|Commander / EDH||Legal|
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|Masters Edition III (ME3)||Common|
|Portal Three Kingdoms (PTK)||Common|
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Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
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Three Visits Discussion
4 days ago
Great list you have! Here might be some cards you can consider for more effective ramp package, control, or protection.
- Three Visits
- Carpet of Flowers
- Search for Tomorrow
- Summoner's Pact
- Mana Drain
- Autumn's Veil
- Noxious Revival
- Seeds of Innocence
- Nature's Claim
- Crop Rotation
Hope that helps!
hkhssweiss on Jodah
1 week ago
You can start by cutting all the non efficient high CMC cost cards and start adding in the 2 CMC rocks, or if you have the budget the good 0-1 CMC fast mana rocks. Some additional ramp spells will be great to add. Here is a list that can be considered for ramp:
- Nature's Lore
- Three Visits
- Search for Tomorrow
- Fellwar Stone
- Sol Ring
- Mana Vault
- Talisman of Unity
- Talisman of Dominance
- Talisman of Indulgence
- Talisman of Impulse
- Talisman of Progress
Also the signets can help a lot as well. Look at the colors of your card and see what is your most important ones, than use signets of those colors. Usually it would be W/U/B for most Jodah decks. Hope that can help!
1 week ago
1 month ago
Hey thank for checking out my baby!
In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a ramp.net deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.
In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.
I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.
I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.
1 month ago
So I've been running this deck myself for a while and have been having blast, but I have a few questions.
Why no Scroll Rack? Seems like it would be pretty useful to stack the top of the deck. Similar utility that Jace offers, just slightly narrower.
I recognize the slow nature of Crystal Shard, but it seems just as slow as Temur Sabertooth. I recognize Sabertooth also offers indestructibility, so in effect it dodges your own board wipes in most cases, but the utility seems amazing.
What's the purpose of LED? The one shot mana burst seems heavily offset by the discard cost. I've found LED tends to sit around on the battlefield instead of seeing any use due to the fact that I don't want to lose my hand.
Also, why no 2 mana ramp spells; Farseek, Nature's Lore, and Three Visits. I've found that the lack of a comprehensive fetch package has left me with some issues casting things out of my hand. You lack Misty Rainforest, Bloodstained Mire, and Verdant Catacombs and the use of some two mana spells means you're less susceptible to cards that hate out artifacts, specifically Null Rod, Kataki, War's Wage, Stony Silence, and the like. Perhaps in lieu of something like Spelljack, which is a total whiff off a cascade trigger.
Would love to hear where you're coming from.
1 month ago
Hey hkhssweiss, sorry took me a while to reply.
Tempt with Discovery - I don't have the same issue as yet with people grabbing land destruction, but they do benefit by grabbing Cabal Coffers or Urborg, Tomb of Yawgmoth, but I do also get the benefit of usually ramping out about 4 of my utility lands. With all that said, I have taken your advice and cut Tempt with Discovery for Nature's Lore and the instant available ramp fixing was beautiful early game grabbing lands like Breeding Pool quickly so I definitely see the benefit, plus it fits right into the low CMC ideals.
I'm seeing what I can drop for Carpet of Flowers as you made a good point. Just x1 opposing island and the spot in the deck is justified, x3 and you're laughing. Also a lovely target for my opponents to waste removal on. Just need to figure out what to replace. List is getting really tight now.
Sylvan Library - I didn't actually realise the draw-fixing benefits this actually provides besides the draw. Will be dropping Underworld Connections as its the only one that has a mana cost associated with it and ties up a land.
Search for Azcanta Flip I think I'd struggle with this one. My graveyard doesn't get filled very much in this deck, unless I'm getting milled or wheeled. Not currently a fan of sending anything to the graveyard willingly either. And without recursion, not a good fit for the deck atm, but love the flipped ability of the card though. I started to realise I get land-swamped more often than I'd like, hence the recent inclusion of Azusa, Lost but Seeking & Oracle of Mul Daya to try to ramp it all out as much as possible when I get the chance. The flipped ability of that card would've been a nice addition.
I know I said I didn't have any recursion, but it was all deliberate. I'm not too interested in going through my graveyard in this deck atm. Feels like if I do it would unbalance it a little too much for my liking and may end up cutting some nice pieces. So I prefer to just leave it out completely for the meantime. If I can't save it with a counter spell then I'm currently fine with it going to the grave never to return. But when I can find some other cards to drop for efficiency, the top 2 contenders for recursion would be Regrowth & Noxious Revival.
Seasons Past is just a little too fat for the effect in this deck (with or without recursion) given the phyrexian ideals.
Also thanks again for checking out my build and making some really great suggestions! :D
I'll be checking out your builds soon enough ;P
1 month ago
First off, a big apologies for the delay in getting back into this comments section. Work got the better of me for a week and I've hardly had the time to get on here! Thank you all so much though for pitching in :) It's beyond appreciated!
I'll address each of you individually in here as well, but as a bit of general information, v1.1 of the deck is only incorporating changes from hkhssweiss as his suggested cards were the only cards I was able to get my hands on before the work rush. I do have some from other user's suggestions, but I wanted to get my hands on all suggested cards, not just the few I had.
Thankfully, I do now have a decent amount of spare time on my hands and will be visiting my LGS to purchase and try out all card suggestions within the next couple of days.
