koth of the Hammer, Pentad Prism, Sphere of the Suns, Qarsi Deceiver, Spectral Searchlight, Fellwar Stone, Channeler Initiate, Devoted Druid, Morselhoarder, Serra's Sanctum, Recross the Paths, Scattering Stroke, Cryptolith Fragment Flip, Turnabout, Mana Drain
5 months ago
To fully abuse the chain veil/Teferi combo you need more things that can tap for two or more mana.
6 months ago
Abilities that can be countered are activated abilities and triggered abilities that are not mana abilities.
An activated ability is easily identified by the presence of a colon (:). Some keyword abilities are activated abilities with the colon in the rules defining them, which may or may not appear in reminder text. Examples of this in standard are Crew, Cycle, and Embalm. Loyalty abilities are also activated abilities, in the form of "Add or Remove the appropriate number of loyalty counters: Do this."
For an activated ability to be a mana ability it must have the potential to add mana to a player's mana pool, cannot target, and cannot be a loyalty ability. Examples are the abilities of Llanowar Elves, Spectral Searchlight, or Pristine Talisman.
A triggered ability can be identified by the starting word "When," "Whenever'" or "At." Some Keyword abilities are triggered abilities whose rules text start with one of these words, though reminder text may or may not include them. Some examples in standard are Ingest and Afflict.
For a triggered ability to be a mana ability it must trigger from the activation of another mana ability and have the potential to add mana to a player's mana pool. Some examples are the abilities of Mana Flare, Wild Growth, or Overabundance.
An ability doesn't have to be from a creature, or even a permanent to be countered. Disallow can counter: the cycling ability or triggered ability from cycling of Renewed Faith, though it will only counter one ability, not both; the on cast trigger of Ulamog, the Ceaseless Hunger; the activation of a Embalm or Eternalize; or any number of other activated or triggered abilities.