|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Modern Masters (MMA)||Mythic Rare|
|Fifth Dawn (5DN)||Rare|
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You may choose not to untap Vedalken Shackles during your untap step.
(2), Tap: Gain control of target creature with power less than or equal to the number of Islands you control as long as Vedalken Shackles remains tapped.
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Vedalken Shackles Discussion
1 week ago
It's your turn and you control Contamination and Vedalken Shackles. An opponent controls a 1/1 token. It doesn't matter if the 1/1 was created by an opponent's Bitterblossom in this situation - that trigger doesn't come into play on your turn, it triggered on your opponent's turn (otherwise you wouldn't need to steal the token).
Contamination's triggered ability goes on the stack during your upkeep. You can respond to it by activating Vedalken Shackles to steal the token. You will control the token when Comtamination's trigger goes to resolve.
Instead, if you control both Bitterblossom and Contamination, you can stack the triggers such that Contamination is at the bottom of the stack, and Bitterblossom is at the top. Bitterblossom will resolve first, and so generate a token before Contamination requires a creature to sacrifice.
If instead, an opponent controlled a permanent with "EACH upkeep, create a 1/1 token" you could still do this. Opponents' triggers are put onto the stack after yours during your turn; they will resolve before yours. Thus the 1/1 will be created before your Contamination tries to resolve, during the round of priority before you go start to resolve it, you can activate the Vedalken Shackles to steal the token.
1 week ago
Yes you can. Both Bitterblossom and Contamination trigger at the beginning of that player’s upkeep. When Bitterblossom’s trigger resolves, there is a round of priority where each player may cast spells or activate abilities. At that moment you may activate Vedalken Shackles and steal their new token assuming it meets Vedalken Shackles’ requirement of power being less than islands.
1 month ago
I'll start with my background: I'm a low level points grinder. I play Storm/Jeskai Control in Modern, and Miracles/2 Chains in Legacy. I'm gonna tell you what I don't like in your deck, why I don't like it, then I'll tell you what I would put in your deck, and why I would. We all play magic differently, so I hope you at least consider some of the changes, and overall I wish you luck in your building!
Mana Leak: I would not play 4 of. Honestly, I'm not sure I would play more than 1, and absolutely no more than 2. This card is only good early game, and you're a pseudo-control deck, which means you will go long sometimes. For me, it's down to 1 here
Echoing Truth: This card just doesn't deserve a main board slot, in my opinion. In loses you card parity, as opposed to repeal, which will cantrip. I'd move to have 2 total in the side.
Scalding Tarn: You don't need this many fetches, even if you are playing Jace, considering you play 4 Serum Visions and 4 Opt. You need more lands than anything, so petition to make this pair of fetches into a pair of Islands.
Into the Roil: This card seems like an odd fit. At best, it's a Cryptic that can't counter and can't tap the team. I would take this out completely.
Pact of Negation: You already play 3 -cost spells in the main, in Disrupting Shoal. This card (for the most part) prevents you from holding up counter magic on your next turn, or playing a spell on your next turn. You already play a ton of fair counterspells, this pair is overkill. I'd take 'em out.
Vedalken Shackles: I think this is more of a meta call, but I'm basing my evaluation of these cards in the vacuum that is the national meta of modern - which means that K-Command and Bolt probably are too good to play this card. But, again, I believe this is a meta call. As per the continuity of this comment, I would be taking these out.
Ensnaring Bridge: I know this is in your maybeboard, but I'm gonna squash this right now. This card is awful in a deck that wants 7 cards in hand at all times. Unless Pox / 8 Rack is the best deck in your meta, I wouldn't even consider this.
Okay, now to what I would add:
1 Vendilion Clique & 2 Wizard's Retort: These 3 go into the main to help out your Disrupting Shoals - you have few three drops without these. Playing a total of 11 Wizards makes a pair of Wizard's Retort pretty playable. For those reasons, these come in.
