|Commander / EDH||Legal|
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|Modern Horizons (MH1)||Uncommon|
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Talisman of Creativity
: Gain .
: Gain or . Talisman of Creativity deals 1 damage to you.
Talisman of Creativity Discussion
3 hours ago
Pain lands such as Fiery Islet too
Are also pretty good ones if you're a masochist like me. You're playing black though, so why wouldn't you be? Hehe. Consistent color profile is important in these multicolored libraries.
My grixis under Thraximundar is undergoing some major changes right now. Check it out for more ideas on ramp and lands.
5 days ago
1 week ago
Your manabase is pretty slow (as you know), considering it's mostly taplands. If I were you I would consider cutting quite a few of the taplands in favor of basics, with a bias towards green, and then run a significant amount of green mana ramp, like Sakura-Tribe Elder , Rampant Growth , Farseek , Cultivate , Kodama's Reach etc.
Chromatic Lantern is pretty much a must have in any 5C deck if you can afford it, and all of the talismans (like Talisman of Indulgence , Talisman of Creativity ) are really cheap now and super good to manafix :)
1 week ago
Recent changes - 07/05/19
The Why: Show
Urborg - I feel that 30 lands may be just too much, and I hate giving my opponents any possible advantage, so we cut it for Negate.
Azorius Signet - I actually meant to swap this for Talisman of Creativity , not Talisman of Dominance
1 week ago
I always have trouble cutting cards but some cards I would consider cutting are
Heartless Hidetsugu unless you can give it haste, it's going to draw everyone's removal and you won't get to activate it even once.
Howling Mine You already have lots of card draw, so you won't want to give your opponents cards as well.
Flash of Insight because it's technically not card draw, and won't combo with Niv.
Hope this helps!
2 weeks ago
You're playing enforcer: You need good Enforcer Cards. I'm not sure how often you're using your commander's ability (there seems to be a synergy in Dingus Egg ) which makes me super happy.
Here's some that come to mind (that aren't Cyclonic Rift-priced): Chandra's Ignition Blasphemous Act Slaughter the Strong , Tragic Arrogance and Boompile . The last one I've seen used to great effect similar to Oblivion Stone without having to hold up them mana or Nevinyrral's Disk / Slows the board down (or makes you the enemy, but you're playing Jokulhaups--you're not being nice).
Get rid of the Myr mana generators and put in Talismans ( Talisman of Conviction , Talisman of Creativity , and, if you want to spend a little, Talisman of Progress ). I say this because you're gonna kill creatures a lot with your sweepers. Talismans also have the added benefit of being 2-colored fixing and no summoning sickness. Solemn Simulacrum and Burnished Hart Should replace your other dorks (better value, don't care about sweeps.)
Now, What do Overpowered decks like to do: 1) Abuse triggers: Hushwing Gryff , and Torpor Orb are amazing because you have no ETB triggers on your creatures. 2) Abuse Specific Cards: This is a two parter. First, you can get rid of/hamper combo cards you know of with things like Extract or $ Meddling Mage or Pithing Needle / Sorcerous Spyglass -type effects. OR, you could go after their ability to actively find their answers with Stranglehold , Aven Mindcensor , or Mindlock Orb . The latter choice murders people with search lands... but your deck already does that in spades (Make it hurt worse with Thalia, Heretic Cathar ) 3) Use Crazy Manabases: Ruination , Price of Progress , Blood Moon , Magus of the Moon . Hates yourself pretty good, too, but that's what you wanted? Impending Disaster is a fun play 4) Graveyards: If you can't afford Rest in Peace , The next best things are Grafdigger's Cage and Silent Gravestone are the best IMO.
FINALLY; You need more draw. Budget Wheel of Fortune , Wheel of Fate is good, Windfall is an Auto-include. Mystic Remora is a gamble, but not bad. What I think would be great in this deck is Zedruu the Greathearted . Give away your things that hurt everyone, because It (usually) doesn't matter who controls them. Coercive Portal is also nice in a big game like you're gonna play. Get some voting going!... That was an aside.. and kinda draw, kinda gross.
I hope that helps. If you know some of these folks commanders, I can suggest further Shenanigans
2 weeks ago
I'm not sure what kind of budget you're looking at, so I'm going to try to keep from suggesting anything too up there.
I'd swap out Purphoros for Reckless Fireweaver . You'll probably end up doing the same amount of damage, but I've found it paints less of a target on you. And Riddlesmith can give you an effect that's similar to Jhoira's, if you want the redundancy.
Stoic Rebuttal is at best Counterspell , and at worst no better than Cancel , so I would just run Counterspell. I know you'll have the Metalcraft 99% of the time, but other than flavor there's no reason to use it instead.
One of the nice things about this deck is how little color mana you need, so I'd upgrade your lands. Since you're running two artifact lands you may as well add in Darksteel Citadel too. Buried Ruin is great for any artifact heavy deck. And Ash Barrens , Grixis Panorama , and Shivan Reef can help color fix for you without slowing you down or hurting you too much. You only have four potential triggers (plus I guess two more for the X spells you have) for Sanctum of Ugin , so I would run another tutor over it, but that's a personal preference. I would also swap out more Mountains for Islands, since your deck is blue heavy, but if you don't have any problems with the ratio then don't worry about it.
Hope some of this was helpful!
3 weeks ago
A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.
When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles
- Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
- Wipes small creatures vs wipes the entire board
- Same timing restrictions, same color, both deal damage to remove
The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.
Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.
We can do the same thing with Greenwarden and Ewit too
- 3 CMC vs. 6 CMC
- Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
- Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
- Bad beater vs. Pretty good beater
Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.
As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.
For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.
- Turn 1, land
- Turn 2, land + any of these (Signets, Talisman of Impulse , Talisman of Creativity , Talisman of Curiosity , Rampant Growth , Farseek , Nature's Lore , Three Wishes , Lotus Cobra )
- Turn 3, land + commander
Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.
That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!
Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .
Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.
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