Draw two cards. Then discard a card unless you return a land you control to its owner's hand.
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|Hour of Devastation (HOU)||Common|
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|Commander / EDH||Legal|
Tragic Lesson Discussion
2 months ago
PDH needs a good grixis control deck.
I like a lot of the elements in your deck; mass discard, ETB creatures, board wipes and some of the most effective card draw and removal in Pauper.
Now, being in Blue and Black, I wonder about some of your card draw choices. You seem to play a lot of the rummaging spells like Cathartic Reunion when you could just be playing better Divination effects. Artificer's Epiphany seenms like a solid choice since you have a good number of artifacts. Compulsive Research is excellent for raw card draw. If you're going to rummage, you might as well be looting... for free. Frantic Search is great. I am not sure you run enough islands for it, but Gush is a busted card to have if you can pull it off. You could also run Hypothesizzle which does a lot of what you want to be doing. This deck in particular might be a good home for Krovikan Sorcerer. Also, no Mulldrifter? It seems perfect for this deck! I've been Probed a few more times then I'd like and I think your opponents would feel the same way. Tragic Lesson has a pretty soft drawback that you can actually take advantage of. Rhystic Study should be in your maindeck!
There's tons of good card draw out there, so it would be pretty easy to replace Cathartic Reunion, Wild Guess, Scarscale Ritual Tormenting Voice, Thrill of Possibility and Funeral Rites with basically strict upgrades.
So your main win condition is to kill the opponent with Commander damage on an empty board? You're scraping the bottom of the barrel for equipment to get there. Cranial Plating would be an excellent option for you. Copper Carapace is just as good as Vulshok Morninstar since you probably won't do much blocking and it can also be fetched with Trinket Mage. Giant's Skewer seems like it could be good with your first-striking commander. Neurok Stealthsuit is pretty much an auto-include in my deck as soon as I play Blue. Lastly Vorrac Battlehorns is great on a first-strike Creature and prevents you from being gang-blocked or chump-blocked, which is often equal to (or better than) a Bonesplitter effect.
4 months ago
I'd bump up the Phantasms to a full playset, same with Counterspell.
Something to consider with Mystic Sanctuary is Deprive -- It's an effective combo for pauper, being able to have a counterspell in your hand each turn. With that in mind, you can then cut the Didn't Say Please and get the Chronic Flooding in -- Mills for the exact same amount and occurs more often. I love the curse tech, but running a full set of Flooding might work better, though you could always run both.
Tome Scour seems a good pick as a mill 5 for 1 blue mana, though you could also use Thought Scour for mill plus draw -- I'd be inclined to then cut the Mind Sculpts and get some card draw in -- Set of Opt or Accumulated Knowledge. You can have all the mill in the world, but it means nothing if you're topdecking to do it.
If you wanted to go all-in on Sanctuary, you could side a couple of Tragic Lesson just in case.
Are the automatons just a quick and easy one drop? You might get more from a set of Faerie Seer / Faerie Miscreant / Sage of Epityr or even something like a set of Screeching Sliver or Drowner Initiate
That Rotcrown Ghoul seems nice, but if you need a bit of muscle to back up your draw, check out Makeshift Mauler or Stitched Drake -- They don't mill your opponent, but you have enough of that already for a side-option. Sometimes you need a bit of bulk!
5 months ago
I think this deck is moving in an interesting direction! Here are some suggestions for the current controlling direction
Disappearing Act It's a counterspell that can get you value. If you have two of these and a Mystic Sanctuary you can counter every turn. Tragic Lesson can also help out with the Mystic Sanctuary toolbox/lock and you need some card draw anyways
Metallic Rebuke : If you want to keep going the artifact route, this could be a great counterspell. Shimmer Dragon is probably your best win con if you keep going with the artifacts. Might even be something with Silumgar's Scorn
Fae of Wishes : A great blocker if you need one, or you can tutor a wincon/silver bullet from your sideboard and make it so your opponent's removal is basically meaningless.
I also strongly recommend putting some number of Tempest Djinn in your main/side as it is such a powerhouse of a card for almost no $$$ and it shores up a big weakness for you, decks that go bigger than you and require you to just kill them.
I hate to say it but I think your whole energy package can go away, none of those cards are up to the format's power level. If you really wanna stick to Energy, check out Confiscation Coup and Aether Meltdown.
5 months ago
more mana artifacts
also you should run atleast 9 counterspells
Should try to get tutors
more draw spells
5 months ago
Patron provides such a unique angle for a mono U deck. Some stuff I had in mind when I thought about building him was Skittering Surveyor and Pilgrim's Eye as ramp options, since Patron turns drawing lands into a strength rather than a weakness. There are some bits and bobs that include lands in their costs like Deprive or Tragic Lesson but I'm not sure yet if they're worth it.
I'm a huge fan of bouncing lands with the patron though, so I'm pleased to see Sunder included. Some similar effects to slow down play that I wanted to try out in this are Mana Breach and Overburden ,maybe consider them if you havent already :)
Boomcat12B on daxos
6 months ago
Cards to add-
Sea of Clouds You want to add glacial fortress for sure. It is a cheap check land that can come in untapped, and you want Rogue's passage to let you swing freely if your equip pieces are getting destroyed. I would run 36 lands in this deck and Sea of clouds can replace the bounce land if you want to go that route since it is a bit more expensive money wise.
Mystic Remora This will give you better card draw (in addition to what you already have. The more card draw you can have the better. This should give you around 10 pieces of card draw. Some of the card draw is situational so it will come to playing the deck and seeing if you need to add a bit more dedicated pieces.