1 Repeal & 1 Unsubstantiate: Both of these cards are nuts. Unsub does double duty, being both a counterspell and an unsummon (and don't forget, you can use both of these cards on your own Snapcaster Mage to avoid a bolt or just flashback another card), while Repeal cantrips and sets your opponent back one turn. Try both of these out in the main, you won't be disappointed.
2/2 Psionic Blast: 2 in the Main, 2 in the Side. There's a reason that Jeskai Control is the best control deck in Modern right now - it can become a burn deck pretty easily. This is your answer to that. The two damage is negligible - considering you don't play shocks, it seems your life total will be pretty safe in the early game. As for playing a pair in the side, it's just a continuation of the burn gameplan. Thanks Durkle for throwing this out there.
Dismember could find a spot in the side, along with Surgical, but I would only take out some number of your Relic of Progenitus to do so. Maybe 2 Relic, 1 Surgical, 1 Dismember? It seems pretty meta dependent, but thought I'd bring it up. Okay, that's all I got for you. Hope I've been of some use. Cheers!
1 month ago
Blue mages unite.
So there's a couple things you should consider when making a list like this. The biggest thing is: Why are we playing mono blue and not splashing a color? What does mono blue let us do that we couldn't otherwise do with a splash? Currently you don't have a very good answer to that question, honestly. You're not actively benefiting from only playing 1 color, you're just nerfing yourself by limiting your options to interact.
There are a couple things you can do to make use of mono blue cards and mono islands. The first is making use of several copies of Disrupting Shoal. HIGHLY recommend this one. Excellent excellent card, but doesn't really have a home in modern. It fits best into this kind of shell naturally. Really catches people off guard.
The second thing is playing a couple copies of Vedalken Shackles. Honestly not the best suited card in modern right now (what with k commands and crazy fast clocks) but still a super solid card, at least deserves a place in the sideboard probably against goyf decks and such.
Tempest Djinn is also kind sweet as a finisher, but it's super unproven and probably too clunky.
..I'm about to just list off a bunch of random suggestions, feel free to ignore whichever ones you don't like.
I think Ancestral Visions is a trap in this deck. At least main. As a 4 of. At the end of the day, this is a tempo deck, and WILL struggle late game against decks that play more inherently powerful cards, so all this card is doing is trying to slow the bleeding. It's a very weak turn 1 play when you could be casting a delver or setting up with a serum visions or holding up spell snare, and it's an absolutely atrocious topdeck. I'd avoid this one in here. Just my own two cents.
Spreading Seas is a good card, but I don't like 4. They makes delvers harder to flip and you usually have to commit to tapping out on turn 2 to make the best use of them, which I personally don't like. Wouldn't be the worst thing ever to keep them, but its not like its filling the same role that it is in merfolk, where it gives your guys evasion and you can still be playing guys with vial while you tap out to cast spreading seas.
Psionic Blast is worth a consideration. Colorshifted Char is pretty sweet, and gives you some good interaction / game-ending potential. Alternatively I think even a Dismember or two would be kinda nice.
Embracing tempo, Vapor Snag is a card you probably want. It's like extra copies of remand but it's 1 mana, only works on creatures, and pings them instead of drawing. Super solid. Can also be used to save your own guys in a pinch.
Every creature you have right now is a wizard. You could consider trying Wizard's Retort and just getting to play the card Counterspell in modern. You might want to play a few more wizards to enable this plan, in which case you could consider playing Mutavault as a manland, and then stuff like maybe Nimble Obstructionist or even Baral, Chief of Compliance to give you a few more wizards. Baral is actually kinda sweet, he lets you cast Cryptic Command on turn 3, and then you even get to loot off of him.
Commandeer is absolutely hilarious in the sideboard. I know it looks like a weird edh staple or something, but try laughing at it when you steal a Karn and then exile their tron land with it. Absolutely silly card, definitely worth a slot or two imo.
Since you're playing fetches and stuff anyway to help enable JtMS, I feel like splashing a single Hallowed Fountain could actually be very nice. Gives you access to things like Stony Silence and Geist of Saint Traft postboard, which can give you a chance in your bad matchups. You could play Rest in Peace over relic as well.
