Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
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Steam Augury Discussion
2 weeks ago
I've got a few suggestions depending on how you want to play your table.
Want to run a little more cleaner? Rewind and Syncopate are good counter spells to throw in, maybe adding a Isochron Scepter to make your Twincast and Reverberate a constant threat, draw cards like Blue Sun's Zenith and Stroke of Genius will help keep you with steady answers.
Want to blow your friends away? Comet Storm and Increasing Vengeance with Mizzix can get out of control, Insurrection is a great way to end a game if your table runs a little stompy. And I'm a huge fan of using Runechanter's Pike on Mizzix to remove someone from the game with commander damage.
Either way excellent deck thus far!! Mizzix a great commander to build around,
1 month ago
I'll try to help you the best I can :) I've also dabbled in U/R control casual decks based on modern formats in the past and recently started working on a new UR control based on energy counters. I'll link them for inspiration at the end of the post.
The general gist of the deck is ok, Though you have 64 cards atm ;). Try not to go over 60 to have the best chances of drawing what you need. There are definitely some more improvements to be made. I'm assuming you're playing against a large variety of decks, though tokens/creatures being very present.
- Peek is a cantrip that lets you look at your opponent's hand, but it doesn't do much else to control the board. You'll generally recognize threats as they're played or when you know what deck your opponent is playing. Control needs answers and peek isn't an answer.
- Sphinx of the Final Word has a very strong ability vs control matchups but the ability is useless against other decks. It also costs 7 mana. Considering you also need to keep mana open for removal/counterspells against THEIR drops, the earliest you'll drop this is around turn 10 if you're lucky, so the effect isn't really all that useful over the course of the game. For the rest it's a nice creature, but there are cheaper options more in line with your average CMC that can do something similar. I'm a big fan of Niblis of Frost, AEtherling or Goblin Dark-Dwellers for example. Another big 7-mana finisher is Pearl Lake Ancient, but because it has flash, you can keep your mana open and play it at the opponent's end step, which is much more beneficial as it leaves you free to respond when needed. There are many good options and your finisher is mostly a thing of preference, so you COULD keep it.
- Pyromancer Ascension is mostly in there for fun I presume. Doubling counterspells isn't really a usable gimmick, mostly the extra draw and extra damage make it good in fast burn decks for example. This is different and I'd probably run it with something that can really benefit from the effect (I've used Harness the Storm as budget variant for extra energy counter generation for example)
Slagstorm is an odd choice if your plan is to go wide with Pyromancer and Talrand. You might want to use a boardwipe targeting specifically opponent's creatures. Electrickery maybe, AEtherize or AEtherspouts can also do well. If the board isn't too big yet, Baral's Expertise is a great value card!
Desperate Ravings is nice card advantage with flash back, but the 'discard at random' will sting more often than you'd like. Things like Serum Visions (Much less expensive nowadays) or Anticipate go through 3 cards in your deck instead of 2, and you get to CHOOSE what you discard, which can be very important. It's okay to keep some copies of this, but I'd personally also look into cards that cycle through your deck with more interaction. Steam Augury is always a fun card to challenge people to think. Magma Jet's Scry effect is also very nice in combination with the burn.
You also need a few more counterspells (I'd aim for 8-10), especially to deal with big creature threats from your opponent. You simply don't have the damage or removal to deal with those currently and late game your Mana Leaks no longer work. Cyclonic Rift is expensive, but Baral's Expertise could also help for example if they're important creatures that don't attack into Aetherize.
Finally, it's of course the most important that your deck is FUN and you like to play it. If you really wish there were some cards in there that I suggested to remove, you can put them back in. Another thing to make it more fun is to run into a few different but similar cards from time to time which makes the replay value of the deck much better.
Here's an old deck that I worked on: U R being Controlled and a new one: Lightning, Fire and Frost. The latter is definitely more fun imo, but the old one is more in line with the traditional control that you built. I hope that helps!
1 month ago
Since this came from the M15 precon, ill assume this is budget(correct me if I'm wrong). The following suggestions will assume budget.
Baral, Chief of Compliance- pretty decent card here.
