Stroke of Genius

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Penny Dreadful Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Rare
Commander 2014 (C14) Rare
Vintage Masters (VMA) Rare
Urza's Saga (USG) Rare
Promo Set (000) Rare

Combos Browse all

Stroke of Genius

Instant

Target player draws X cards.

Price & Acquistion Set Price Alerts

C15

C14

USG

Ebay

Stroke of Genius Discussion

Dankey on An attempt to make ProsBloom not atrocious

1 day ago

Sounds like a plan, only I'm worried the combo won't work without a "draw for x" spell such as Prosperity, Braingeyser, or Stroke of Genius. If I'm playing white, Enlightened Tutor becomes an appealing option to grab Cadaverous Bloom.

Hi_diddly_ho_neighbor on Now You See Me

2 weeks ago

Hi there!

So here are some suggestions, feel free to accept/ignore them as much as you want :).

1) I think the biggest issue your deck faces is that you are running a lot of cards that aren't terribly impactful in a 40 life, multiplayer format. For example, most of your card draw is either a one-off effect or tied to another spell that doesn't do a whole lot (i.e. Peppersmoke or Brainbite). I'd suggest adding card draw effects which either accumulate you more cards (i.e. Fact or Fiction, Stroke of Genius, etc.) or even better, are repeatable effects (i.e. Greed, Mystic Remora, Bident of Thassa, etc). Repeatable effects are key in EDH.

2) You are using a lot of spaces in your deck for effects that give your creatures evasion. I don't think you really need that much because most of your creatures already have evasive abilities. If you do want to devote some space however, there are much stronger options that you could consider like Whispersilk Cloak, Mask of Riddles, Sword of Feast and Famine and its siblings, Dauthi Embrace, Thassa, God of the Sea, Cloak and Dagger, etc.

3) Here is an obligatory promotion for Cyclonic Rift and Rite of Replication in any blue deck. Also, you probably want to run a couple more board wipes. Decree of Pain, Toxic Deluge, and Black Sun's Zenith are great. You also might want some more ramp. Talisman of Dominance, Sol Ring, Mind Stone, Hedron Archive, and Thaumatic Compass  Flip are all really great options.

4) Alongside repeatable effects, flexible cards are extremely powerful in EDH. You are going tribal here, so a card like Vanquisher's Banner would be amazing. It boosts your tribe and provides card draw. Herald's Horn is another option.

5) I think you could be running a stronger removal package as well. Instead of running tap effects, why not just run straight kill spells like Hero's Downfall, Silence the Believers, Vraska's Contempt, Attrition, etc.?

Lastly, I'll leave you with my deck Pocket Sand. Feel free to take ideas from it. It isn't a rogue/faerie tribal deck and it plays a more political game than yours, but it is similar to your deck in that it likes to use small, evasive creatures to out value opponents to eventually win the game.

Good luck deck building! +1

P.S. Some of the cards that I suggested aren't very budget friendly, but there are tons of cheaper replacements that do almost the same thing.

Archwizard on Archwizard

2 weeks ago

Hi Yangus93,

I'm glad you enjoy my decklist! I am currently working on my Azami primer which will offer a more in depth description of the combos that I play in my Azami list, however I can give you a quick run down here.

Paradox Engine + Azami: This usually allows us to draw our entire deck so long as we can keep generating mana and casting spells.

Isochron Scepter + Dramatic Reversal: This allows us to generate infinite mana and infinite untaps with our mana rocks. Once we have infinite mana we can cast Azami and draw our deck.

Once we have infinite mana and infinite untaps at our disposal we can use either Codex Shredder or Stroke of Genius to kill our opponents.

Hopefully that answers your question. I will have a more in depth explanation in the primer.

Delta-117 on Azami, Lady of Scrolls Budget Deck (EDH)

1 month ago

I would cut the following: Syncopate, Spell Pierce, Disappearing Act, Divination, Silent Departure, Dispel, Aether Spellbomb and Tamiyo's Journal.