And uh... I think that's all I've got. Hopefully there's some helpful stuff in there. Best of luck my blue brother
1 month ago
I am sorry for the late reply; law school started this week and I have been in the preparation stage for a while.
Your meta-game sounds fun and robust. I also agree Azami, Lady of Scrolls is potentially the number one mono blue commander. The Teferi, Temporal Archmage matchup is either 50/50 or at worst like 45/55. A lot of it comes down to luck in my opinion and/or who is consistently the better pilot. My record would suggest the matchup is closer to 50/50.
Your list sounds like a good list overall. I would be willing to test it online if you have it posted somewhere! My list chooses to include some stax elements Winter Orb namely, - as well as kind of Patron Wizard, Phyrexian Revoker, and Vedalken Shackles (for creatures). I am considering cutting Winter Orb however due to it being banned online in the 1v1 format, the new addition of High Tide to the deck, and in consideration of your advice. It does combo with a lot of cards in the deck, but most of the time I rather go for a straightforward win. I may try Lightning Greaves or Thousand-Year Elixir in its place to accelerate the deck. Time and testing will reveal the optimal build.
Personally, I like having many wizards. My experience would suggest that it is frequently too difficult to snowball draw without that many wizards in the deck list. I have been shaving the number down over the years but I feel that I am close to the sweet spot now. The number you suggest is far too few in my opinion. I just rather use wizards that provide good value for their cmc. I do not like wheel effects so that is probably why we disagree. Wheels defeat the advantage Azami brings to the table – late game gas in spades. We constantly have access to massive card draw in the command zone so it is rare that we stall out. That said, I do run some other cards for the purpose of card advantage when they are applicable and fit in well such as Fact or Fiction. These cover the moments when Azami is not quite ready to make her appearance on the battlefield with our shields still up. I only windmill slam her desperately if I am basically out of options already. Lastly, Mystic Remora can be played around and my deck cannot tutor for enchantments. As such, it is a doubly unreliable card that additionally does not provide immediate benefit.
I run more lands, because I avoid and counter wheels for the most part. I like hitting all my land drops if possible - having the utility lands help with this purpose and reduce the need to mulligan. Having a lot of mana allows us to develop and control the game. I get mana flooded sometimes of course but Azami almost always draws me out of it. Mana droughts are far worse to experience.
Winter Orb can be devastating and my deck utilizes significant synergy with it. It can indirectly win a game as can the best stax pieces. That said, I may cut it as it does not actively contribute to the main game plan very much. Jace, the Mind Sculptor is super brutal especially on turn two. He does it everything the deck enjoys and he can fill in for Azami. He even serves as another slow win con. Notably I cannot tutor for Jace, but I currently find him to be worth it.
I have tried Misdirection A LOT – early in my deck’s career and lately too. It honestly performs poorly on a consistent basis. I want it to be good, but often targets can be hard to come by at times and the card it exiles is a real cost. I lost a game to Teferi not too long in this exact circumstance. Maybe Misdirection just works better with your exact deck list composition.
Anyways, thank you for your thoughtful commentary! I will continue to Ponder your suggestions especially the one about Winter Orb. Feel free to write back anytime and I hope you have a great night! (And good luck in your Azami games! :P )
2 months ago
faver18: I've tested it and honestly not a big fan of it because it requires you to have a legendary creature out and it's 6 mana. I would run Vedalken Shackles/Empress Galina/Memnarch over it. Glad you like the deck!
2 months ago
The biggest problem is definitely your creature matchups, specifically ones that play multiple creatures per turn (goblins, humans, merfolk, etc). As said earlier, Thing in the Ice Flip is one of the best cards to improve that matchup, though I think a you'd need a few more cantrips like Serum Visions to reliably flip it quickly. Vedalken Shackles is great at slowing them down, and you could also try Plumeveil since nobody ever expects it. Engulf the Shore is another decent spell you could use.