Return all permanents to their owners' hands.
Price & Acquistion Set Price Alerts
4 weeks ago
Thanks for the help!
4 weeks ago
I think your mana base is a little messy.
- There's no need for the Panoramas (Bant Panorama and Naya Panorama), you could just go with Terramorphic Expanse and Evolving Wilds.
- Checklands (Rootbound Crag, Hinterland Harbor and Sulfur Falls) and Bouncelands (Simic Growth Chamber, Izzet Boilerworks and Gruul Turf) benefit most from decks having more basics, so I'd tell you to replace some utility lands with basics (drop Alchemist's Refuge, Desolate Lighthouse and maybe even Kessig Wolf Run)
- Manlands (Lumbering Falls, Raging Ravine and Wandering Fumarole) aren't all that useful in EDH. Considering the amount of lands in your deck, I think you might want to cut them as well.
- Considering the amount of card-draw in the deck, you might want to consider Reliquary Tower
As for ramp in itself:
- Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
- I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
- Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.
Cards I don't like/I don't find useful enough:
- Crystal Shard - Reusable bounce is good, but I don't think this card is good enough to be here.
- Ranger's Path could be replaced with Nissa's Expedition (if you tap a creature it's exacly like a Explosive Vegetation) or Nissa's Renewal (costs more, but gets you 3 lands and 7 life). Or simply drop it. You run too few basics and with all the sorcery ramping you might run out of lands to search for...
- Recurring Insight - In the late game where you can give in to the luxury of spending 6 mana to draw some cards it can be great, but I'd rather use it in a See the Unwritten or Seasons Past or Selvala's Stampede or Saheeli's Artistry.
- Zendikar Incarnate - poor defenses and no trample. You can do better. Mystic Snake or Ogre Battledriver or Master Biomancer or Faerie Artisans (you can clone the token with Riku in order to keep it)
- Charmbreaker Devils can be good, but they might do nothing as well
- Deadwood Treefolk doesn't seem that appealing to me either; specially considering it only gets back creature cards. Greenwarden of Murasa is almost strictly better (bigger body and returns any card, but no "leaves the battlefield" trigger)
- Rampaging Baloths seems out of place. Yes, it creates some good tokens for playing lands, but generating 1 trample-less 4/4 per turn seems pretty bad. This creature is better suited for landfall-based decks in my opinion.
- Sphinx of Uthuun and Fact or Fiction are cards I just can't enjoy. I think the impact they make is negligible in the game, but I understand the appeal and sometimes it can be quite interesting. I'd say keep the creature and ditch the spell.
Other suggestions (mostly more creatures to use as a toolbox):
- Farhaven Elf another ramp on a stick.
- Reclamation Sage is a staple in the format for a reason
- Peregrine Drake generates infinte mana in conjunction with Deadeye Navigator and gives you some quick ways of ending the game (such as paying buyback of Capsize to Upheaval everyone but yourself constantly)
- Triumph of the Hordes - another win con
- Ghostly Flicker gives you a way to reuse ETB triggers or save something from removal. Also has a combo with Peregrine Drake + Archeomancer.
- Coiling Oracle forces you to reveal the top card, but the fact that it ramps if it's a land makes it so much better
- Phyrexian Ingester - removal on a stick. You could also go with Duplicant
- Drowner of Hope - never underestimate this little guy, since it's quite versatile. The "sac a scion: tap a creature" has saved me quite a few times and it can also work as some sort of ramp tool (It costs , but it refunds with the tokens).
- Nim Deathmantle brings a creature back for one more round.
1 month ago
When I first saw the partner commanders, I was annoyed because I felt like they just made it obvious which combinations worked. But your deck is another example of how unexpected combinations can work well together with some really cool synergies. Here are some cards you could consider to help yourself survive longer in games:
Vandalblast, generally a lot of problems that Nekusar, the Mindrazer and group hug variants have boil down to opponents quickly ramping and casting overwhelming number of cards each turn. One way to deal with that is to wipe away all the artifacts that non-green decks use as their source of ramp. Plus youll probably make the Kozilek, the Great Distortion player cry.