Consider adding some of these: Dissipate, Capsize, Into the Roil/Expel from Orazca, Wizard's Retort, Swan Song, Rite of Replication, Unwind, Myriad Landscape, Reliquary Tower, Thought Vessel, Disallow, Spell Swindle, Merchant Scroll, Muddle the Mixture, Aphetto Alchemist, Siren Stormtamer, and Gilded Lotus.

Here are the changes I would start with however, swap Syncopate for Disallow. Then Spell Pierce for Swan Song, Disappearing Act for Wizard's Retort, Divination for Dig Through Time or Preordain, swap Silent Departure for Into the Roil, Capsize, or Expel from Orazca, swap Dispel for Muddle the Mixture, Aether Spellbomb for Fellwar Stone or Sky Diamond (More mana rocks will help for what i'm suggesting below if you want to consider that route), and Tamiyo's Journal for Gilded Lotus (As you just don't have enough ways to make clue tokens, and it's kind of slow anyways. Instead focus on making lots of mana, tapping and untapping your creatures to draw lots of cards).

There is also of course Mind Over Matter and I have one myself, it is a very powerful card that pairs well with things like Temple Bell, Psychosis Crawler, even Azami, Lady of Scrolls. But admittedly it is quite expensive of course, I just thought I would make you aware of this card nonetheless. You listed the deck as budget, but I wasn't sure to what degree this means, whether that's no card over $10-$15 or what.

Dramatic Reversal is another one I highly recommend, it could be sweet if you pair this with an Isochron Scepter, and that's why cards like Long-Term Plans, Merchant Scroll, Mystical Tutor, Fabricate you could more often have these. Then you can either make a ton of mana, or perhaps even infinite if you have a bunch of mana rocks out and or Paradox Engine. You could win then by casting stuff like Blue Sun's Zenith, Stroke of Genius, among other things.

Depending on how much your willing to spend other ideas include: Rhystic Study, Mind Over Matter as previously mentioned, Patron Wizard, Jace, Vryn's Prodigy  Flip, Laboratory Maniac maybe could be good here, Maze of Ith, Riptide Laboratory, Nykthos, Shrine to Nyx, Tolaria West, Path of Ancestry, and Sensei's Divining Top (Just ordered one of these myself in fact last night, it is such a useful card that can be used in a lot of decks imo).

I know I suggested more to include than what I suggested to in turn remove, I can help more with this if you haven't solved it all yourself already once i'm done with exams in 3 days. In the meanwhile I recommend you visit the website edhrec.com wihich might be a lot of help to you if your not already familiar with it!

Craven183 on Sphinx Tribal

1 month ago

Hey Jon!

Hope you don't mind some suggestions from ya boi Owen. I've looked thoroughly through your list and have some ideas to propose to you. Totally up to you whether or not to use these cards (I won't be offended either way- at the end of the day this still looks like a solid, fun list!). But here are some suggestions:

  1. Replace some of the counterspells: I've noticed you've put a lot of counters in here. This is good- make sure people can't achieve their wincons. But 19 might be a little too much- mono blue can work very effectively with just 10 counterspells (especially with the draw and topdeck manipulation you will be able to achieve with this deck). Here are in my opinion the top ten best budget counterspells: Arcane Denial, Swan Song, Counterspell, Mana Leak, Foil, Pact of Negation, Summary Dismissal, Disallow, Muddle the Mixture, Condescend. And of course you have access to Mana Drain which could easily replace any counter out of the ones I just listed. Even if you want to stay at 19 counters, I would highly recommend taking out Annul, Ceremonious Rejection, Essence Scatter, and Spell Shrivel to put in cards like Swan Song, Arcane Denial, and Foil.