1 month ago
Interesting deck idea, so +1, I'll give what I can for some suggestions. But first I must ask a clarifying question. If by "A trip to the shop" you mean FNM, and you intend on winning (with friends or not), then that does make it competitive, even though you don't plan on playing this deck at GPs, (a lot of people at shops play netdecked t1 decks that try to stomp out any and all competition) but this is simply my opinion.
I'd highly recommend playing Bedlam Reveler over Prognostic Sphinx for a few reasons, #1 reveler is card draw at the price of discarding your hand, which likely isn't great, but in fact, this action fuels your Spellheart Chimera and gives you access to better card filtering.
Speaking of card filtering, Serum Visions, Faithless Looting, Anticipate, and cards like it are wonderful at getting through your draws to get you the cards you need, (also fuels Spellheart). I get that Steam Augury is the UR fact or fiction, but you need to be curving out if you want this to be a midrange deck and not a control build.
Lands... If you intend on being able to play 4-5 drops consistently around turns 4-5, you need to be playing at least 24 lands, as otherwise you will fall up short when you need to be winning the game.
Find a place to put Lightning Bolt.
What is the purpose of Ral Zarek in this deck? Is it to possibly achieve his ultimate and simply kill the opponent with flying creatures? I'm just wondering if his purpose would be better served if he were another big creature to fill the board, as most decks that are played in modern are designed to kill around turn 4.
The deck needs a sideboard plan, I'd recommend cards like Dispel and Negate for control matchups, Vandalblast for decks like Affinity, I could see Dragon's Claw as budget attempt to help against burn, Guttersnipe could be a way to grind out value with all the spells you play; and while this deck may be casual, blue and red decks are notorius for having a hard time killing anything with a toughness higher then 4, which is why something like Vapor Snag can be pertintent. (It also sometimes gives you the jankiest wins.)
Let me know if this was what you were looking for, or if you want to be on the jankier end of the spectrum.
1 month ago
Thanks for the nice comment. I'm continuing to play test, and update the deck as it goes. This revision has been the most consistent of all prior builds. With so many different combinations of combo cards, it seems to find a combo on turn 6-8.
I've noticed it does need additional card advantage, might try a Stroke of Genius as well which will pair nicely with Baral, Chief of Compliance and others. I'll keep testing. Steam Augury or Prophetic Bolt maybe. Still working on this issue. Impulse perhaps too to pair with Isochron Scepter. Invoke the Firemind. I'm not sure yet.
Still feeling a bit too defenseless as well, but can generally hold off 1 player indefinitely, plus have very low threat in multi-play.
Might try a Scroll Rack for the card advantage.
Might still have one too many Counterspell as well, will have to keep testing.
2 months ago
Alex here, here's my advice
What should go:
-Doesn't really fit the objective of the deck or get made better by other cards in the deck.
-You probably were already getting around to cutting this. It's good for a 60 card format, but not so much for EDH.
-I feel like this might screw you over since you don't have a ton of recursion and you could be drawing your opponents into good cards. You're in blue, so you shouldn't have a hard time finding a replacement. I'd suggest Fact or Fiction and/or Steam Augury and if you'd like to spend a bit more, Rhystic Study is amazing (for you).
-Grasp of Fate is strictly better.
-A landwipe, mana rock, or control piece would do you much better.
-Might be better to replace with a rock, since that land will probably get destroyed.
-A bit hard to cast in three colors, perhaps replace with a draw engine.
-I see that you figured he can get the most out of your lands before they get wiped, but once your lands are destroyed, he'll be a dead card for the most part.
-Not sure how useful this one can be, I think a more controlly creature would help you more. Replace with Windborn Muse maybe?
For Your Consideration:
Gilded Lotus (Kinda pricey)
Enlightened Tutor (Kinda pricey)
Also get around to upgrading your mana base. I'm sure you know how to do so but either way, the vivid, pain, and scry lands are great on a budget and there should be more like them. Keep it up bro
5 months ago
So I played my first 2 games last week at my LGS. And it was a lot of fun.
