|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Uncommon|
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Turn / Burn
Turn - Target creature loses all abilities and becomes a 0/1 red Weird until end of turn.
Burn - Burn deals 2 damage to target creature or player.
Fuse (You may cast one or both halves of this card from your hand.)
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Turn / Burn Discussion
1 month ago
You're basically playing U/R Delver. Cut your creatures down to:
Then, switch a few of your spells around:
You also won't need so many lands. The ones you have are also kind of a problem because a lot of them always come into play tapped. Modern tends to have fewer turns than other formats, so you having lands that can never enter play untapped will lose you a lot of games. Any lands that do enter the battlefield tapped need to do something really good to warrant this. Therefore, I'd change:
-4x Swiftwater Cliffs
-4x Izzet Boilerworks
-0-1x Halimar Depths
+4x Wandering Fumarole OR Sulfur Falls OR Steam Vents OR Shivan Reef OR Spirebluff Canal
+1x Desolate Lighthouse
+1-2x Island (depending on if you cut Halimar Depths)
You have more blue cards than red in your deck, so you'll want to play more blue lands than red ones if you can't get a hold on any dual lands.
You may find Turn / Burn to be a bit heavy on the mana requirement. Consider replacing these with low-cost counter cards, such as Dispel, Negate, Spell Snare, Spell Pierce, Squelch, Chart a Course, or Remand. If you do cut Turn / Burn for one of these other cards, remember to cut another Mountain or two and replace them with Islands. Otherwise, you'll have too many games where you can't cast anything despite having 90,2183,989 bajillionzillion lands in play.
Lastly, you'll need a sideboard. These are the cards that are useful for your deck, but only against specific kinds of threats. You're allowed to swap cards in and out of your deck between games after the first in a match (tournaments are best 2-out-of-3).
An example sideboard would look like:
2x Mizzium Meddler (for Boggles)
1x Counterflux (stops control and midrange)
1x AEtherize (you'll want these against aggro decks and tokens)
These four just get moved to your sideboard from your main since you only want them in specific situations2x Abrade (vs. Affinity)
3x Ceremonious Rejection (vs. Tron, Affinity, and Eldrazi)
1x Dispel (vs. Burn and control decks)
1x Magma Spray (stops Kitchen Finks and Dredge)
3x Tormod's Crypt/Relic of Progenitus/Grafdigger's Cage (you bring these in against any graveyard bullshit shenanigans)
2x Spell Pierce
(These last three are for beating Control, Combo, and Midrange decks, along with Burn)
From here, you should have a decent deck to take to your local shop to play with, but there's still some things you'll need:
- Serum Visions is beast mode in Delver because it's one of the most consistent ways to flip Delver of Secrets Flip in Modern. They're a 4-of, but fluctuate between $2 and $8, depending on the market. They're pretty cheap right now due to being reprinted in Eternal Masters, but they've definitely been higher. You should be playing these over Peek and if they're within your budget right now, go get them.
- Snapcaster Mage is a card that cranks up the power level of your deck. End of your opponent's turn Lightning Bolt -> Snapcaster Mage -> Lightning Bolt -> untap -> attack has ended a lot of games in Modern.
- Scalding Tarn + Steam Vents will fix almost all of your mana problems. You can play off-color fetchlands as long as they're blue and you have Steam Vents (such as Flooded Strand). Not only can you save on your life total by fetching up basic lands, this also opens up the option for a 3rd. color or maindeck Blood Moons. Fetch lands also act as fuel for Grim Lavamancers and Jace, Vryn's Prodigy Flip.
- Speaking of which, Jace, Vryn's Prodigy Flip functions as the 5th. through 8th. copies of Snapcaster Mage. He can also be somewhat of a "budget" option, although he works best when you're playing both cards.
- Sword of Fire and Ice and the other swords in the cycle can go a long way. An Insectile Aberration is nothing to fuck around with. An Insectile Aberration with +2/+2 and protection from 2 different colors will end the game.
- You'll also want Remands (likely 2 or more) at some point, but it's not high on the priority of cards to get. They act like Time Walks when your opponent taps out to play something and misses a land drop. This buys you time to lay down the beats with your small critters.
- Ancestral Vision is also a solid pick. You're looking to stall the game out long enough to kill your opponent with 3/2s and 1/1s, why not refill your hand halfway through the game?
Hope this helps! I'm sure I'm missing something that experienced Delver players can recommend.
5 months ago
6 months ago
Superfriends is bad? Have you ever played against a doubling season one? I took mine apart because it was too GOOD.. and that was before this change that makes it better.
I dont see how doubling season out casting jace: tms, ugin, karn and tamiyo 2.0 and ulting them immediately on cast is bad, kinda hard to win against that, i guess your local atraxa player is either poor or just a bad player cuz atraxa superfriends wasnt bad before and its slightly better now
Honestly the rule is a positive change, now instead of having to sacrifice my Jace, the Mind Sculptor when i cast one of the 10 other jace cards, i get both.
This is a blessing in edh and a planeswalker buff for 60-card constructed and it is necessary, very few walkers outside of big jace in legacy and karn, ugin and liliana of the veil in competitive modern see any play at all outside of casual circles or superfriends. this means that planeswalkers are more viable and may see more competitive play
But the change was 100% necessary. If they printed ONE legendary walker after 100 non-legends and DIDNT change the rules, it would have broken the game.
At least this change is a buff, most changes like bannings or the "split-card" change in amonkhet that nerfed the shit out of things Isochron Scepter being able to imprint Fire/Ice or Turn / Burn, most changes nerf cards, so a buff is more than welcome
7 months ago
My version of this deck is a lot different from yours so you might disagree with some of this, but here is what I would remove. Lay Claim just isn't worth the 7 mana, and it looks like you have a lot of stuff that accomplishes the same goal. Elixir of Immortality is probably in here for a particular match-up, right? Ulamog, the Infinite Gyre and anything else with his last ability would probably accomplish this same goal. Jhoira's Timebug, Rift Elemental, Shivan Sand-Mage, Timebender, and Clockspinning are pretty slow. Generally, it's better to run cards which delay the game instead of time counter removal because they accomplish the same goal and are also usable when you're just behind. I'm not convinced Turn / Burn is really value, but I've also never tried it. In general, I think you have too many suspend targets and not enough ways to protect them or Jhoira herself. None of this is really meant as critisism; it looks like your deck is responding pretty directly to your playgroup, but if I were cutting that's where I'd cut.
10 months ago
11 months ago
Counterspell? Blasphemous Act? Preordain? Mystical Tutor, Melek, Izzet Paragon? Venser, Shaper Savant, the guy that walked around in the desert being stupid (read planar chaos!!)? Dack's Duplicate? Anger of the Gods? Turn / Burn? Sensei's Divining Top (go sensei ryu!! and read time spiral)? Paradox Engine? Fevered Visions? Blood Moon (make sure this doesnt kill you)? Chandra, Torch of Defiance? Jace, Unraveler of Secrets? Tamiyo, the Moon Sage? Windfall? Jace's Archivist?
1 year ago
I find your lack of Epic Experiment disturbing. That's the ultimate Izzet card right there.
Turn / Burn is also good against creatures that just don't want to die (i.e. Indestructible).