  2. Draw Spells: You've got good stuff in here like Pull from Tomorrow and Stroke of Genius, but sometimes paying X every time you want to draw cards can be a bit too much (especially when you are trying to cast high cost Sphinxes). I'd recommend removing Stroke of Genius, Fact or Fiction, and Fortune's Favor to put in Frantic Search, Dig Through Time, and Paradoxical Outcome. Frantic Search lets you untap lands, Dig Through Time is just too good, and Paradoxical Outcome can let you net mana off of bouncing Sol Ring while also letting you get more ETB effects off of your replayed creatures. For strong early game draw, I'd recommend removing Braingeyser to fit in Mystic Remora.

  3. Ramp: Since your average CMC of the deck is 3.48 and blue gives very little access to land ramp like green, you'll need to back that up with a buttload of artifact ramp. You need to put in Thran Dynamo, Mind Stone, and Sapphire Medallion. They will help you a LOT. Having Dreamstone Hedron, Everflowing Chalice, and Caged Sun in here addition to the other artifact ramp will definitely give you an edge over other players in mana. Also I'd recommend putting in at least 3 more islands.

  4. Acid Rain: This card makes me lol against mono green players. It seems entertaining but may be a useless draw when playing against decks that don't run green. Or even if they do run green it could be something like my Surrak Dragonclaw deck that only runs a few forests with most everything else being nonbasics that don't have forest type like Karplusan Forest. Due to this, if you want to put in some land hate, run Frozen AEther. People will hate you but it's not too mean and it certainly puts you ahead and gains you even more counterspell advantage.

  5. Sphinxes: Here are some Sphinxes I've found that I think would really do you a lot of work and versatility in this deck: Guardian of Tazeem, Chancellor of the Spires, Sphinx Ambassador, and Deadeye Navigator. Yeah, I know the Navigator isn't a Sphinx but he can blink your Sphinxes to get their ETB effects as well as Unesh's trigger. Endless value for only 2 mana.

  6. Target Removal: I would recommend taking out a couple counterspells in order to fit in Reality Shift, Rapid Hybridization, Pongify, AEtherspouts, or AEtherize. These cards have insane value. Everyone expects a counterspell, but nobody expects their Pathbreaker Ibex to suddenly become a 3/3 Pepe the frog at the end of main phase.

  7. The Immortal Sun. This card would do wonders for this deck- you saw first hand how well it worked on Saturday night. Imagine James trying to play that goddamn Teferi, Temporal Archmage with Immortal Sun out. Glorious.

  8. Terramorphic Expanse and Evolving Wilds. Think about these two for a second. They come into play, you sac them and go fetch and island and put the island into play tapped. Your deck is mono blue- so the only thing you can fetch with these is a basic island. If you just replace these with basic islands they'll come in untapped.

Anywho- those are my recommendations! Hope they help and I'm really looking forward to seeing you play this deck! Sorry I went into so much gross detail about my suggestions but I really do love looking through lists and then writing about them.

Cheers!Owen

Gypsyhatten on Tasigur - Sassy Tassys banana bonanza

1 month ago
Sakura-Tribe Elder - Great ramp if you have any creature synergy/reanimation, good ramp even if you don't since it can chump block.

Coiling Oracle - Not always ramp, but always replaces itself in terms of card advantage. Compare it to an Elvish Visionary or a Baleful Strix that are good in the first place and you'll notice that even if it isn't guaranteed ramp, it's still a gamble that's worth it.

Cultivate/Kodama's Reach - Best allrounder ramp in the entire format. Card advantage compared to Rampant Growth, comes out a turn earlier compared to Explosive Vegetation.

Farseek - Great colorfixing when you have dual lands, and you want a couple of CMC2 ramp to get the ball rolling.

Nature's Lore - You need shocks for this to be worth it in a three-color deck, otherwise it's too inconsistent for colorfixing.

Hour of Promise - Pay 1 more than Explosive Vegetation and you can fetch Cabal Coffers+Urborg, Tomb of Yawgmoth or Dark Depths+Thespian's Stage in one go, definitely worth it.