You may want to either switch out Eidolon of Rhetoric for Arcane Laboratory or just add Arcane Laboratory because the blocker probably isn't worth all the extra ways to deal with it because it is a creature as well as an enchantment.
Bloodchief Ascension when turned on can give you insane amounts of life gain, especially when you use wheel effects as it counts cards put in from anywhere.
Exhaustion is an efficient way to stop a scary opponent for a turn and the card disadvantage doesn't matter as much when you are causing so many extra draws a turn.
Portcullis can stop creature based decks in their tracks with counter spell backup though it still allows for enter the battlefield triggers.
If you find yourself dying to large attacks Evacuation an extremely effective way to clear the board of problems especially with wheels the following turn.
A slightly more evil version of Evacuation is Sunder, which to some opponents can set them back to turn one, and since you know when it's coming you can build out artifact mana or wait for it to be a good board state to use it. This effect is a lot of why Upheaval is banned.
notion theif is usually a safe option for when the game is starting to tilt out of your favor and the extra cards are more beneficial the opponents.
Anyway, the deck is super unique and I am curious to hear how it plays.
2 months ago
Wow, I haven't been on here in a few weeks and it seems like I missed a lot. (Apparently .5 tiers weren't never gonna happen?)
I'm not going to complain because it looks like it's given the top of the list more clarity and people seem happy, but I'd like to bring up some commanders that seem to have been overlooked during all this Upheaval. (Sorry, if any of these have been discussed, I did a cursory crtl+f before posting and didn't see anything.):
First off, the simple stuff:
Kaalia of the Vast, Titania, Protector of Argoth, and Teneb, the Harvester were all in Tier 2 fairly recently, and there was a lot of hesitancy about whether to demote them. Now that there's a Tier 2.5, shouldn't they be there instead of Tier 3? They are arguably more powerful than the entire rest of T3 after all...
(Either way, Titania needs a decklist. Here's my submission: Optimized Titania, Protector of Argoth)
Diamonds in the Rough. Overlooked Commanders in T4:
I've mentioned this a couple times, but Sachi, Daughter of Seshiro really needs to be promoted out of T4. The deck plays almost exactly like Seton, Krosan Protector (who is now in T2.5) and has the same explosive potential ("shaman-ball" instead of "druid-ball"). Should be promoted to T3. Here's a decklist:
Commander / EDH*
(I'm still tweaking the card balances, but this has been getting turn 5 kills consistently.)
Phenax, God of Deception: This guy is actually a pretty neat Self-Mill / Nooze combo / Doomsday commander. Way better than anything tier 4, but I don't think he makes it past tier 3. Check it out:
Commander / EDH
Bonus Round (a.k.a. I made some lists):
Commander / EDH
I took it upon myself to make an optimized Rakdos, Lord of Riots list (Cause I knew no one else was going to, lol). Rakdos's ability totally breaks NarejED's rule of counting low CMC's as a measure of competitiveness, but every time I've playtested it the deck has either won or gotten to a winning board state (giant army + MLD) by turn 5 or 6, which is not bad for T3. Enjoy.
I also made lists for our two under developed Simic commanders:
Commander / EDH
Mostly I just squished my HD combo from Hermits Make The Best Spies... Wait, What? into different designs. Ezuri wound up being more tutor heavy since the plan A for the deck was finding Sage of Hours (Infect is too slow for a main wincon IMO). Basically all of the tutors that find Hermit Druid also find Sage of Hours, so you just just race to 5 EXP and do HD if Ezuri gets messed with.
I'm starting to feel like every Simic or //X commander can be improved with a Hermit Druid plan if they don't already have something better.
