Venser, Shaper Savant

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
From the Vault: Twenty (V13) Mythic Rare
Future Sight (FUT) Rare

Combos Browse all

Venser, Shaper Savant

Legendary Creature — Human Wizard

Flash (You may cast this spell at any time you could cast an instant.)

When Venser, Shaper Savant enters the battlefield, return target spell or permanent to its owner's hand.

Price & Acquistion Set Price Alerts

MM3

FUT

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Venser, Shaper Savant Discussion

MindAblaze on bounce creatures

20 hours ago

That’s probably because blue doesn’t really destroy things.

Riftwing Cloudskate and Venser, Shaper Savant probably fit the bill though.

greyninja on Eldrazi in the Elements

2 days ago

I hear ya; Animar can be tough to hit and actually stick to the 'field. When I first built it I was ruined by mass creature destruction again and again (Day of Judgment, etc), Counterspells are always a problem, and red/blue have enough burn/bounce/steal to ruin your day

Here's a pile of ideas. Venser, Shaper Savant, Mystic Snake, Draining Whelk, Heroic Intervention, Elgaud Shieldmate, Archetype of Endurance, Asceticism, Glen Elendra Archmage, Stratus Dancer, Teferi, Mage of Zhalfir, Cavern of Souls, Gaea's Herald, Prowling Serpopard, Tajuru Preserver, Soul of New Phyrexia, Temur Sabertooth, Deadeye Navigator, Cyclonic Rift, and of course your own Counterspell package ;D

capshanks01 on Ezuri, claw of progress

6 days ago

I see that you usea a lot of expensive spells, sure they are cool but you need even more mana ramp, you can try Fertilid Sakura-Tribe Scout and for explosive tokens (experience counters) "maybe" Snake Basket or Fungal Sprouting Sure they are risky to use, but if you do not use counter spells I guess your game environment does not have much creature hate :D also if you are using Coiling Oracle the Wirewood Symbiote is a must! for card draw you can try the new: Beast Whisperer, imagine cast like 3 times in a row the Shrieking Drake X3 experience counters and cards! the sylvan library is a amazing addition..

cards to considerate: Spike Feeder gain lost of life, but is situational what you want is to attack. Fauna Shaman Throw your manadorks in late game and help you look for the hulk Spellskite good blocker at the beginning and help protect your ezuri Glen Elendra Archmage the philosophy of this deck is to win with fast and strong punches, but you need to protect your board while you build the experience counters, this car is expensive $ but it's worth every penny, it can make you win the game. Inkmoth Nexus infect support Edric, Spymaster of Trest maybe for card draw?

I don't see spot removal you can try some creatures whit bounce effect to buy time and build experience counters. AEther Adept, Man-o'-War Sidisi's Faithful even Venser, Shaper Savant

What to cut and why:

all the cards that cost more that five mana...just because they are to slow and predictable (except) Cyclonic Rift , at least cobra trap and protean hulk look's fun.

Lightning Greaves: amazing card but the shroud prevent you from putting counters on the equipped creature.

Glimmer of Genius: lot's of better card draw out there, the same to Fact or Fiction.¯_(?)_/¯

Phanharmonicon: cool card!! but slow :(

Broodhatch Nantuko: I do not feel that it is effective enough.

SaberTech on Ancestral Animar

1 week ago

I first started running Animar back when a friend wanted me to play with him in some small two-headed Giant EDH tournaments that a LGS had decided to run. I built Animar and an Azami, Lady of Scrolls deck as partner decks with a bunch of interconnecting combos and interactions. I had Weird Harvest either in the deck or as a sideboard option, I can't remember. The idea was that even if the opponents got to tutor for creatures as well it wouldn't matter because the Azami deck would grab cards like Vendilion Clique, Patron Wizard, Venser, Shaper Savant, and Voidmage Prodigy to interrupt whatever the opponents searched up and let Animar combo off.

On the whole though, I think that Weird Harvest is far too high risk for its potential payoff. I consider it to be about three times more risky than Aluren. And if you aren't also running Peregrine Drake I think that it is pretty much unplayable. If you had the Drake then in the mid-game there is a chance to cast Weird Harvest where X is 3, so 5 mana total, and fetch up two combo creatures and the Drake to untap a bunch of lands so that you could cast those creatures on the same turn. Without the Drake, you are likely to have to wait a turn after giving each of your opponents 3 cards. Even if you only cast the Harvest where X is 1, there are some very real fears regarding Flash Hulk that were voiced in the chat. The deal gets even worse for you if one of your opponents happens to have a counter or removal to stop the card you tutored for.