Deathrite Shaman - One of the best manadorks available if you have fetches and/or you run self-mill, since it ramps you in the early game and can grave hate in the late game.

Chromatic Lantern - You don't need a lot of mana rocks when you're in green, but this one's utility is good enough when you're 3+ colors. Can help with activating Tasigur, the Golden Fang more, especially when you have Training Grounds out and colored mana is the limiting factor.

Commander's Sphere - Again with mana rocks in green, but the ability to replace itself for free is strong and makes it a better card to get back with Tasigur, the Golden Fang.

Harrow - Instant speed ramp is good if you want to save mana for counterspells/removal, and land sacrifice is good for self-mill/recursion synergies.

Realms Uncharted - Technically not ramp but it's both card advantage and dumping stuff into the graveyard, while fetching your 4 strongest lands and forcing your opponent to choose between bad and worse.

Fork in the Road - Not land ramp, not very impactful, but dumping stuff into the graveyard while colorfixing ain't too bad. Maybe a bit sad to get this one back with Tasigur, the Golden Fang's ability, but that's what delve is for.

Exploration - It's ramp that requires you to have a lot of card draw or things like Crucible of Worlds and Oracle of Mul Daya, but can lead to stupidly fast starts of dumping your hand and recovering with Tasigur, the Golden Fang's ability. Definitely stronger than Burgeoning.

Wayward Swordtooth - Exploration on legs. It's no Azusa, Lost but Seeking but it's still good.

Ramunap Excavator - Crucible of Worlds on legs and affordable, a must-have when you self-mill.

World Shaper - Splendid Reclamation when it dies, self-mill in the meantime.

Greenwarden of Murasa - Fat Eternal Witness that can do it twice when necessary.

Animate Dead - One of the best reanimation spells in the game by far.

Victimize - Even if you're not focused on reanimation, getting back 2 creatures for only 3 mana and something to sacrifice is very often worth it. The more self-mill you have, the more targets you get.

Regrowth - The original Eternal Witness which is cheaper but less abusable. Very good in conjunction with Tasigur, the Golden Fang since you can force your opponent to choose between the things you want or Regrowth which lets you get what you want.

Seasons Past - Card advantage recursion, very good in general and even better when self-milling to give yourself lots of choices.

Grapple with the Past - Instant speed recursion for 2 that also dumps stuff into your graveyard.

Sudden Reclamation - Grapple with the Past's big brother which gives you card advantage as long as you have two things to return.

Nyx Weaver - Not an amazing creature, but can be dropped early as a blocker and some slow value self-mill only to be used as recursion in the late game.

Dig Through Time - Stupidly good card selection and also card advantage, absurd when you get to cast it for 2 which should be often with self-mill.

Fact or Fiction - Drawing the best 1-4 cards out of your top 5 at instant speed for 4 mana is makes this one of the best cards for one-off card draw, especially when the rest end up in your graveyard for delve/recursion.

Treasure Cruise - Not quite on the level of Dig Through Time, but drawing 3 cards for 1 mana is still absurd.

Sire of Stagnation - Very powerful creature to get out early, not quite on the level of Consecrated Sphinx but still worth running.

Nezahal, Primal Tide - Mystic Remora except big. CMC7 is a bit much, but can get crazy if it gets to stick.

Notion Thief - Perfect asshole card to take over the game with, won't be very telegraphed either since your opponents might assume that you're saving mana for Tasigur, the Golden Fang.

Baleful Strix - Only replaces itself in terms of card draw, but a flying deathtouch blocker for 2 mana is a very annoying deterrent.

Mulldrifter - If you evoke it, it's a Divination that can be reanimated. If you hardcast it, it can be cloned or chump block.

Windfall - Very good card advantage if your game plan is to dump your hand such as with Burgeoning and Exploration effects and fills up your graveyard with the things you discard, but risky since it can help opponents with draw/recursion/reanimation.

