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End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Time Stop Discussion
3 weeks ago
NotEaster, I am still considering your suggestion regarding Glorious End. I have a feeling that it is not quite right. Glorious End should work best with a deck built with tons of offense. It is best if you need another untap and another combat phase. It is not a defensive card, and so it may seem like you could derail an attack and then retaliate in the turn after you play it and before you lose, but playing this is desperate unless you already have the means to win, and then it is less of a defensive reaction and more of an offensive reach card. It is definitely surprising, but not exactly the card I would usually want, and if it was, I should win anyway. Glorious End seems like a strange combination of Final Fortune and Time Stop. All of these cards are pretty amazing, and can be total game changers in the right deck, but I am unsure that this deck is really set up to overcome the significant drawback or the "lose the game" clause. I think a more aggressive deck is needed to make that clause not matter as much.
1 month ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
3 months ago
Mirror Sheen, Reverberate and the like don't work against storm.
Storm as an ability does the following:
1# It places a single copy of the original spell on the stack
2# THEN it places a triggered ability (as its casted, not on resolution) on the stack - this triggered ability creates all those many copies of the storm spell.
3# Then the triggered ability resolves, then the lot of freshly created copies resolve, and then the original resolves.
As such any effect that can interact with abilities is able to catch storm, be it "exile the stack" effects, like Summary Dismissal, Glorious End, Time Stop, and stuff that can counter abilties like Summary Dismissal, Voidslime, Nimble Obstructionist, Trickbind.
However these spell are only buying you time, they are not the same as casting Rakdos Charm against Splinter Twin, or Commandeer against Karn Liberated.
However if there would be a way to gain control of or create a copy (you own) of the storm trigger(ed ability), then your copies would enter the stack later, and resolve first, hopefully killing the storm player, if the storm count is high enough.
5 months ago
That's fair. How about Time Stop as a split second speed answer?
5 months ago
Also, your counterspells suite feels wrong for the deck. You're an aggro based deck wit ha bunch of heavy costed counterspells. This just slows you down. You should be looking more for cards like Swan Song, Muddle the Mixture or Flusterstorm (depending on budget) which are there to protect your deck, rather than try and counter everything others are doing. Rewind, Time Stop and even Cryptic Command are way to heavy costed and slow.
You also should be looking at more raw card advantage. Currently you're relying on your commander to do the bulk of your tutoring. While there is no problem abusing his ability, support cards like Sylvan Library, Phyrexian Arena and Necropotence are all super good. You also have access to every colour of wheel. I have found that even Day's Undoing, while having a downside is still strong enough to warrant as it doubles as recursion.
A bit more early game ramp wouldn't hurt either. You already have BoP, but Deathrite Shaman is a strong contender as well. Long term Noble Hierarch should go in as well, but that card is quite price these days.
6 months ago
When two of your triggers occur at the same time, you get to put them on the stack in the order you wish. Each resolves separately. You would want to do this to get the result you want:
This is going to happen in the latter part of the Declare Attackers step during your Combat Phase, incidentally. You'll get a round of priority before each trigger resolves when you can activate Kessig Wolf Run (or cast Giant Growth or whatever else). Thus, you will pass priority on the first trigger and the stack becomes...
(bottom of the stack) -> Mage Slayer Trigger
And you have the Ventmaw mana in your pool. You'll activate the land so with your mana so...
Which you will allow to resolve, then allow the Mage Slayer trigger to resolve.
Remember your opponents are also passing priority for each of these, so they could potentially Time Stop or whatever else when they see what is happening as ever.
7 months ago
Lack of instants and protection worries me in a creature heavy deck. Sure you can bring zombies back, but possibly not quickly enough, and especially since your easiest win-con involves just having a boat load of zombies. I would suggest trimming down the creatures or artifacts a smidge, and stocking a few cards like Part the Veil or Time Stop or Trickbind in order to make good use of blue control in a pinch.
7 months ago
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).
Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.