|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Uncommon|
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Counter target spell if you control more creatures than that spell's controller.
Unified Will Discussion
2 weeks ago
3 weeks ago
Greetings, human! Below are my suggestions; feel free to heed/ignore them as you choose.
In EDH, playtesting with your meta is really the only way to know how much counter, burn and card-draw you need. That being said, you typically want a cantrip and a counter in your opening hand, which means running approximately 5 - 10 of each is a good idea. I think Preordain should definitely be in your deck alongside your Ponder , and Brainstorm becomes astronomically better with shuffle effects. Although the Zendikar and Onslaught fetches can be very expensive, cheaper alternatives definitely exist: Terramorphic Expanse is functionally identical with the Evolving Wilds I see you're running; the slow fetches (like Flood Plain and Rocky Tar Pit ) are on the table; and Ash Barrens is around $3 these days. Aside from Preordain , some card-draw/filtering spells I advise at least considering are: Impulse , Chart a Course , Faithless Looting , Chemister's Insight , Archmage's Charm , Think Twice , Oona's Grace , Frantic Search , Sleight of Hand , Pull from Tomorrow , Fact or Fiction , Dig Through Time and Treasure Cruise . Slate of Ancestry is an artifact source of repeatable card advantage.
I suggest Faithless Looting , Chemister's Insight , Think Twice and Oona's Grace because you can cast them from your graveyard. This will give you extra triggers off of Kykar, Wind's Fury and Jeskai Ascendancy . Similarly, if you choose to run cards like Young Pyromancer and Monastery Mentor (which I highly suggest you do), these cards will get additional triggers as well. Murmuring Mystic is another creature to consider, as is Taigam, Ojutai Master .
Burn spells are tough in EDH, if only because you have three times as many opponents as usual, and they all have double the usual life total. So burn is typically going to be spot removal or mass removal rather than to-the-face, like in Modern. Generally, I do not recommend running many one-for-ones in a format where you're facing three opponents rather than one; the only one-for-one I highly suggest is Swords to Plowshares . Electrolyze is an instant that does not cost card advantage, so I advise this too. Mass-removal, like Wrath of God , Pyroclasm or Supreme Verdict is generally much more successful. However, because of your general and the nature of your deck, you'll likely want to only run one or two board-wipes. Things like Shattering Spree , By Force , Dust to Dust , Return to Dust , Grasp of Fate and Vandalblast are also worth considering.
Counter magic is good. I advise adding a few spells to your current package. Consider the following: Swan Song , Dispel , Exclude , Unified Will , Remand (maybe -- it's a meta call), Negate , Flusterstorm , and, provided you have access, Cryptic Command , Force of Will , Mana Drain and Pact of Negation .
An area that I see as being capable of a lot of improvement is your mana-base. Though the best fixing is, of course, wildly expensive, affordable options exist. Steam Vents , Hallowed Fountain and Sacred Foundry are all about $10 or so these days, as are City of Brass and Mana Confluence . I personally like Reflecting Pool , Exotic Orchard and Forbidden Orchard as well.
As Foretold is at least worth considering. Aetherflux Reservoir is, I think, probably better than Sentinel Tower , though if your meta is filled with creatures you can nail with the Sentinel Tower then you may wish to keep it. If you want to go on the aggro plan, Supreme Phantom is also worth considering, as is Intangible Virtue . Kindred Discovery is good if you name "Spirits." If you are like me and don't have ethical qualms about infinite combos, Isochron Scepter with Dramatic Reversal is a good way to make infinite tokens if you have enough rocks out.
Speaking of rocks, I like your current suite. I'd also consider Mind Stone , Coldsteel Heart (maybe), Fellwar Stone and Everflowing Chalice . Arcane Signet is coming out soon, and that's definitely worth an include.
Right. That's all from me. Good luck with deck-building!
3 weeks ago
Hey theages ! Thanks a lot !
The goal of this deck is more like aggro/snowball. I need to kill my opponent fast because if something bad is on the ennemy board I have no good removals in simic for it :
- fight effect like Prey Upon are not that good because my creatures haven't raw strenght
- Rapid Hybridization or Pongify are pretty bad because the format is really fast and giving a 3/3 to your opponent is never a good thing
- Beast Within , Imprisoned in the Moon or Song of the Dryads are too expensives and have huge downside too
Buuuut ! I have strong evasive abilities : islandwalk, flyers, unblockable, tappers... I'm pretty sure there is several ways to build a strong Kumena deck in duel commander. I have tried a ton of lists : more or less ramp, more or less counterspells, more or less removals. What I've observed is that because we have no good removals, the best way to compete with aggro decks in simic is to be faster than them. And because I don't like creatures ALL IN strategies like mono green ( Surrak, the Hunt Caller , Titania, Protector of Argoth ...) since they got destroyed by control decks ; I use a counterspell package. I got 9 counterspells plus 5 hexproof/hard to target effects ( Shapers' Sanctuary ) plus a Vapor Snag (that I often use on my own creature versus control) plus a Yavimaya Hollow . After many games that seems to be the perfect amount to have enough creatures flooding. The best games are games where I use at maximum one or two counterspells and I kill the opponent before turn 7, 8 or 9. I don't want to draw or start the game with 3 counterspells in hand because I won't have enough pressure to close the game fast. Furthermore, I want the cheapiest (most are "free") counterspells that allow me to keep mana to build my board. that's why I don't use Tale's End . And even if Tale's End is strong if I would like to put 2 CCM counterspells in the deck I would probably chose Remand , Counterspell , Unified Will , Memory Lapse , Mana Leak or even Essence Capture first. Stifle is huge because of the surprise effect and because it can wins games turn 1 versus 3+ colors decks missing a fetch. Just like Savage Summoning or Misdirection I think that you can find better cards to replace those 3 but the surprise effect of those "non-meta" cards are so tasty I'd like to keep them :)
To finish, I know I have quiet a lot of 3 CCM creatures but first there is no more good enough turn 1 or 2 merfolks and I think I'm close to the right number (eventually check my maybeboard section in the primer) and half of the wraths in this format are coming on turn 4 so playing 3 drops on turn 4 to have your 1 mana counterspell or hexproof effect is huge. Plus 3 CCM creatures allows me to bait counterspells in order to play Kumena next turn.