The first game against another Kyanios deck, but with a more classical group hug approach and the Saskia the Unyielding deck, but with the two partner commanders at the helm. The Saskia player focused the other Kyanios player until the Kyanios player one-shotted him. I didn't have to play many cards and could just keep making land drops. I had a Crop Rotation for Glacial Chasm in hand for back-up but didn't end op needing it.
The Second game I played against another Kyanios deck (seems like everyone plays here) but I think it was a mostly unmodified pre-con, a well tuned Nekusar, the Mindrazer and a (also hardly modded) Yidris, Maelstrom Wielder deck. In the early game someone countered my Tireless Tracker. A good move since it slowed me down significantly. I managed to control the board quit well with a few well timed board wipes. And took firm control over the game when The Ydris player cascaded into a wheel and I responded with an overloaded cyclonic rift. After a while the Ydris player scooped because he had to leave early. I fought against the Nekusar player to not die to draw punish effects until I killed him with the Marit Lage token. I battled hard against the last Kyanios player. Trying to beat him down with the token before running out of cards. (there were a lot of wheels and extra draw cards in this matchup) He played Reverse the Sands to change my life total to under 20 and Reins of Power my token away to kill me. I could Swords to Plowshares it in response and gain my 20 life back. I could have won with Nevinyrral's Disk, Academy Ruins and a new marit lage token. But since I had to leave soon as well I risked a blow out by Blue Sun's Zenithing my opponent 3 times to mill him out sooner.
i won both games, but feel like this is for a large part because i played against people who were trying out the new decks, and because I wasn't as focused on by the other players as I should have been. (in particular the first game)
I noticed a few things. First of all this deck is hard to play. You have a lot of lines and really have to consider all the options your opponents could have. You have to plan a lot of turns ahead, know when to use the board wipes and figure out alternate win-cons. There are a lot of weird interactions in this deck and I had to pay close attention to what I was doing and had to ask the local judge a few questions during the game. (and I've playing for nearly 20 years now.) Secondly this deck is severely lacking in win-cons and could be tuned quite a bit. and Lastly this deck is maybe not the most powerful but it is a blast to play.
-turn one Exploration into turn two commander happened and I still had a 5th land to drop that turn. Stalled a bit after that, but it was magical regardless.
-This deck mulligans very easy. You almost always have enough lands and I feel keep a 6 or 7 lander is not wrong.
-I'm normally not a big fan of Reliquary Tower but I found myself fetching it every game to just hold all those answers and lands in my hands.
After the game I made some cuts and addition to address some issues i had.
Kederekt Leviathan Cut this before the game for The Great Aurora Which is the perfect card for this deck. I resolved it both games with at least twice as much cards drawn as each opponent and without losing any non-land permanents and with much more lands to drop afterwards. Worked great when I had 10+ clue tokens on the field.
Selvala, Explorer Returned Meh, doesn't do enough.
Soothsaying great card, but in this deck i don't care so much about the order in which my 6 lands on top of my deck are.
Steam Augury Boring.
Sunstone Too obvious. Chasm was enough for now.
Nykthos, Shrine to Nyx Not enough non-land permanents on the field for this to matter.
Razorverge Thicket 58 lands is I think a bit too much. 56 seems fine for now. As long as I have 4+ lands in most opening hands.
Aura Fracture Testing this out. Great if people start bring back to basics or blood moon.
Mystic Remora Good card draw is good and I should have enough lands for the upkeep for a few turns.
Horn of Greed WHY WOULD I EVER NOT PLAY THIS CARD!
Azusa, Lost but Seeking The best.
The Great Aurora the payload. And just awesome to resolve. 10/10 would cast again if it wasn't exiled.
Seismic Assault Felt like I need another win-con. Probably drop this if I get a hold of the valakut combo. Mana cost is very prohibitive in a deck that has only two other red mana symbols in its cards.
Sunder mean card. Great with Seismic Assault. And I hope to recover from it faster with multiple land drops.
Thrasios, Triton Hero Great mana sink, ramp and will hit a land about 56/99 times even without the scry.
Green Sun's Zenith fetches nearly every creature in my deck.
7 months ago
What would you remove to put in Steam Augury? I've removed it several times.