Cards to suit up with-
Eldrazi Conscription - One of the best enchantments you can have for voltron
Sword of the Animist - Will help out with ramp...Add no matter what. This card is stupid good
Sun Titan - Allows you to get Equipment and artifacts back from the GY and you are running enough cards to make it worth running him.
Silent Arbiter - Perfect for your decks strategy, and will help with crack back
Umbra Mystic - Allows you to sacrifice your Auras instead of Daxos should he be killed.
Battlewise Hoplite - Gives you another creature to suit up if Daxos is taken out of commission or costs too much.
Augury Adept - Card draw and lifegain is worth it, plus it gives you another option for a creature to suit up
Removal- You are actually not to bad off in interaction. Your sitting at around 10 I think, but you do not have any boardwipes and that cna be a problem. However with your counterspell suit and single target removal it might play out alright. It will really be a matter of playtesting and seeing where you want to take the deck.Here are some ideas to add for board wipes (I would add one of these since there is one more slot to fill for the cards I suggested taking out. The rest can be ideas should you need to add board wipes)
Cyclonic Rift - This one is not cheap but I would definitely include it if you are willing to spend the money. I would add it over any of the other cards mentioned in this section.
Just a few ideas for cards to pull-
Mu Yanling, Sky Dancer - It just is not doing anything for you
Tamiyo's Epiphany - It costs too much for what it does
Curse of the Swine - just run a board wipe instead.
Angelic Edict - Costs too much for what it does
Dauntless Onslaught - This deck wants cards to suit up Daxos not combat tricks
Moment of Heroism - Same as above
Silence - A good card but your not looking to combo off so it is a slot you can use to further your game plan
Tragic Lesson - Better options for card draw
Corridor Monitor - Does not really provide much synergy for what you want to do All the bestow creatures- They just cost too much to use bestow and you have better options
Mesa Enchantress - A really good card, but Running 14 enchantments won't proc her enough to give you the value you want
Curse of the Forsaken - Does not really help all that much
Mystic Barrier - It does not really further your game plan
Unknown Shores - It isn't bad but being two colors you don't need to worry about color fixing that much.
Azorius Guildgate - Tapped lands can always be replaced
Alright so looking over the list these are the cards I would take out and the cards I would replace them with. I basically removed cards that did not provide a strong synergy, or cards that could be replaced with more efficient cards. The 2 biggest areas I focused on were Ramp and card draw since you were light in both areas. Simply by adding those 2 packages the deck will start to run better and more consistently which will lead to better games for you overall. I also suggested some lands so you can replace the tapped lands, as well as give you more utility to get dmg in with Daxos. Upping your land count by one should also help your land draw ratio as well. Next I suggested 2 more pieces of voltron that are just too good not to add. I pulled a lot of creatures that you were running because they did not provide synergy or they were just to costly. I replaced them with creatures that provide synergy and value for your deck, and also gives you a few more options in case Daxos gets shut down. Always need a back up plan. Finally Add in at least a board wipe. you really want three and I would personally replace 2 of your weaker counter spells (I left in most of your counter suite)with board wipe pieces. I gave you a few ideas as to cards you could run for board wipes. If you do decide to remove 2 counters to replace with w wrath I would suggest Stymied Hopes and Annul
I kept the upgrades to around $30-$40 dollars (I think I was not adding them up) but they should not more than $50 or so since I know you don't want to spend a shit ton on your decks. Let me know what you think or if you have any questions on choices or reasoning.
8 months ago
Burgeoning Exploration Solemn Simulacrum Skyshroud Claim Nature's Lore Farseek Abundance Sylvan Library Gush Kodama's Reach Sakura-Tribe Elder Sporemound Mana Breach Overburden Wood Elves Yavimaya Elder Llanowar Scout Nissa, Vastwood Seer Flip Burnished Hart Farhaven Elf Explore Splendid Reclamation Nissa's Renewal Boundless Realms Nissa's Pilgrimage Animist's Awakening Far Wanderings Life from the Loam Grow from the Ashes Collective Voyage Horn of Greed Ghirapur Orrery Rites of Flourishing Into the Wilds Temple of the False God Myriad Landscape Amulet of Vigor Ghost Town Urban Evolution The Mending of Dominaria Thawing Glaciers Cultivate Sylvan Ranger Manabond Skyshroud Ranger Coral Atoll Ensnare Fathom Seer Flooded Shoreline Meloku the Clouded Mirror Parallax Tide Planar Overlay Storm Cauldron Tidal Bore Thwart Trade Routes Tragic Lesson Uyo, Silent Prophet
2 years ago
Very cool deck! Since your goal is to keep it casual I'll suggest cards that are upgrades to stuff you already have, that way you can do what you've been doing just a bit faster/more consistently.
Mana Ramp:At the moment I see 7 sources of artifact ramp in your deck. I'd highly recommend increasing that to the 10-12 range, it will drastically speed up your deck.
Card Draw:The 6 card draw spells you have here are fine but I'd recommend adding at least 5 more, specifically card spells that help you discard into your graveyard or fill up your hand on the cheap.
Land:If you up your mana rock count to the 10-12 range, you can drop your land count down to 32-34 and have no issues.
The best way to go about improving your landbase is focusing on adding lands that enter untapped and can give you multiple colors.
Are just a few examples of lands you should consider adding in place of slower, enter tapped lands.
That's just the basic rundown of how to improve the core of your deck and make it a bit more consistent. Hopefully those ideas help!