Uncanny Speed

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Uncanny Speed

Instant

Target creature gets +3/+0 and gains haste until end of turn.

Furani on Fling In The Ice (MODERN)

6 years ago

Brute Force +2 // Uncanny Speed -2 // Fists of the Anvil -1 // Temur Battle Rage -2 // Undying Evil +2 // Soul's Fire -2 // Spell Pierce +3 //Cryptborn Horror -2 // Goblin Electromancer +2 // Jeskai Sage -2 // Vampire Hexmage +2 //Fate Foretold -2 // Skin Invasion -2 // Cathartic Reunion +2 //

Quite the rebuild but, you have so many different cards at different mana-speed-levels that the deck won't perform very consistent

GS10 on Alesha, Who Smiles at Her Bank Account

7 years ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

Thedude636 on If the Shu Fits

7 years ago

Great name. I liked Rhystic Study, Uncanny Speed, Seething Anger, and Reckless Charge with Shu Yun.

PayOneLife on

7 years ago

Hey there!

I run a Zada deck which is budget ($50) and is wicked fun to play, so I thought I'd offer you a few notes (I hope you don't mind).

I'm not a huge fan of Zap and Flare, because too many of your guys have small butts and will die for the card draw, which is counter-productive. I run all the other cantrips you have here and Skullclamp and I find that to be fine.

Because your dudes have such small butts, First strike is AMAZING. However you need an increase in the creatures' power, as none of them are particularly large. Due to this I've avoided stuff like Temur Battle Rage or Overblaze which are often equivalent to a +1/+0 with your tokens and 1/1 critters. Sure Strike gives a good buff and first strike, Bloodmark Mentor is a great first strike enabler, and Fists of the Anvil, Screaming Fury and Uncanny Speed are all useful buffs that I'm always happy to draw. Screaming Fury and Uncanny Speed have the added benefit of giving haste - in fact Screaming Fury in particular has won me some games on the spot.

You can check out my deck here Yes We Cantrip if you're interested. I've done a fairly thorough write up on how it works.

Good luck!

Spectresmith on

7 years ago

Some first glance thoughts:

You have a Zada, Hedron Grinder in the deck, but I didn't see any instant or sorcery cards to take advantage of his ability. Even a one or two card package, say Uncanny Speed or Temur Battle Rage would better benefit you. If you've had enough time to develop, it could be a psuedo-viable win con.

There is also an almost total absence of ways to interact with cards that aren't Planeswalkers or creatures. I don't think it would be a bad idea to cut some of the creature spot removal in favor of a couple of the best artifact/permanent removal instants. Vindicate, Terastodon, and Merciless Eviction are all great cards, but they are the only way to deal with something like Torpor Orb, which would take a big giant dump all over your face.

There are some card choices that I'm sure are dictated by their availability and not your personal preference. Having Cancel in there when a single counter like Arcane Denial or Swan Song would be a straight upgrade. Confirm Suspicions is over costed for what it does for you. Five mana for a counter and three cards for another six mana is just a little bit too slow for me. Consider adding an All-Star like Capsize instead.

Conspiracy is a good include and tutor target if you're going to be running more than five creatures that aren't Allies. As it is now, I think it's not doing you enough good to be pulling the weight that a five mana enchantment should. Mirari's Wake is something more along the lines of what I would look for to get a couple turns of benefit out of before someone blows it up. Oath of Nissa needs to get cut. All you need is for Gideon, Ally of Zendikar.

I'm still bringing you a Constant Mists to put in here instead of Revealing Wind. That shit is trash.

Amulet of Vigor is only as good as your ability to use it. Tutor for it the first chance you get. It will be a huge difference maker in terms of how smoothly and quickly your deck will work.

Other than all that, I can't wait to see how it runs.

Groovelord on It's me, ur lover

7 years ago

Anax and Cymede? Neat choice. But I see you're over the deck limit, and some of your cards could be replaced.

Cathars' Crusade is an upgrade over Valor in Akros.

Reckless Charge is better than Uncanny Speed.

Journey to Nowhere is better than Suspension Field.

Path to Exile or Return to Dust over Celestial Purge.

Boros Signet over Boros Cluestone.

Swords to Plowshares over Devouring Light.

You don't have enough card draw to need Thought Vessel. Mind Stone or Coldsteel Heart is a better 2-mana rock. Also lose Springleaf Drum; you want to attack with your creatures, not tap them for mana.

Kabira Vindicator, Hand of Justice and Foundry Champion all cost too much for what they do. Better options are Soltari Champion, Pianna, Nomad Captain and Catapult Master, but you might not have enough soldiers to use Catapult Master to the fullest. In any case, don't run Hand of Justice.

Anoint, Seething Anger and Mark of Fury are nice as reusable heroic spells. I'd cut Hold the Line and Righteousness since they're dead when you're not blocking.

You badly, badly need a Sunforger to find your combat tryxxx, and its good pal Mistveil Plains to keep doing it again. Odric, Master Tactician is also a must to make sure your army gets through.

Tempt with Glory should be Ajani Steadfast.

Wear / Tear over Shattering Blow.

You don't have enough +1/+1 counter stuff for Elite Scaleguard to be worth it, but that can be remedied with some more bolster and outlast cards like Anafenza, Kin-Tree Spirit and Abzan Falconer. I think the Scaleguard could really shine in this deck with the right support.

Cut all the battalion creatures. Battle cry is much better (Hero of Bladehold, Accorder Paladin, Hero of Oxid Ridge, Goblin Wardriver, maybe Signal Pest).

Zada, Hedron Grinder is kind of like a backup Anax and Cymede. Note that the copies won't trigger your heroic guys cuz copying and casting aren't the same. But I'd cut all the heroic creatures anyway, except Phalanx Leader and maybe Fabled Hero.

Veteran Swordsmith should be Spear of Heliod. You're running too many non-soldier creatures for the Swordsmith to be worth it. Veteran Armorer is not worth running at all.

Paragon of New Dawns should be Angel of Jubilation.

First Response should be Mobilization, Heliod, God of the Sun or Goblin Assault. Most decks won't be hitting you often enough to get soldiers consistently.

Fury of the Horde should be Increasing Devotion or Conqueror's Pledge. It's more important to focus on building and protecting an army than to get into extra combat shenanigans.

Opaline Unicorn should be Chromatic Lantern

Crusader of Odric could be...Young Pyromancer maybe? I'd keep the creature curve pretty low to get the most out of Return to the Ranks.

Peace, and have fun Borosing

RainbowGuts on

7 years ago

I'd suggest adding in some buffs or removal. Uncanny Speed, Burn from Within, for a few examples. There is also no way to deal with flying besides Moonlight Hunt so maybe Plummet to help deal with that. I'd also suggest Arlinn Kord  Flip to help a bit.

dragonsandgoblins85 on Narset - Haste Suggestions

8 years ago

Uncanny Speed and Hammerhand cheap mana cost haste cards. Both give some counters as well. There's one in Theros as well but I can't remember its name at the current time. I'll post it if I remember it's name. d&g85

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