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View from Above
Target creature gains flying until end of turn. If you control a white permanent, return View from Above to its owner's hand.
View from Above Discussion
2 months ago
So many of them trigger from noncreature spells, but have very few noncreature spells.
I think you need repeatable noncreature spells like View from Above to pull this kind of deck off.
4 months ago
I might take out a couple of enchantments for a couple more creatures if I were you - it can be a real drag drawing nothing but spells to point at creatures, but have nothing to do with them because your opponent keeps picking off your critters. Akroan Skyguard and Phalanx Leader are both worth considering.
For your spells, I think the single best heroic enabler in blue/white might be View from Above - since all of your creatures are white, it will return to your hand every time you cast it, letting you enable Heroic as many times as you can afford! Hidden Strings is also strongly worth considering - you can tap two blockers before attacking, then untap up to two of your creatures to activate Heroic on them both. Getting a free pair of Heroic triggers so long as you can land a hit on your opponent each turn should wrap up the game quickly!
5 months ago
Hey I have a similar deck ( here ) and was wondering what you think? You gave me some great ideas like Trade Routes , Teferi's Response , Tragic Arrogance . I'm concerned about two things for our decks: wincons and stax. Torpor Orb , Rest in Peace , Overburden , Embargo , Containment Priest , etc are removal in a sense, but control decks like to respond and be reactive instead of proactive. What's your opinion on that, and what kind of non-infinite combo wincon would be good for UB? I've been considering Redeem the Lost , Research the Deep , and Pulse of the Grid as a redundant View from Above but they seem mediocre.
5 months ago
I'm a real fan of Clockspinning as it's a reusable was to spam tokens onto our lands, or remove essential tokens from threats.
6 months ago
bushido_man96 I appreciate the comment! I've been working on this for quite a while and I am happy with where this deck is today.
Mj3913 thanks for the compliment! The only reason I don't have Isochron Scepter in the deck is because it draws hate. View from Above basically has Isochron Scepter built in as it comes back to your hand as long as you control a white permanent. Monastery Mentor and Noyan Dar both love View from Above. It can be added to the deck for sure and would likely work well but my meta has a lot of artifact removal and for that reason I did not include it.
6 months ago
8 months ago
Hey was just looking this up to test something out and noticed you just put this up. Not sure if you're looking for suggestions and although I don't play this deck my buddy does and we playtest exclusively so I'm pretty sure how it runs. It seems this list very much resembles that guy on the pro tours' deck as I can see the sideboard tech he included and the nagging thoughts. I assume you know what each piece does in the deck after looking it up so i'll just address the changes my buddy and I made.
Not in any order: So the deck dies to any hand disruption because you need to keep a decent hand but once they know what you are playing they know which pieces to take out. 4X Leyline of Sanctity are very important in the sideboard for this reason and helps against burn decks that beat you before you can combo off.
The manabase only needs a few shocks. All green to play manadorks and red, white, and blue for ascendancy. So Hallowed Fountain and Steam Vents are not really needed and you would want more fetches. All the shock lands include green so my buddy uses the red green fetch. Sorry the name eludes me at this moment.
Now for the instants. My buddy plays 1 more Cerulean Wisps because he really likes that card, all the Manamorphose helps out against blood moon because you can play right through it but otherwise the card is subpar compared to other cantrips so I suggested playing 1 Manamorphose in side and 3 main in case game one you need to fetch it from the sideboard you still can. Noxious Revival has proven to be a powerhouse and is the only way to get a combo off on turn 2 because it costs 0 mana. He plays 4 just because other than getting the turn 2 combo it's just an ok card for 0 (it doesn't draw by itself). Silence is Time Walk. But the thing about this is you'll need to save a mana to be able to play it on their turn. Typically you'll want to try to find the combo pieces instead of stalling the opponent (they can still attack). it's really 12 for one and a dozen for another pick and choose with this card.
Although he doesn't run it I can see where Nagging Thoughts is good. You'll need 2 mana dorks (or a Fatestitcher to pull it off typically) but which resolving a card and drawing and discarding your creatures untap and you play another card, could be solid. Not sure but he doesn't run it.
He runs Dryad Arbor at the moment with Expedite along with View from Above just to make things go quicker. Because of this he runs more Abundant Growth to enchant his man land. As for other creatures he dropped a Fatestitcher because you don't need many, you can get him to the grave easy and bring him back fairly easy as well. He also runs a Noble Hierarch. Another 1 drop dork, 12 one a dozen another.
Rest of sideboard: I can see where Grapeshot is used but just use this card instead: Flesh / Blood. Mid combo you search for it, with a Fatestitcher you tap him and whatever other creature you have and whatever creature does 20+ damage to face. You win. Doing it this way frees up a sideboard slot. My buddy runs Meddling Mage. Just 1. It seems fun to search for and play it. There is also Fiery Justice in side. Seems good for little goblin decks or whatever. As for the rest of the sideboard we are still playing around. 1 Wear is good. It seems subpar to just kill one after searching but it still seems alright for Blood Moon or whatever else. The rest of his sideboard is being looked at so nothing else is really in there at the moment.
I think I hit on everything I can think of, hope it helped.
1 year ago
First off, love the deck, I've loved noyan dar control ever since I saw it win a couple months ago. I've been trying to build a similar deck (Mother, May I?) but I'm having trouble fine-tuning it, so I figured I could ask you for help? I'm not a control player at heart, so it's no wonder, I even used to hate counterspell and playing on other people's turns haha. Anyway I have some suggestions to make this deck stronger
Like Herald of Secret Streams v Abzan Falconer? Vanish into Memory/Gush v Glimmer of Genius? Vanish can stop attacks, combos, save noyan dar, and gush can save your lands (like kefnet can). Energy Arc v Riot Control? Energy arc is a hidden gem. It can ramp you a bit with enough awakened lands, it can fog, it can fog someone else if you want to bargain, and it can be a combat trick in so many ways.
I want to mention Godhead of Awe and Mirrorweave too. Awe can buff your creatures while controlling others, and mirrorweave is an instant, one-sided sweeper (each other creature becomes a 0/0 elemental). Oh, and View from Above and Tolaria West. Tolaria west can tutor for Inkmoth Nexus/Scavenger Grounds/Pact of Negation, and view from above can pump a land a bunch. Hope this helps!
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