|Commander / EDH||Legal|
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|Commander Anthology Vol. II (CM2)||Common|
|Commander 2016 (C16)||Common|
|Khans of Tarkir (KTK)||Common|
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Delve (Each card you exile from your graveyard while casting this spell pays for .)
Draw three cards.
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Treasure Cruise Discussion
2 days ago
Have you considered Reshape as a way to find critical artifacts (Sphinx-Bone Wand) and cheat them out cheaply? One thing I find with my mizzix deck is that it you don't want to spend mana on things that arn't instant or sorcery spells (they are just so much more expensive). I might also also suggest Treasure Cruise or Dig Through Time other delve cards, they gain you experience for their full cost, but are can be cast early and cheaply using both mizzix's reduction and delve.
3 days ago
I have seen it said before, but I want to question your win-condition as a deck under the "Competitive Hub".
Bruna, Light of Alabaster is a very good "pub-stomp" commander. I am sure you can understand why, it is really good at pumping out damage once you deck has the ramp and enchantments to pull it off. Good card draw or tutoring allows you to pump it up with 2-3 enchantents that get it to one-shot opponents. That wins in three turns!
I think I should break that down just a bit. You need 2-3 cards additional to the commander, and for the sake of arguement, I will say 2. Battle Mastery + Corrupted Conscience for example, given you only have a few other 2 card "combos" with you commander, this one is the cheapest. All together it would cost mana, but your commander really makes that mana and a combat step uninterrupted. Honestly, winning with 2 cards additional to the commander that costs 6 mana outside of green isn't great, but given you can tutor them up well, which you can to some extent as the cards you need are aura enchantments and you are in white.
Truely, this is wrong though. Intuition and Three Dreams are one-card combos with your commander, sadly your commander can't cheat their costs, so if we take Intuition with Bruna, Light of Alabaster, it costs 9 mana, and it one-shots a player per turn.
Per turn is the issue though. A 3 turn win (killing one opponents a turn) leads to 6 turns your opponents have to answer an unprotected body (no hexproof nor any indestructible type effects). 6 turns is forever in cEDH, and since you run so much of your deck as useless enchantments (outside of combat win), it is simply not likely you can counter everything your opponents through at you.
This is why I question your win-condition.
The thing is, a control deck isn't just trying to win. It needs an absurd amount of card draw and cheap answers to stop every attempt at dropping a stax lock or combo finisher. Every Dark Confidant, Trinisphere, and Food Chain needs a Swords to Plowshares, Chain of Vapor, and Swan Song respectively. You don't have the luxury of running just 20 answers for the 20 threats in each opponents deck, you need 60 answers for the 20 threats in each of 3 of your opponents deck. 60 cards that are simply answers won't do the trick either, you are drawing one card a turn, your opponents (collectively) draw 3 a turn. EDH is a game that every player is at a statistical disadvantage.
So run multple answers in each card Grasp of Fate all the Dark Confidant, Trinisphere, and Food Chain all at once. Windfall a new hand of answers, Timetwister back your answers, and draw a new hand. Brainstorm, Ponder, Preordain, Opt, Impulse, Serum Visions and cantrip your way to the right answers for the situation at hand.
You actually have what I would normally say is the next point, prematurely answering threats. Armageddon can wipe a hand out of the game, if your opponents can's cast the cards in their hands, they might as well not have it. Cataclysm is similar, for obvious reasons, and so is Ravages of War, a card I would greatly recommend.
To get more value out of these effects, you need another tutor like Personal Tutor is a great way to find a land-swipe effect, I also suggest better card draw like Timetwister, Time Spiral, Manifold Insights, Treasure Cruise, Dig Through Time, etc.
Cheap answers like Chain of Vapor, Fragmentize, Mental Misstep, Delay, Mindbreak Trap, Rapid Hybridization, Pongify, Into the Roil, Blink of an Eye, Grafdigger's Cage, and other such answers are the best thing to have a ton of. They are blowouts early-game, useful tempo boosts mid-game, and still relevent late game. Being able to have a card for every threat means spending more cards on ramping is unrealistic at best, but running a deck very low to the ground is incredibly useful, pretty much every cEDH control deck is either stax-hybrid control, or straight 1-2 mana answers, some sweepers, and 1-3 mana card draw.
To end all of this, I would recommend greatly changing this deck, or dropping the "Competitive" tag, it is misleading as-is.
