|Commander / EDH||Legal|
Printings View all
|Eldritch Moon (EMN)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Return target spell or creature to its owner's hand.
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2 days ago
Gods Willing, Sheltering Light, and Shelter are cards I'd take over Stave Off. Unsubstantiate is way more useful than Unsummon. Likewise, Into the Roil and Hour of Revelation would be better than Disperse and planar cleansing.
I like Noyan cause you can get asymmetrical with board wipes that hit all nonlands, like your planar cleansing. There are more cards out there that can take advantage like that, edhrec should help with that search.
Love a good Azorius control deck, +1 cause Noyan is badass :)
5 days ago
I like the idea of partner commanders for your bant control deck. Ishai is a great blocker and thrasios helps dig into your library. Seems more useful than casting rubina, especially with a deck so light on creatures.
Suggestions: I'm surprised no one has suggested Mystic Confluence or Supreme Will. Modal counter cards are a control deck's best friend. You run a lot of cheap removal spells (Path to Exile? Unsubstantiate?), Isochron Scepter would do some great work in your deck.
You don't have many wrath cards, which would be very advantageous, as again, you have few creatures. Fumigate is my favorite, gaining a lot of life and wiping the board is a fairly dramatic tempo swing. This deck looks like it is going to have trouble dealing with planeswalkers, Hour of Revelation should be included, or some similar effect.
Hope this helps, I'll comment again with advice on cards to take out.
1 week ago
I love playing control. Nice list!
I wonder if you need Gigadrowse if the plan is to go wide with Peezy. Maybe more permanent removal like Incendiary Flow would be better or something like Peer Through Depths for card selection. Similarly, my control friends tell me to play Mana Leak over Remand in case you can hard-counter something. Maybe the Unsubstantiate could be a flex spot for conditional removal like Spell Snare or Negate.
Have you tested with Hurkyl's Recall, Shattering Spree, Shatterstorm, or Vandalblast over Smash to Smithereens? Have you tested with some graveyard/Counters Company hate out of the sideboard like Grafdigger's Cage?
1 week ago
List of things that could be better.
1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.
2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.
3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.
4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.
5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.
6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.
c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.
Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.
Cast these rocks and generate 3 colorless 2 blue and 1 green mana.
Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.
You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.
Winning the Game with inifinite mana
d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.
f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.
The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.
Hope this helps out.
1 week ago
Unstable Obelisk- Its mana intensive to do, but this effect is very valuable to have in your colors. I recommend having it just in case.
Bedlam Reveler- A very good topdeck late in the game, as well as an efficent beater for that refills your hand. Not so good if you're early on and dont have self mill
Bloodwater Entity- for a Reclaim and an evasive body with prowess is not a bad rate. Downside of course is having to use your jori trigger or a cantrip to get the card into your hand (but thats not so hard).
Torrential Gearhulk- This is the only gearhulk that is seeing modern play for a reason. It lets us keep using our graveyard as a resource, while being a big body. Very often you can flash it in to block and cast a random spell in your graveyard FOR FREE to get a jori trigger. Thats a 3 for 1. And now you have a 5/6.
Magma Jet- Part of my efforts to find interaction that gives card advantage. 2 damage isn't a lot, but its an instant speed play that can pick off utility creatures while giving us powerful card selection
Oona's Grace-Particularly powerful with your cost reducers, gives us a way to use our excess lands to hit jori triggers. Also an excellent card to discard.
Remand- Tempo play that digs you deeper. I'd probably fire this one off at the first chance i'd get.
Voyage's End- Instant speed bounce with scry. Similar options discussed later.
Riptide Laboratory- mana is actually a big issue with this deck, but I think this effect is powerful enough
Anchor to the Aether- Sorcery speed, but going to the top of the library messes up your opponent's next draw, while the scry digs you further through the deck. I haven't played with this one yet, but it might be good to test.
Pieces of the Puzzle- is a lot and sorcery speed sucks, but this is a powerful draw spell that has the advantage of also filling your graveyard
Spite of Mogis- This is the addition that I am most proud of. I can't believe we didn't know this card existed.
Perilous Voyage- Excellent if it hits something with cmc or less, underwhelming if not. Meta call. Also note that it has cyclonic rift's restriction.
Repulse-Bounce with draw. I think this is the best rate for this effect.
Select for Inspection-A bit troublesome to use, but the scry bounce for only is nice
Stymied Hopes- I'd consider this one a tempo play. Hit the first thing you can, so you can get that sweet sweet scry.
Unsubstantiate- Versatile spell, but the lack of card advantage on it is a minus
Baral's Expertise- Big bounce spell, will trigger Jori. But costs .
Mystic Speculation- Could be ok. Scry 3 is a lot, but thats all it does. I dont see you buying this back all that often.
Shreds of Sanity- 2 cards back for 3 mana + a card. Sounds interesting
Strategic Planning- sorcery speed impulse, but fills your yard.
Void Snare- 1 mana bounce
2 weeks ago
Thanks again for the ideas Chino90, you have some excellent points. I hadn't considered Vapor Snag but I think I'll add it. Also you're right about Unsubstantiate, I'll probably add it in place of Clockspinning. It's playtesting time!
2 weeks ago
I would cut the clockspinnings, 2x docent of perfection and the jace. Almost every card you have gives you a draw while putting counters on the process. clockspinning only puts counters.
Docent of perfection should be your end-game card. So 2x of them is fine.
Jace, while good, is better replaced for some control.
add 1 more serum visions and cut 1 peek.
Unsubstantiate is also good.