I hope I answer your questions :) As I said I'm pretty sure there is several ways to build a Kumena deck. Show me yours ! Bye !
1 month ago
4 months ago
Eidolon of Rhetoric wouldn't hurt, even if you put a few maindeck.
5 months ago
Board wipes are death to strategies with Edric or Tymna therefore my advice is to include a lot of creatures/counterspells that can stop or slow down board wipes.
- Selfless Spirit
- Gaddock Teeg
- Thalia, Guardian of Thraben
- Mausoleum Wanderer
- Hope of Ghirapur : only stops one opponent from playing a board wipe.
- Arcane Denial
- Unified Will
- Pact of Negation
- Mana Leak
- Spell Pierce
- Heroic Intervention
Mystical Tutor is helpful to be able to tutor for a counterspell and then draw it thanks to Tymna or Edric. Worldly Tutor and Eladamri's Call are great to tutor for a hatebear to help stop a board wipe or any other creature. Diabolic Intent is a budget unconditional tutor that's good when playing a lot of little creatures. Creatures such as hatebears/mana dorks who don't have evasion can benefit from Wingcrafter . Mirror Entity is another mid/late game way to pump all 1 power fliers or unblockable creatures; nice with Tynma because she has lifelink and Throng because Entity EOT turns creatures into Rogues.
Notorious Throng in combination with Rogues is another potential powerful mid/late game card. Land Grant and Nature's Lore in combination with Shock lands (Pool, Garden, Tomb) can be very helpful when you're trying to keep the manabase land count low. Brainstorm , Ponder , Preordain , Serum Visions are other spells that help to let you keep the land count low, since they can help to find lands.
5 months ago
Hey, saw your forum topic asking for help.
Consider expanding on the strategy of little creatures with evasion especially flying and adding extra turn spells? All my card suggestions will be budget ($5 or less each).
Cards to consider adding:
- Yavimaya Coast : ETB (enters the battlefield) untapped to make blue or green mana, great with so many one drop creatures.
- Botanical Sanctum ETB untapped turn one to turn three to make blue or green mana.
- Tetsuko Umezawa, Fugitive : makes all your creatures with 1 power or toughness unblockable.
- Hope of Ghirapur
- Artificer's Assistant
- Cloud of Faeries : untap two lands is great with lots of one drop creatures.
- Scryb Sprites
- Zephyr Sprite
- Faerie Miscreant
- Mausoleum Wanderer
- Looter il-Kor
- Llanowar Elves : mana dorks are nice for ramp and can become unblockable with Tetsuko.
- Elvish Mystic
- Eternal Witness : recur any card from your graveyard.
- Beast Whisperer : more good repeatable draw when casting so many little creatures.
- Skullclamp : most creatures here have 1 toughness making Clamp great backup draw.
- Unified Will
- Regrowth : recur any card from your graveyard.
- Karn's Temporal Sundering : works well when Edric is on the battlefield.
- Walk the Aeons : most expensive price card I'm suggesting, but the buyback is very helpful. It's not exiled after cast, it can be recurred.
- Part the Waterveil
Can add all these cards for about $30.
Cards to consider cutting:
- 4x Island
- 3x Forest
- Archetype of Imagination
- Jhessian Infiltrator
- Skyrider Patrol
- Tishana, Voice of Thunder
- Counsel of the Soratami
- Desert Twister
- Explosive Vegetation
- Venser's Journal
- Curious Obsession
- Curse of Verbosity
- Gaea's Anthem
- Kodama's Reach
40 lands is a lot of lands when playing so many one drops. Most of these possible cuts are draw spells. These spells are fine, but I don't think you need all of them because you have Edric. They can be replaced with more low CMC creatures to make Edric better. I also think extra turn spells give you more than these draw spells as well as other high CMC cards. Having an extra turn to attack thus draw again is very good with the strategy of attacking and drawing with Edric.
Good luck with your deck.
JKRice on UW spirits
7 months ago
Unified Will is in the Sideboard of most human or spirit decks I know of
Unified Will occurrence in decks from the last year
All decks: 0.0%