I also want you to know, QKNARWHAL, that I mean no disrespect to you or your deck-building capabilities, I do not think that this deck is a bad deck, simply not competitive. A previous user, Podkomorka had showed similar thoughts to mine, yet did not explain them. Podkomorka also was not mentioned or responded to in further posts, which I hope will not be done to myself.
Thanks for reading! - SynergyBuild (I'll toss you an upvote on the way out)
1 week ago
You're kinda light on Ramp and card draw. I tend to want something like 6-9 pieces ramp and 4-7 pieces card draw. Kodama's Reach, Cultivate and all on the on color signets I'd recommend for ramp. And Treasure Cruise; Fact or Fiction, and it's cousin Sphinx of Uthuun; and Read the Bones I would consider for card advantage. Maybe something like Regrowth too.
I feel like Rise from the Grave and Rakshasa's Disdain are subpar versions of better cards. Like why not run Counterspell or Logic Knot or Delay or Disallow or... you get the idea. Yawgmoth's Vile Offering could be a spicy edition to this deck over rise. I'll also agree with the comment above and say Diabolic Servitude is great.
Seasons Past could be really really good but it depends on your meta. The deck indicates that you probably want one but if you have a faster meta, probably pass on it.
If it were me, I'd probably cut Grimoire of the Dead (Very slow), Ghoultree (Not really synergistic), Sultai Ascendancy, (It's not a great card advantage engine or graveyard filler), Boneyard Wurm, (Chumped all day long) Altar of the Brood, (My guess would be you'll never win by milling your opponents out), Witchbane Orb, (I doubt it's gonna come up, all that often), and Rise and distain as I mentioned above.
Cool deck. Hopefully any of that was useful.
1 week ago
Hey man! There are a lot of good choices for recursion, and you've hit a lot of them. Just gonna make a few more suggestions.
Also consider Tortured Existence to not only fill your graveyard, but get key creatures back on the off chance they get milled.
Hope this helps!
1 week ago
I actually really like the idea of putting power limits on decks using a "score system," its actually something that I've contemplated before, but I thing that the score should be metta based and not necessarily just a simple power calculation. I would also start with maybe no ban modern? But putting cards like Treasure Cruise which such a high score that it would be detrimental for the rest of your deck to play more than 1 or 2 copies. If our goal is to have an affordable, diverse, and competitive format we really don't want legacy staples running around in my opinion.
1 month ago
There is a difference between the converted mana cost of a spell and how much a spell costs to cast. Treasure Cruise is an 8CMC spell. This will not change. However I can cast it for less by delving.
Helm of Awakening will help reduce the casting cost of a spell by . This means that if I was to cast something like Impulse, I would just pay for it. This however does NOT reduce the converted mana cost of the spell.
So no, Helm of Awakening will not mean that you can cascade into a spell with a converted mana cost of 8 off of Maelstrom Wanderer. The best you can go is 7, as converted mana cost does not change for non-X spells.
1 month ago
Out of your maybeboard, my thoughts are:
The Mirari Conjecture seems too slow and difficult to control. you want to make sure that you combo off the turn you double all your spells, but then it really obiviously advertises to everybody that that is what you're doing. And if you want good repeatable graveyard recursion, Charmbreaker Devils is the way to go.
Bonus Round seems interesting when used in the right circumstances. Against permanent heavy decks it seems bonkers. Against other spell slinger decks you prbably want to have a Teferi, Mage of Zhalfir in play.
Elixir of Immortality is ok I guess. It's good in colours that don't have much recursion, but don't you want stuff in your graveyard to help fuel stuff like Past in Flames or Treasure Cruise/Dig Through Time (run Treasure Cruise/Dig Through Time).
Will Kenrith seems cool as a commander or decent in a Teferi Chain Veil stax deck (albeit how expensive he is) but again, I don't think he's right here. Play him, -2 him twice and that's it. Would prefer to just play Jace's Ingenuity for cards.
As a general rule, you should also NEVER assess a planeswalker for a deck based on their ult. It's bad form and you end up running a bunch of clunky cards on the off chance you could do something with them.
- Spellseeker just seems good. Run her.
1 month ago
Where are your fetches? Why is Blightsteel Colossus in this deck? You can't even cheat him into play. Come to think of it, a lot of your big guys just do nothing and are hard to cast. I would rather go for deck efficiency than play big bombs that do nothing. Maybe just play a Zur deck + an Apostle deck like the ones you see on EDHrec. It looks like you're jamming pet cards in an archetype that doesn't even want to play them.
Personally I would go for an Enduring Ideal deck if I were playing Zur.