Whispering Madness - Extra copy of Windfall if you want one. Cipher can be good if you have stupid amounts of mana for dumping your hand, but not worth one more mana if you're deciding between this or Windfall.

Necropotence - Not great in 3+ colors where it gets hard to cast and not really necessary when you have blue, but still stupidly good with enough life and mana.

The Gitrog Monster - Very strong draw engine since he triggers off of sacrifice, discard and mill. Also a 6/6 deathtouch for 5.

Pull from Tomorrow/Stroke of Genius/Blue Sun's Zenith - Lots of card draw if you have lots of mana, great when you're ramping hard and dumping your hand. Pull from Tomorrow is the best one for card draw because it digs one deeper, but the other two can mill someone to death with enough mana.

Painful Truths - Not entirely necessary when you're blue, but it's still 3 cards for 3 mana. You can't find that level of efficiency in blue without delve or draw engines like Consecrated Sphinx.

Search for Azcanta  Flip - Cheap and easy card filtering that later flips into a land that can provide card advantage. Land ability might brick with your deck but it's still pretty good.

Taigam, Sidisi's Hand - CMC5 and needs a turn to do anything is not great, but the filtering and creature removal is alright if he survives.

Lim-Dl's Vault - Incredibly good card selection. It's card disadvantage in itself but you can easily dig through your library until you get a pile that gives you card advantage plus playable cards.

Ponder/Preordain - Basic card selection, a bit boring but still good. They're never bad to get back with Tasigur, the Golden Fang, even though they're not quite as good as Brainstorm.

Opt - Mostly worse than Ponder and Preordain, but at least you can use it immediately if you get it through Tasigur, the Golden Fang.

Sensei's Divining Top - One of the best cards for card selection. Use its first ability before using Tasigur, the Golden Fang's ability to help force certain cards into your hand, then use the first ability again to dig even deeper into your library.

Sylvan Library - Very good card for card selection, becomes stupidly good with lifegain and/or fetches for shuffling.

Grisly Salvage - Cheap and instant way to get stuff into your graveyard for delving and reanimating and stuff. Not bad to get back with Tasigur, the Golden Fang since it's instant speed.

Satyr Wayfinder - Cheap way to get stuff into your graveyard, sorcery speed but creatures are more abusable than instants/sorceries.

Mulch - Satyr Wayfinder in sorcery form except you can get multiple lands if you're lucky.

Compulsive Research - Great source of card selection since 1. you get to draw before discarding, 2. you can discard anything from your hand, not just from the three you drew, 3. it can be card advantage if you discard the right thing.

Thirst for Knowledge - Like Compulsive Research except a lot better because it's instant speed, and slightly worse because you'll have more opportunity to discard and recur lands compared to artifacts.

Reality Shift - Not a lot of exile in your colors, and this is by far the cheapest effect.

Beast Within - Can target anything, so one of the best pieces of spot removal in the format.

Sultai Charm - Very flexible removal or decent card filtering, one of the best charms available.

Putrefy - Not quite the level of flexibility as Anguished Unmaking or Beast Within, but still decent.

Reclamation Sage - Removal on legsthat can chump block, be cloned, reanimated etc.

Krosan Grip - Very strong removal, can't be countered and can stop problem cards like Oblivion Stone and Necropotence.

Murderous Cut - Creature removal for 1 is very good, as long as you have enough stuff to delve away.

Abrupt Decay - Slightly too restrictive in commander unless you play in a combo heavy meta, but still worth considering.

Nature's Claim - Removal for 1 is very very good. It's arguable whether this or Krosan Grip is better if you can only choose one.

Rapid Hybridization/Pongify - Unconditional creature removal for 1 mana doesn't exist outside of Swords to Plowshares, Path to Exile and these two. Incredibly strong.

Maelstrom Pulse - Sorcery speed makes this a worse Beast Within, but it's still very good and can sometimes help against a horde of tokens.