@MillersEdge - Wow, dude, what an effort you put into that, thank you ever so much! It's quite clear you know your stuff :)
Regarding ramp, I can certainly appreciate your observation. The lack of mana rocks in this deck is definitely a big thing. I really like the idea of Coalition Relic, Astral Cornucopia and Everflowing Chalice and believe all 3 of these will make it into v1.2. Forest retrieval cards are nice but can become dud draws fairly quickly in the game. I've added both Nature's Lore and Three Visits to the MaybeBoard anyway and will play-test with them as well. I want to get both Birds of Paradise and Noble Hierarch in somehow too.
Phyrexian Scriptures has also made it onto the MaybeBoard. It's certainly an eye-catcher with all 3 abilities having relevance, and I do like the idea of Saga's (never played them before). In saying that, one of the common players at my playgroup has both a Sharuum the Hegemon deck and a Breya, Etherium Shaper deck. We'll see how it goes.
In terms of the prison related cards, I'm actually probably going to move away from this plan, as to do it effectively you do seem to dedicate a large amount of slots. However, Spike Weaver genuinely looks amazing. I've no doubts that he'll see some MainBoard action in the future.
Privileged Position is currently in for a late game pillow fort strat involving Privileged Position, Sterling Grove and Avacyn, Angel of Hope. To be honest though, the three of these cards might be swapped later for others anyway as they really only hold relevance to themselves. Or I'll simply add Shalai, Voice of Plenty as well as Privileged Position as quite a few other users are also recommending it. Armageddon is hated at my playgroup, but I don't mind being 'that-guy' every so-often ;) I'll play test it this week and see what the general reaction is.
The walkers got a pretty big shuffle around since you might have last seen the deck, but I do see the relevance of Tezzeret the Seeker and Garruk Wildspeaker. Tezzeret the Seeker could come in handy if I can increase my mana rock amount, and I think I prefer the idea of him over Garruk Wildspeaker. Will get back to you with results.
Leyline of Anticipation has landed in the MaybeBoard with high chances of being MainBoarded. I genuinely forgot all about this badboy!
Really really like the idea of Nexus of Fate, looking forward to seeing what sort of shenanigans I might be able to pull off with that. Savor the Moment is definitely competitive, but the late game appeal of Nexus of Fate is striking me more.
I'll definitely jump onto your list as well and have a fish around :) As well as throwing in my own 2 cents! Thanks again.
@Aragon_Neotrix - Thank you! Definitely hearing you regarding proliferate-able targets. I'm hoping to improve on that in the next iteration with counter based mana rocks etc.
Aetherworks Marvel is amazing, hardly surprising it was banned in standard eh?! I did admittedly forget about energy and experience counters. I'm sure this is going to make it onto the MainBoard.
I'll take a closer look over your own version over the next day or two for some more proliferation ideas, and will throw in any suggestions I have myself :)
@ManSauce - Man, every suggestion here is on point. Thank you so much!
Captain Sisay is a card that wouldn't have occurred to me. Very likely become one of the main tutors in the deck. Mox Amber and Noble Hierarch - Yep. Definitely keen on both. Ramp is becoming the main concern of the next update.
Plaxcaster Frogling is another one that I don't think I ever would have found. Interested to see how I can use it. Shalai, Voice of Plenty has received a few recommendations now. I'll be likely to find a spot for this too. Llanowar Reborn could pretty much be an auto-include.
I've jumped onto your profile and bookmarked your own version to go over in more depth. Thanks heaps for the suggestions :)
@Jimmy_Chinchila Man I've been spamming Search for Azcanta Flip in Magic Arena lately and for whatever reason it didn't even occur to me here! Thalia's Lancers is indeed solid but I think it might lack by comparison to some other tutors. Regardless it's been added to play testing.
Forgive me for the bulk of cards sitting in the MaybeBoard, my worst ability is choosing what has to come out! Aha. As mentioned earlier though, I've setup a large chunk of time to go through all current suggestions over the next couple of days and look forwards to coming back to cull the list :)
Thanks heaps for the suggestions, I've also bookmarked yours to go over in more depth!
@hkhssweiss - You're more than welcome my man! :) Thanks heaps for coming back again! Aha.
Not to worry regarding the planeswalker suggestions. I may be a little rash with my initial judgement of Vraska, Golgari Queen but admittedly the current objective has me focused on getting other utility spells in over planeswalkers.
Assassin's Trophy is amazing. I'd expect to see this in just about every G/B deck moving forward! Likely to make it in, just need to allocate a spot. Djeru, With Eyes Open is definitely one I hadn't seen before! His second ability might just make him a prime tutor candidate. Windgrace's Judgment is also phenomenal. Most of my games have 5+ people making this awfully attractive.
Shalai, Voice of Plenty has popped up 3 times now making her impossible to ignore! xD Pir, Imaginative Rascal is beyond amazing and as the more important part of Doubling Season is almost guaranteed a spot.
Thanks heaps yet again my dude! I do more than appreciate you sticking around :)
Ty all! Now to testing, woo!
1 month ago
I would recommend using the more efficient mana ramping spells such as Farseek, Nature's Lore, Three Visits, Kodama's Reach. Maybe also some mana doublers like Mana Reflection or Dictate of Karametra.
If ya like more help I'd be happy to help!