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Creature — Djinn
Whenever you cast a spell, return target permanent to its owner's hand.
Tidespout Tyrant Discussion
1 day ago
It's not really organized, but you get the idea
Creatures: Peregrine Drake , Restoration Angel , Rishadan Footpad , Venser, Shaper Savant , Charming Prince , Mnemonic Wall , Nephalia Smuggler , Blizzard Strix , Mistmeadow Witch , Felidar Guardian , Bramble Sovereign , Glen Elendra Archmage
Enchantment: Oath of Teferi
Draw Spell: Deep Analysis
Protection: Sleep ,
Land: Endless Sands
1 month ago
@ClockworkSwordfish: I think I might also have some ideas for cuts as well:
Voidmage Apprentice : This deck already has enough Counterspell use, & is repeatable w/o needing to flip the table. There isn't that much danger from Split Second stuff anyway...
All down to you in case you accept these 3 as cut worthy.
Thanks for the help so far. :)
1 month ago
Destroyerbirb you don't need Tidespout Tyrant you can preform the same combo with Cloudstone Curio and everything will remain the same with the color demand being less intense. Also you could preform the entire combo for a cheaper MC entirely because Tidespout is CMC 8 and Cloudstone is only CMC 3
2 months ago
So my first comment is that consistency issues are generally well-remedied by tutors, so including the Dark Petition and such should help.
Tidespout Tyrant was not meant as a combo piece. I meant it as an example of a stupid-good reanimation target, which you could use as a secondary win-condition in itself. Reanimating it can frequently swing the odds toward you.
The best way to find out what to cut in a deck is to playtest and see which cards rot in your hand while you wish they were something else. That being said, there is some a priori advice I can give you, and I'll try. Here goes:
Generally, you want your curve to taper off around 5-ish, with maybe a few cards above that (excluding alternate cost cards like Commandeer , if you're running those). I feel like running all three cavaliers is likely excessive, since they're high casting-cost and you're unlikely to need all too many of them.
You want to maximize the relevance of your spells. I've never liked Deathpact Angel , since there're likely better cards you can be running.
Including tutors means you can lower your level of redundancy. I would cut Butcher of Malakir , since you already have Grave Pact and you can just tutor for it with Diabolic Tutor when you need it. (Note the underlying principle here: Diabolic Tutor can fetch the Grave Pact if that's what you need, or anything else for that matter; thus, Diabolic Tutor acts as more efficiently as a source of redundancy than a second card with the same effect.)
I guess my advice can be summed up this way: Playtest the hell out of your deck, but if that's not enough, lower the curve and increase card-slot efficiency. Cards that represent a lot of effects (like tutors or modal spells) are generally better than rigid cards.
Good luck! I'm glad you found my first comment helpful.
2 months ago
SideBae, Wow, this is immensely helpful! thank you tons! I do have a few questions/explanations/comments though;
I see your point about having too many combos/win conditions, the reason I bring it up is that I've been having some consistency issues, and I've been hoping to improve it from slightly janky to viable in my playgroup, once I get it assembled.
Tidespout Tyrant is a powerful card, but if you don't mind pointing out how it helps my combo?
I'll be sure to add some counterspells like Dovin's Veto as well!
One last overall question, what would you cut from the deck to make way for better cards you suggested?
All in all, though, I really appreciate everything! Esper is my favorite color combination in MTG, and I think with some modification, this deck could end up doing quite well!
2 months ago
Hey man! I always like Esper. Here're some suggestions; feel free to ignore any or all of them:
In your description, you say you need help with win conditions. I think it's important to keep in mind, if you don't already, that too many win conditions will actually hinder your deck. This is because with more discrete combos, you raise the number of 'dead' draws in your deck; drawing half of two combos that don't go together makes Jac a sad boi. So while I do agree you could use more win conditions, I think only adding another one or (maybe) to is probably the best route.
In the spirit of (1), you may find that having a powerful reanimation package can be one of the secondary win cons you're looking for. Tidespout Tyrant used to be one of the top reanimation targets in legacy (maybe it still is -- I don't understand that format anymore), and running him will let you draw Animate Dead sans Leonin Relic-Warder and still have a good shot at winning.
To that end, you should run Entomb and Buried Alive . Tutoring to the 'yard not only puts your Leonin Relic-Warder right where you want him, but also your Sheoldred, Whispering One /any other reanimation targets you may want. There're some other reanimation spells to consider, some that work with Leonin Relic-Warder and some that don't. Consider: Reanimate , Exhume (if you wanna get spicy), Dance of the Dead and/or Unburial Rites . Unburial Rites is one of my favorite cards, especially since you can tutor it with Entomb .
I think Path to Exile is strictly worse, in EDH, than Swords to Plowshares . Ramping an opponent in a format where everyone is doing busted stuff is dangerous, but giving them six or more life points may be irrelevant, especially since this seems to be a combo deck.
Your Brainstorm is good, but it'd be better with more shuffle effects in your deck. While Prismatic Vista and the other generic fetches (see Marsh Flats , etc.) can be very expensive, slow fetches like Flood Plain and/or Bad River are fine alternatives.
In addition to your Brainstorm , I cannot recommend Ponder and it's lil' brother Preordain highly enough. These two may not look like much, but being able to dig to what you need and past what you don't for one mana is a pretty great feeling. I run them in all my blue decks, and (with very limited exceptions) always like drawing them.