Tetzimoc, Primal Death - Not very good, but pretty fun and good value if you have a lot of mana.

Vraska the Unseen - Unconditional removal: good. Sorcery speed for 5 mana: bad. Planeswalker with 2 loyalty left after you removed something: not great, but fun.

Scavenging Ooze - Targeted grave hate for cheap is great.

Toxic Deluge - The best creature board wipe in the format, bar none.

Pernicious Deed - One of the best board wipes in your colors. Can be asymmetrical if you have the most expensive stuff, can kill tokens for 0, can hold the table hostage by waiting with blowing it up.

Decree of Pain - CMC8 makes this not great, but the card draw makes it worth considering. Cycling is also good as an instant speed uncounterable board wipe against early aggro.

Gaze of Granite - Pernicious Deed in sorcery form, less abusable but still good enough if you want to board wipe.

Arcane Denial - Top 5 counterspell because it's cheap and unconditional. The card draw is normally bad in 1v1, but in multiplayer it becomes a much better deal for you.

Negate/Countersquall - Top 5 counterspells because they're cheap and can target a lot.

Spell Swindle/Plasm Capture - Very expensive for counterspells, but your commander is a mana dump so getting extra mana can swing a game in your favor.

Muddle the Mixture - Won't be used as a counterspell that often, mostly playable because you can transmute for Cyclonic Rift.

Voidslime/Disallow - Counterspells for 3 are generally suboptimal, but being able to counter abilities can blow someone out real hard when they don't expect it.

Stubborn Denial - Better than Swan Song (which is great) as long as you have ferocious. Playable because your commander has 4 power.

Training Grounds - Mandatory for Tasigur, the Golden Fang, perfect fit for the deck.

Torment of Hailfire - Generic big mana wincon, can still be pretty painful even if you don't cast it for X=lots.

Crop Rotation - Card disadvantage since you sacrifice a land, but being able to fetch any utility land at instant speed for 1 is crazy for potential. Bojuka Bog, Tectonic Edge, Alchemist's Refuge, Cabal Coffers/Urborg, Tomb of Yawgmoth, Thespian's Stage etc. Can compensate for the card disadvantage while colorfixing with Myriad Landscape/Blighted Woodland.

Phantasmal Image/Phyrexian Metamorph - Among the best clones if you want to use clones.

Body Double/Vizier of Many Faces - Among the best clones if you want to use clones, especially so with self-mill.

As Foretold - Not a very good card, but it's pretty fun to use if you get the ball rolling, especially since you can spend any extra mana on your commander once you get to freecast spells. Even better with cheap instants.

Propaganda - Generic protection, both against token decks and to avoid becoming the path of least resistance in multiplayer.

Isochron Scepter - Absurd value with stuff like Brainstorm, absurdly annoying with counterspells. It runs a fairly high risk of being a dead card in your hand though, since you won't be running lots of CMC<=2 instants. Very sad to get from Tasigur, the Golden Fang's ability with an empty hand.

Faerie Artisans - Relatively underrated card. You get the ETBs of anything your opponents cast/flicker/reanimate/etc. plus a chump blocker/attacker of varying quality.

Mirage Mirror - Incredibly strong card, even though it may not look like it at first glance. Copy a Cabal Coffers/Zendikar Resurgent for lots of mana, copy creatures like Arcanis the Omnipotent/Etali, Primal Storm and you get to tap/attack immediately as long as the artifact has been in play for a turn, copy creatures like Oracle of Mul Daya/Kess, Dissident Mage and get cheap value, scare off attackers by saying "I can copy the biggest dude on the board and block you", dodge removal/board wipes by copying a land etc. Extra fun if you run Dark Depths.

Avenger of Zendikar - Generic wincon, but still a very good wincon.

Exsanguinate - Generic big mana wincon, can save you from an early aggro death even if you don't cast it for X=lots.

