|Commander / EDH||Legal|
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Turn to Mist
Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Turn to Mist Discussion
2 weeks ago
I made a version of this deck with only Blood Seekers/Trespasser's Curse/Hunted Phantasm, and instead of Ghostly Prison/Illness in the Ranks, I put in blink/bounce effects saw it as a pure combo deck, where I only dropped the Phantasm for 5 or 10 damage (depending how many Curses/SeekersI have out) then blinked it a few times all in the same turn.
Using the above package within a normal UB control deck (i.e. the rest is all counterspell, tutor. removal and draw) tended to work quite well for me.
Of course, it was horribly weak against competitive decks, but pretty good against other janky decks!
7 months ago
Derevi is a great commander.
Thinking of cards like:
- Acrobatic Maneuver.
- Eerie Interlude.
- Eldrazi Displacer (with colorless mana).
- Illusionist's Stratagem.
- Momentary Blink.
- Otherworldly Journey.
- Turn to Mist.
Have fun brewing!
7 months ago
This is a very cool deck! I love the blink archetype in our local cube, so this deck really speaks to me.
Have you considered playing UW? Lots of blink effects there.
Here are a few inexpensive (< $5) suggestions for more blink effects you can use to target opponents' creatures or your own creatures for their ETB effects.
Fractured Identity is also a cool removal spell for multiplayer fun. Trickbind can give you another counter-target-ability effect, as well, but with Split Second and the added bonus of preventing further activations of that ability for the rest of the turn.
There are lots of weird, low-cost, inexpensive Blue and White enchantments, as well, that can exile permanents and complicate the board state for your opponents. Maybe check out Guay the Enchanter for a few ideas, if that sounds interesting to you?
Happy brewing and have fun playing!
8 months ago
So you don't have anyway to prevent stuffy doll from being removed, no hexproof or shroud. I also think flickers can be good if you plan on going against more than one person. Lightning Greaves to help keep stuffy on the board. Deflecting Palm if a stuffy gets removed or can't block that would catch them by surprise. Blasphemous Act Obvious reasons. Valor Made Real if you don't want to be 100% reliant on pariah. Cloudshift or Turn to Mist can bounce stuffy back if is getting targeted or if you need to change his target. Also turn to mist can double at a removal against some targets. Sol Ring would help you ramp a lot. I like it though. Cool deck. I think this deck would be more fun in a group game where its less about getting pariah off but more about making you an unsavory target.
1 year ago
1 year ago
1 year ago
Wall of Omens seems like a pretty good back-up plan for all your flicker guys. Turn to Mist seems poor. Even with Sundial of the Infinite it costs 3 mana instead of one in comparison to Path to Exile.
Cool combo collection though!
1 year ago
Alrighty, so from the top.
To Iron_Cube: Restoration Angel and Cloudstone Curio seem like pretty solid options that I'm still considering, but I'm not sure yet what to cut. If I had to choose between the two I would go with just Cloudstone Curio. The land recommendations are good, but not my style. I can't bear to hurt myself to gain that mana, because I hate when I have all the colors I need and I'm still hurting myself late game. I also feel that you might bed horrified to learn that I just took Chromatic Lantern out. I did this because the mana has been really smooth lately. No one in my playgroup plays hate, but if they did no ETB would help. Ixidron can flip Hushwing Gryff and Merciless Eviction can remove whatever else. Reclamation Sage is a solid choice, but I already have 6 different (but spendier) ways to remove artifacts\ enchantments.
To JaceTheSwagSculptor: You're right, my mana curve is unfortunately very high. I rarely run into color problems, but I need to have a lot of mana to be able to do the things I need to do. Somewhere around 10-13 mana is when I get my elbow room. Regarding board wipes, in the early game I keep my hand full by playing things that help me and blinking/bouncing them, rather than playing more cards. When board wipes come up, I don't have a lot to lose, and/or I can frequently save them with Crystal Shard, Eerie Interlude, Flickerwisp, Ghostway, Mistmeadow Witch, Otherworldly Journey, Roon of the Hidden Realm, and Turn to Mist. This has frequently caused board wipes to backfire on opponents. And with Eternal Witness or Archaeomancer, the instants are retrieved. And the card advantage options I have work well for me, if I draw them of course. But I can easily topdeck a Temur Ascendancy, Cloudblazer, Coiling Oracle, or Eternal Witness and get 2-6 cards into my hand. As for the win-con, it's pretty unfocused. My strategy is rather drawn out, maybe painful. Opponents usually run out of cards, lose their permanents, and then I'll kill with Cromat or Magister Sphinx. I play a strategy that is perhaps frowned upon, where I just try to leave them with nothing. No hand, no permanents. Unfocused. However, I do win fairly often against a competitive playgroup, and it is very rewarding for me. Do you have any win-con suggestions? I haven't really seen anything that feels that conclusive. although Rite of Replication can sometimes be very conclusive.
To Alkadron: I'm glad you think it looks fun! As for the ramp suggestions you posted, Kor Cartographer appeals to me. I had forgotten about him because I only recently got the last 2 shocklands, both containing white. I already have 2 ways to fetch my forests, and it hurts me inside when I draw one of those after all my forests are out. So I don't want to overdo it. And Knight of the White Orchid is uncomfortably conditional. And those cheap dual-type lands are good suggestions, but I have the shocklands for that purpose already, and I've worked on avoiding lands that enter tapped, since originally all my lands did that. I know that this isn't ramp, but for the purposes of consistently hitting land drops, what do you think of Shard Convergence? Does anyone have experience with this? And I appreciate the advice about critically evaluating cards. Mindclaw Shaman is an example of a hit-or-miss card that sometimes has little value, sometimes is crucial. I'll keep my eye on those cards. Thank you for that advice.
To [email protected]_only: Horde of Notions looks like a very fun commander with plenty of potential, but I consider that to be a very different deck, because I don't want to be limited to elementals. The deck is just too different.
I love the responses, and you've helped me to remember forgotten cards, narrow down some problem areas, and reevaluate wincons. Please keep it coming!