You've got some pretty good rocks, but there're ways to improve your ramp base. I've been very impressed with the talismans ( Talisman of Dominance , Talisman of Hierarchy and Talisman of Progress ) as slightly-better signets, and it's important not to discount Thought Vessel , Everflowing Chalice or Mind Stone .
You have some very powerful artifacts: Bolas's Citadel , Thornbite Staff , and Lifeline all seem like game-changers in this deck. Consider running Whir of Invention to get them out when you have the mana. Reshape or, if you're rich, Transmute Artifact are also good. Non-to-battlefield tutors, like Demonic Tutor , Enlightened Tutor or Vampiric Tutor are good, but expensive; like with fetch lands, there're other, more accessible options. Consider Diabolic Tutor , Lim-Dul's Vault , Beseech the Queen and/or Dark Petition , which are all fine tutors in themselves.
If you don't have fundamental issues with counter-magic, you should run some -- it'll protect you and your combo. Gold-standard counters ( Force of Will and Mana Drain ) are expensive AF, but you can consider other perfectly powerful options as well. Counterspell is good, and I've been very impressed with Spell Snare (which counters an overload-ed Cyclonic Rift REALLY nicely). If you've got Ad Nauseam players like me in your play ground, Dispel can be a worthy inclusion; Dovin's Veto is another combo-breaker for high-power tables.
To return to (1-3), you may want Aetherflux Reservoir as another win condition since it combos so nicely with Bolas's Citadel . If you can get a Sensei's Divining Top in the mix, things get nutty pretty quick.
Right. That's all I got. Good luck!
2 months ago
Guys sorry it took me that long to answer you all!
ToolisMaynard The site is a bit buggy and sometimes it happens. :( Sould be working fine now! But I need to warn you that the primer isn't 100% updated with the list.
2 months ago
So I'm kinda surprised no one has suggested this (apologies if someone did and I didn't notice while I looked at the other comments), but Skullclamp seems stupid-good with an X/1 token producer in the command zone.
You may want to revisit your artifact-ramp suite. I see you've included the signets, but I think the talismans ( Talisman of Dominance , Talisman of Progress and Talisman of Hierarchy ) are probably better. You may want to run all three of both -- that's a call playtesting will help a lot with. In general, two-mana mana-rocks are a lot better than three- or four-mana rocks, and that rule is especially true with four-mana generals. (...because landing a rock turn two into a land-drop turn three means you're casting your general a turn early.)
Though it may go without saying, I feel like I should mention that tutors are good cards. If you have access, you should consider running Enlightened Tutor and/or Demonic Tutor . If not (or even if you do have access to the former and just want more tutors), consider Dark Petition , Diabolic Intent , Diabolic Tutor , Beseech the Queen and/or Lim-Dul's Vault . The more tutors you have, the more consistent your deck will be. More importantly (at least in my opinion), you have to have fewer redundant effects, since you'll just tutor a card when necessary. This frees up card slots for more powerful spells.
In a similar vein, I see you're running Cloudstone Curio . I've obviously never played your list, but intuition tells me that that card is pretty busted in this deck. I suggest you try running something like Whir of Invention to tutor it to the battlefield at instant speed. Also worth considering is Reshape or, if you have a few spare kidneys to sell, Transmute Artifact . Granted, this does not get you a cast-trigger for the Cloudstone Curio itself, but I think the effect more than makes up for that fact.
I feel like I suggest these in every blue-deck comment I make, but I really, really think Ponder , Preordain and (if you have fetches/other reliable shuffle effects) Brainstorm belong in every blue deck. They're just that good. Having one of them in your opening seven means that a borderline hand goes from OK to good pretty easily, since they'll dig you to land if that's what you need, or past land if you don't. Your Terramorphic Expanse and Evolving Wilds are good for shuffle, but I'd add two or three more fetch-type lands before I'd add Brainstorm .
I'm unsure of what your meta is like, but I think you may have luck running Ghostly Prison instead of Hissing Miasma . Unless you're facing something like a Splinter Twin combo-kill, I feel like having a second Propaganda -effect is a better deterrent for potential attackers. Worth noting is that if you don't want to run two Propaganda effects, I think Ghostly Prison is better than Propaganda itself since Ghostly Prison does not die to Red Elemental Blast or Pyroblast .
I've always LOVED Tidespout Tyrant . You should consider a reanimation package, in order to turbo that mo' fo' out onto the field. Buried Alive or Entomb are good ways to put him in the graveyard, and running Animate Dead , Necromancy and/or Dance of the Dead will all bring him back while triggering your general.
Depending on how much mana you have access to in a typical game, you might want to think about a Words of Wind loop. ( Words of Wind has, since I first saw it, been one of my favorite cards.) If you pair it with a permanent you can trigger your general with that draws a card on ETB, you can make your opponents return their stuff all while netting faeries. Some such ETBers to consider: Ichor Wellspring , Alchemist's Vial , Baleful Strix and Disinformation Campaign . I especially like Disinformation Campaign .
Idk how many creatures you usually have on the field, but I have a feeling that Slate of Ancestry is worth running if you have 3+ creatures out on a routine basis.
Right. That's all I got. Good luck, man! Looks like a fun deck.
Tidespout Tyrant occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%