|Commander / EDH||Legal|
Printings View all
|2010 Core Set||Uncommon|
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You have no maximum hand size.
Price & Acquistion Set Price Alerts
1 week ago
Still, need something consistent and down to earthCheck out Boost Draw for some creature draw ideas. You should prob put in lands or artifacts that give you no max hand size. Reliquary Tower is a good one because you can still tap it for mana. There is also Spellbook and many others besides.
2 weeks ago
The problem with Psychosis Crawler is that when you have 0 cards in hand, it dies: and you empty your hand every time you cast a spell. Yes you refill it instantly afterwards, but it still resolves (I had to remove a crawler from my Windfall deck for exactly the same reason.)
You may also want to throw in a pair of Lightning Greaves and a Clout of the Dominus to protect your commander. Incidentally, some more cards you should consider include Spellbook and Venser's Journal, but since you're looting so much you're practically tutoring, you probably won't need more than Thought Vessel and Reliquary Tower. But its something to think about.
Something else you need to consider is mana rocks/dorks. Your commander is six mana, which is a lot. If you want to get him out fast, increase your mana base. Remember, you aren't 'semi-tutoring' until you get you commander, so you can't just cycle until you get all your rocks.
2 weeks ago
You have got quite a few options in terms of cards to drop. With enough wheels, you will see more of your deck than a normal deck would, so you could drop some ramp like Obelisk of Grixis, some filler like Preordain, or even some cards that I don't even think would be necessary for a deck like this, like Spellbook.
In addition, if infect is going to be the way to win, then Underworld Dreams isn't going to help with that at all.
Do you mind if I suggest some changes for what the deck would look like if built from the ground up with the idea of infect Nekusar in mind? I am passionate about deck building, and would love to help you out in any way that I can. Even if you don't like any of my suggestions, I promise you I completely understand! But I would like to give it a shot, how does that sound?
4 weeks ago
Alright, fair enough.
- Minimum of 9 ramp spells. These need to cost 2 mana. Think Coldsteel Heart, Mana Vault, Fellwar Stone, etc.
- More card draw and selection. Stuff like Fact or Fiction, Rhystic Study, etc.
- Lower your ACMC to a maximum of 3.0.
Here's a list of your worst cards at a glance:
If you're gonna run Dramatic Reversal and you already have the labman combo, you should include Isochron Scepter and Blue Sun's Zenith to kill the board. Oh, and a land like Ghost Quarter or Tectonic Edge won't hurt you. If you want a ramp option, Terrain Generator's ok.
I have a janky Arcanis list on my profile if you want to see what a Tuned mono U deck piloted by a shitty general can look like.
1 month ago
I hate to tell you but while your ramp suite is ok, it's not as heavy as a typical elf ramp suite is. And with 24 lands you still only have like 35 mana sources in the entire deck, which is not that many.
On top of that, you have a bunch of cards that work on the number of lands you run; see Burgeoning, Caged Sun, Horn of Greed. Espctually give your opponents more advantage than it gives you. Not to mention that part of your removal package, Devastation Tide, returns all nonland permanents to their owners' hands. This means you're shooting yourself in the foot when you cast this as you'll most likely have less lands than your opponents.
On top of that, the fact that you can play half the cards in your deck on turn 4 doesn't help your argument. Your average CMC is 3.4 and most of your cards are less than 7 CMC. This means that if you just hit your land drops for the first 4 turns then you could play half the cards in your deck.
The point of a ramp package is to accelerate play. On turn 4, you want to be seeing more like 6 mana (given the price range and intended meta). You want to be playing your commander on turn 3 consistently and turn 2 with a really good hand as Rashmi gives you card advantage to help refill your hand. As it stands, your deck cannot constistently do this.
The other thing is that since you're a control deck, you want to spend the first two to three turns ramping so that you have mana available to play something as well as have counterspell mana open. Even if you're playing mana dorks, if you're missing your land drops the ncome turn 4+ when you want to start countering things, you won't have the mana available. Or you will have to hold off playing things.
You could vey easily replace Spellbook, Copperhorn Scout, Ivy Lane Denizen, Fog, Wellwisher, Stolen Goods, Illusionist's Bracers, Psychosis Crawler and Mystic Genesis with lands and you wouldn't even notice. Especially if you use lands like Bant Panorama, Evolving Wilds, Terramorphic Expanse and Ash Barrens, they all provide some level of deck thinning. You also have utility lands like Alchemist's Refuge and Cephalid Coliseum which provide functionality above and beyond just tapping for mana.
1 month ago
1 month ago
Some card suggestions...
- Spellbook Another option to increase your hand size.
- Hedron Crab A must for mill, since you play land anyway and get the effect for free.
- Mistvein Borderpost, Terramorphic Expanse or Evolving Wilds mana fixing and 2 uses of the Hedron Crab.
- Reassembling Skeleton Goes from the graveyard to play, this is better than to hand other (pricier) cards have this effect too
- Tormod's Crypt or Relic of Progenitus Another way to exile the graveyard.
I need to have a think about more general comments, but the cards listed above are all worth having a look at...