Telepathy - Not a good card, but it's pretty fun for politics and mind games.

Dulcet Sirens - Not very good for protection compared to a Propaganda, but it's pretty fun for politics and mind games.

Curse of the Cabal - Not very good, but suspended it's pretty fun for politics and mind games and with Cabal Coffers you can hardcast it lategame to finish off a player.

Assault Suit - Kind of fun multiplayer card, but not very good since your opponents aren't forced to attack with the equipped creature. Can cause some funny commander damage blowouts if your politics game is strong.

Psychosis Crawler - Generic but slow wincon, decent creature to clone.

Dark Depths - If you're already running support cards for Cabal Coffers, you have most of the stuff for a decent Dark Depths package like land tutors and Thespian's Stage (plus Marit Lage is cool). Throw in a Vampire Hexmage for a potential turn 3 20/20 to really set the pace of the game.

Dead Man's Chest - Not very good since it can get stopped in a lot of ways, but can be very fun if it gets to resolve, similar to Villainous Wealth and Gonti, Lord of Luxury.

Ash Barrens - Better than Terramorphic Expanse/Evolving Wilds in 99% of cases.

Fetid Pools - Great for fetching with Farseeketc., otherwise meh. Doesn't exist in your other colors yet.

Sunken Hollow - Great for fetching with Farseek etc., otherwise still pretty good. Doesn't exist in your other colors yet.

Hinterland Harbor/Woodland Cemetery - Checklands are great and not that expensive, and stay great even as your manabase improves. These two will get reprints in Dominaria, might want to wait for them.

Temple of Malady - The last scryland, you have the other two.

Mana Confluence/City of Brass - Great in 3+ colors, the lifeloss is negligible compared to being able to play your cards.

Cephalid Coliseum - Good for card filtering late game, comes in untapped early.

Choked Estuary - Not the best cycle of lands, but at least it's better than lands that always come in tapped. Doesn't exist in your other colors yet.

Path of Ancestry - Strictly better than Opulent Palace, both are worth running in a budget manabase.

Dimir Guildgate/Dismal Backwater/Foul Orchard - Lands that always come in tapped need a big upside to justify themselves.

Golgari Rot Farm/Simic Growth Chamber - These are not that bad budget lands since they give you virtual card advantage at the cost of speed, but having three of them in a three-color can sometimes be too slow and awkward. If you want to keep them, then buy Dimir Aqueduct.

Halimar Depths - I would not use this over a basic land in your deck because you don't have lots of lands to find with your ramp, and the upside is not big enough for a tapped land that only produces one color.

Evolving Wilds/Terramorphic Expanse - These are a bit slow but they're good for colorfixing and they're great for Ramunap Excavator and Splendid Reclamation, as long as you have enough basics in your library.

Lumbering Falls - Manlands are not really worth it in commander unless you're have a lot of equipment, combat damage triggers or creature sacrifice.

Reliquary Tower - This is not a definite cut, but you don't want too many colorless lands in a three-color deck. Reliquary Tower is only necessary if you have lots of card draw and very little graveyard interaction, but since you have plenty of graveyard recursion, you should be fine without it.

Tectonic Edge - It's a good card, but I prefer using Ghost Quarter because you don't need to have any mana ready to be able to use it. Wasteland and Strip Mine are both strictly better, but expensive.

Temple of the False God - Not that great in three-color decks.

Jace, Memory Adept - Milling opponents with this guy is stupid, milling yourself is kind of decent but at 5 mana it's bad.

Kiora, the Crashing Wave - If you want it for the -1 (which is pretty good), just run Explore instead. Using it for the ultimate is stupid since your opponents have 3 turns to handle it and you're not getting any value from the +1.

Tamiyo, the Moon Sage - The -2 is not the worst, but at 5 mana and when you're blue it's not really worth it. Same as with Kiora, the Crashing Wave, you will never reach the ultimate against competent players and the +1 doesn't really give you any value. This one's worth some money, so sell it and buy better cards.

