|Commander / EDH||Legal|
Printings View all
|Rise of the Eldrazi (ROE)||Uncommon|
Combos Browse all
Return an instant card at random from your graveyard to your hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Price & Acquistion Set Price Alerts
Surreal Memoir Discussion
6 months ago
Hey thanks for looking at this! Rebound as a concept is appealing but all the actual cards seem lackluster here. I did consider Surreal Memoir but I was hesitant because it's pretty lackluster/just too durdly whenever it chooses to return one of many cantrips like thought scour or anticipate
Surreal memoir is one of my all time favorite cards, fell in love with it in rise of the eldrazi limited and I had 3 copies in my cube at one point, so I don't take that decision lightly
10 months ago
Things I would drop:
Dolmen Gate: Doesn't help you win.
Decree of Savagery: Too small of a increase for too much of a cost. It's out of place in the deck as well.
Setessan Tactics: Only useful when your creatures are in Werewolf form, which might be too inconsistent.
Gruul War Chant: Personally I find this card underwhelming.
Parallel Lives: You are not running enough token generation to justify the spot.
I would also cut down the creatures to 25-30. Your weakest links are:
You might want to consider some more recursion to get back Moonmist more often. Shreds of Sanity, Surreal Memoir, All Suns' Dawn, Elven Cache, Eternal Witness, Nostalgic Dreams, Praetor's Counsel, Recollect, Revive, Seasons Past, and about a million more. I would stick to the low mana cost spells personally, as I'd really only try to get back Moonmist, but I would put 3-5 of them in the deck.
The last thing I would suggest is some more card draw. With all your win-cons in creatures that aren't very strong to begin with, you are going to need to out resource you opponents to secure kills. Next time you come over we can play a few rounds with it, and we'll see how it needs to be tuned.
1 year ago
I'll admit I'm not a huge fan of Surreal Memoir. The only reason I have it in there is because of the rebound. I built the deck with the idea of trying to get around the limitation of running out of power late game while still staying powerfull enough early. Trail of Evidence is integral to that. To me, a 3 casting cost, long haul, early cast late game powerhouse is amazing. By having so many instants/sorceries in the deck you extend your turn/burn power for every +2 mana you can afford as the token nets you a card draw. What would be great is if I could get some mana acceleration in here without compromising the synergy.
During some friend games I netted 4 sets of 2 dmg, so 8 total, and 12 investigate tokens from 3 x Staggershock at 2cmc, reduced from Goblin Electromancer. 1 shock was in hand and the extra shocks from Harness the Storm. Thats 6 mana for 8 dmg and 12 clue tokens. I had three Trail of Evidence out. Excessive, I know. Pretty mana efficient at that point though.
This was late game in a 5 person Kingdoms, so a bit dramatic of an example, but the near infinite card draw for 2 mana was what kept me viable throughout the match.
1 year ago
Also, how much money are you willing to spend? What is your budget? And for a start, cut Surreal Memoir. It's bad. Also cut Trail of Evidence, Harness the Storm, Glimmer of Genius, Curious Homunculus Flip, and the rest are fine. Lathnu Hellion would work great, so would Young Pyromancer, Searing Blaze, Vexing Devil, the list goes on and on and on. Burila24, Treasure Cruise is not modern legal, but Telling Time would work great. Also more things that easily create energy. Also, consider making a sideboard, where after games you can put in cards that are good against the deck you are against. Vandalblast is terrible against a deck with no artifacts, but it is amazing against artifact decks.
1 year ago
I just pulled Geistblast and Charmbreaker Devils out and instead put in Surreal Memoir Copies of spells don't trigger "on cast" mechanics I kind of liked the Lathnu Hellion except for the constant energy draw. While there is energy in the deck, it's not incredibly energy heavy. The Dynavolt Tower would help a bit but it's primarily there to help with stacking damage. If I have to pull those energy counters away then I won't get the damage from it. I'm hoping that the early game turtles will shore up def. Those Stormchaser Mage's though are nice as they fill the flying hole I've currently got. As of now I'm just depending on damage spells to remove them or the Confiscation Coup to just take control if I can't dmg them down.
1 year ago
More uncommon instant-matters cards: ... Relearn, Rise from the Tides, Shreds of Sanity, Spellheart Chimera, Surreal Memoir, Swift Reckoning, Trail of Evidence, Vexing Scuttler, Weaver of Lightning, and Wee Dragonauts.
1 year ago
As for Vorthos, I guess you can run the artifact creature token generators then, given she ate Tuk Tuk.
I kind of like the imagery of Zada using ground up hedrons to force eldrazi to do her will.