I can still picture times where the Harvest could pull your butt out of the fire, but when you would be able to cast it profitably would be so dependent on the board state that I wouldn't be willing to place any bets on how consistent it would be to run.

Someone in the chat explained the order for the Kiri combo. I remember seeing it used in some older lists that I found on Reddit but I think that having a 5CMC makes it a bit of a rough pick. It has applications for more budget builds but it would have been so much better if Kiri was 4CMC instead of 5.

Gidgetimer on What does "holding priority" mean, ...

2 weeks ago

Lots of jank combos also use holding priority because you do something "detrimental" for yourself and then responding to it. Such as doing Mirror Entity's ability for zero 1000 times in response to itself because you plan on killing and recurring Venser, Shaper Savant many times.

oliveoilonyaasscureshemorrhoid on Thriller (Sidisi EDH) *need help with 10 cuts

3 weeks ago

Grimgrin, Corpse-Born and Cryptbreaker have good synergy. Grimgrin is a beater, affects the board with specific removal, is a sacrifice engine, and goes well with Necrotic Ooze/Phenax, and like Cryptbreaker (gotta love them one drops) it goes well with this commander and her expendable zombies.

Sultai Ascendancy is a rather weak card, it's a 3 drop with no immediate effect, only digs two cards deep, only mills one card and at upkeep, and is one less creature to be made a 2/2 zombie from Sidisi. Jace, Vryn's Prodigy  Flip isn't the best, he flips too quickly, his ultimate mills your opponent's not you, unlike Eternal Witness it can only recur instant/sorceries then exiles them. Thrashing Brontodon is a good piece of removal but you could upgrade with Reclamation Sage/Caustic Caterpillar/Assassin's Trophy. Vizier of Many Faces is alright, I thought I should mention Clever Impersonator/Phyrexian Metamorph/Evil Twin. Maybe Drana instead of Taigam? Venser, Shaper Savant/Royal Assassin/Archfiend of Depravity v Dream Eater? Just stuff to consider. Training Grounds is a wasted slot, it works with a handful of cards and synergy is good but always assume the worst case scenario, and ask if you would really target this card with Skullwinder.

I think you've made a fine deck otherwise. And to answer your question about a card that shuffles back alone, would Beacon of Unrest suffice?

MrPiesGuy on Basic Simic

1 month ago

Nice build there. My suggestions: Take out the Hydroforms and replace them with Simic Charms. Yes, Hydroform does make flying, but Simic Charm is much more adaptable, especially for an aggro/control build - bounce their big creatures to not only stop them winning but also to pave the way for your aggro, make your creatures bigger and stop the burn. I would also reccommend taking out Frilled Oculus, because if you want aggro there are creatures you can pump more than once a turn.Berserk is a good card if you can deal lethal damage with it. If you want aggro, I would recommend taking out some of the evolve creatures - they are for the long game as you play them but they don't get big until much later on, unless you are playing larger creatures every turn or have a big token combo on. Also on the aggro, if you want to go full on, take out all the evolve and control aspects and put in things like mutagenic growth and prdator's strike. Just look at the infect decks (like mine below) for some nice pump spells. Since you don't care about legality (although it works much better for infect), Invigorate is good for that little extra damage. On top of the pump spells, run Wild Defiance to really get the damage racking up. If you are looking for more control, run some walls (e.g. Fog Bank and Glacial Wall) to trigger evolve. For card advantage or pseudo-hexproof run Monastery Siege and Pore Over the Pages. For counterspells, run Counterspell, Rewind, Arcane Denial and Remand. If you have a higher budget, run Voidslime and Mana Drain instead of Rewind and Arcane Denial also, Venser, Shaper Savant. If you want elementals, any out of Nissa, Sage Animist  Flip, Nissa, Steward of Elements, Nissa, Worldwaker or Nissa, Genesis Mage is a really good option. Also on lands, if you have enough mana, run Liege of the Tangle and some unblockable spells (also see my infect decks below). Also, run more lands - 12 lands is NOT ENOUGH! I recommend a playset of Simic Signets and at least one Gilded Lotus, and possible Simic Keyrune and Thornwood Falls instead of or as well as Simic Guildgate. Run a minimum of 20 lands unless your deck is at least 1/3 mana rocks. This is a nice idea, so I hope I have improved it for you.

This Is Why I Have No Friends ***RIP*** Pauper Bant Infect $25

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