I did also make a HD version of Rashmi, Eternities Crafter, but while I was doing that Rarian posted his list, and honestly I think his is better. Mine still works as a proof of concept, but the HD package is incompatible with High Tide combos because of the low island count, and the Hermit Druid doesn't mesh as well with Paradox Engine. (I did just playtest a T4 win by having Yisan and Mana Crypt in my opener, though, so that was cool.) If anyone wants to see the deck: Optimized Rashmi, Eternities Crafter.
I'm in the process of filling out the decks I've made for here with descriptions. If anyone has any feedback or criticisms, let me hear em :)
3 months ago
I love the fact that your deck can fly under the radar. But yeah, once folks figure out that Sexxy Shellz Fan Grrrl is actually BA, it may be in for a rough ride. Still, the deck's considerable Draw power and Counterspells will go a long way towards holding folks off. So, how to best survive the early game ... Maybe some pillow-fort cards (i.e., stuff like Propaganda), to help reinforce the idea that your opponents should attack each other instead of you? Or maybe Bounce cards, so their Creatures get bounced any time they attack you?
I think I'd do these for sure:
- Reducing Commander tax, once people find out how dangerous Jori is: Riptide Laboratory, Command Beacon
- Cryptic Command (just because it does EVERYTHING ... sure, it's kinda pricey, but it's a great investment, as it'll likely go in every Blue deck you ever build)
And you might want to sprinkle these in as the pressure ramps up (I would not recommend all of them by any means ... maybe just pick-and-choose based on cards that fit on curve?):
- Pillow-Fort: Dissipation Field, Maze of Ith, anything on MagicalHacker's superb MagicalHacker - List of All Pillow Fort Cards.
- Bounce: Upheaval (as a back-up Cyclonic Rift), Venser, Shaper Savant, Boomerang, Capsize, Repulse, Into the Roil, Wipe Away, Repeal
And here's a few more that may be worth consideration:
- Draw: Think Twice, Fevered Visions (unless there's a bunch of Aggro in your meta)
- General Artifact synergy: Saheeli Rai, Buried Ruin
- Utility: Thought Vessel (if you need some redundancy for Reliquary Tower), Sphinx-Bone Wand (can do a surprising amount of damage).
Sorry to give you all of these with no suggestions on what to pull. It's SO hard to say, as I've never played your deck nor against your meta. But I'll take a look at potential pulls later ...
4 months ago
The problem is that modern plays with a lot of cheap stuff, and its not that much help to bounce Tarmogoyf, Liliana of the Veil, or Dark Confidant, as they will create huge value in 2 turns.
I don't see much in the way of using the tempo gained by tinkering up an Upheaval.
discarding to seven in most cases is nothing more than picking the best hand on can have - and many modern decks can win with the cards present in an ideal hand.
4 months ago
"because none of those cards should be on the banlist in the first place."
...In your opinion.
You're a competitive player. (Stop me if I'm wrong.) In terms of cEDH I win buttons like Tooth and Nail and Coalition Victory are no big deal. If you have nine mana in cEDH you deserve to win the game.
Problem is, Commnader is a social format and has to support different levels of competition. You call that inconsistency and say cards should come off, but that's because you're looking at it purely competitive viewpoint. The thing is, the banlist doesn't have the luxury of doing that. The banlist has to serve all types of play.
A Sway of the Stars is super problematic in a game that's being played for enjoyment, because it takes everything that happened in the game up to that point and makes it as if it never happened. It invalidates the player's experience by saying the fun you were just having doesn't matter, because we're just going to restart, and the game we're restarting to is going to be short and miserable. People's definition of fun does vary, but making people's experiences irrelevant is pretty un-fun for most people, and that is why Sway of the Stars is on the banlist. (Same with Worldfire, Upheaval, etc.)
To me (and I think to a lot of other people as well) Tooth and Nail does the same thing. If it resolves it says that whatever game was being played is over, and this guy won because he happened to have this one card. The end.
That is why I think it should be banned. I know it's not a problem competitively.