Archfiend of Depravity - The effect is not terrible but in practice it's less impactful than it seems. You can usually play around the ability or remove the creature if it's a huge problem.

Beastcaller Savant/Deathcap Cultivator/Elves of Deep Shadow - This deck has no reason running mana dorks other than Birds of Paradise and Deathrite Shaman, at most. Elves of Deep Shadow is not awful since it's 1 mana and colorfixes, but still not worth it.

Dimir Doppelganger - The main advantage to clones is that you can abuse strong ETBs, which this clone can't. Decent if you're two colors, not really if you're three.

Edric, Spymaster of Trest - This guy will more often enable your opponents than it will help you. Terrible card unless you're spamming tokens.

Forgotten Creation - Dumping cards into the graveyard is not bad, but CMC4, only in upkeep and discarding before drawing is awful.

Kruphix, God of Horizons - You need a lot of big mana dumps or a draw/go playstyle to justify using Kruphix, God of Horizons. Your commander is a mana dump but your limiting factor is going to be colored mana.

Solemn Simulacrum - Not awful, but there are better alternatives for ramp when you're in green. Could be worth keeping if you run a lot of clones for slightly better value compared to something like Wood Elves or Cultivate.

Torrent Elemental - Can blow out an opponent when you have a big board, but is very telegraphed and isn't very impactful on its own. Use Pathbreaker Ibex if you want better blowouts. The exile ability isn't great even if you delve him away, since you're still casting a mediocre creature for 5 mana.

Yahenni, Undying Partisan - Good when your deck is based around sacrifice and reanimation, but very out of place here.

Bounty of the Luxa - Slow ramp or slow card draw, but you can't choose which one you need right now. Better to use proper ramp and proper draw spells instead.

Deadbridge Chant - You can keep this if you like it because it's pretty fun. However, the random aspect and lack of impact until your upkeep is a bit too unreliable for 6 mana.

Cancel - There are plenty of strictly better counterspells such as Disallow and Void Shatter.

Domineering Will - Just a shitty Reins of Power. You can use Reins of Power if you want, but it has a tendency to cause some very unsatisfactory game ending plays.

Perplex - Cards that give the opponent the final choice are generally bad, and this one isn't even good for its mana cost.

Spell Pierce - Good in faster combo-heavy metas, but not quite reliable enough in slower metas.

Unravel the Aether - This card is actually very good since it ignore indestructible, but it's worth considering if you'd rather have Nature's Claim for the mana cost or Krosan Grip for the utility, since I don't think you have room for all three in the deck.

In Garruk's Wake - Good card when you have the mana to use it, but 9 mana is a lot.

Increasing Ambition - I generally recommend against using tutors since games become very samey with them, but even then there are a lot of better tutors out there than this one.

Praetor's Grasp - Not as fun as Gonti, Lord of Luxury since looking at top 4 is more exciting than picking the best card for the situation, not as flexible either since you need the correct colors to cast things.

Serum Visions - Strictly worse than Ponder/Preordain, but it's not awful if you already run both of those.

Tempt with Discovery - Works against bad players, but against competent players you'll just have your Urborg, Tomb of Yawgmoth get removed by a Ghost Quarter. Use Hour of Promise instead.

Dimir Signet/Golgari Signet/Simic Signet - Signets are good since they're cheap, can be used immediately and colorfix you, but in a slower meta they're prone to get board wiped away compared to land ramp, so they're not that great when you're green.

Gilded Lotus - People generally don't use spot removal on mana rocks, but the big and efficent ones like Gilded Lotus and Thran Dynamo sometimes do. You can use the mana immediately, but otherwise it's not much better than an Explosive Vegetation.

rslattery on Let there be bugs

1 month ago

Update 3/28/2018: Took out Stroke of Genius and replaced it with Pull from Tomorrow since Stroke is too costly.

Load more