Vizier of Tumbling Sands

Vizier of Tumbling Sands

Creature — Human Cleric

: Untap target permanent.

Cycling (, Discard this card: Draw a card)

When you cycle Vizier of Tumbling Sands, untap target permanent.

Browse Alters

Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Amonkhet (AKH) Uncommon

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
Unformat Legal
Vintage Legal
Arena Legal
Leviathan Legal
Historic Legal
Custom Legal
Highlander Legal
Modern Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Pioneer Legal
2019-10-04 Legal
Tiny Leaders Legal
Limited Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal

Vizier of Tumbling Sands occurrence in decks from the last year

Latest Decks as Commander

Vizier of Tumbling Sands Discussion

Daedalus19876 on To Drown the World in Death: Araumi EDH [PRIMER]

3 weeks ago

Awk0shi: Thank you, this is performing well so far! I'm pleased with how it's shaping up... I'm definitely considering Intruder Alarm, yeah, though to be honest I haven't had huge trouble keeping Araumi untapped between Aphetto Alchemist, Vizier of Tumbling Sands, and Fatestitcher... Intruder alarm is a dangerous card, but I think we could make it work given that we're running a lot of Merfolk Looter type effects...

I'm not a fan of Freed from the Real, though. Pemmin's Aura, MAYBE, because it has a shroud ability. But auras are a bit too fragile in my opinion.

I'll take a look at your version in the morning! But I'm glad you liked my list, you're welcome to leave a +1 if it inspired you... ;)

king-saproling on Political Intrigue and Disappearances

1 month ago

Looks good so far! You might like these: Cloudshift (works like conjurer's closet), Kaya's Ghostform, Ghostly Flicker, Deadeye Navigator, Nephalia Smuggler, Bastion Protector (protects merieke and allows you to steal legendary creatures indefinitely), Darksteel Plate (equip to a stolen creature to keep it even after merieke untaps), Chakram Retriever, Magewright's Stone, Thousand-Year Elixir, Aphetto Alchemist, Vizier of Tumbling Sands, Adarkar Valkyrie (target a stolen creature, then untap merieke to regain the stolen creature for good), Opalescence (lets you take enchantments), March of the Machines (take artifacts), Sydri, Galvanic Genius

slashdotdash on Golos attempt II

1 month ago

Hey there Kronhamilton,

First of all, I like the improvements you’ve made to your deck. It’s already looking a lot slicker and I can see you’ve made some very fun looking changes to how the deck plays.

You’ve got a nice array of threats (I always love to see the Bringers and Ur-Dragon) and a decent amount of ramp which are both a big plus. Additionally, you’ve got the beginnings of some nasty graveyard synergy shaping up, which looks really, really cool as a sort of plan B.

That being said, I’d like to make a few suggestions to help guide you toward a more consistent and powerful Golos deck. Please remember that these suggestions are just my informed opinion, and that I totally respect whatever deck choices you decide to make. I really just want to help you get comfortable with deck building and learning what to look for in a ‘good’ or ‘bad’ card.

Broad Suggestions

I would encourage you to add 2 Lands, 3 Removal cards, and 8 Draw cards. I’d also think about adding 2 more Ramp cards, but that is less critical to the overall health of the deck. Your Threats look great and I think your Sweepers are also appropriate. Anything that synergizes with your graveyard backup plan is great.

There are a couple of things to think about as you play this deck; 1. “Am I happy or sad to be holding this card in my hand or drawing it off the top of my deck?” – If a card seems to constantly be ‘the wrong card’ for the situation, or you can never seem to cast it, or you always play other cards instead, or you tend to die while holding a certain card, then you probably want to think about how well that card fits in your deck and whether or not you should cut it or modify the deck to support it. 2. “What ongoing advantage does this card give me?” – Some cards seem like a decent card based on having decent power/toughness, a fair cost, and some neat keywords or abilities. Just having those upsides alone though doesn’t make a card truly powerful. Instead, try to think about what ways a card can synergize with your deck to create crazy effects or otherwise how it will become more dangerous as the game progresses (like a Quartzwood Crasher, Scute Swarm, or Giant Adephage). Additionally, try to find cards that do multiple things such as Chasm Skulker which gets bigger when you draw cards and also explodes into tokens when it dies, or even Ravenous Chupacabra which deals with a threat and also acts as a blocker when you are facing pressure. The key is finding a way to levarage the most amount of value in each individual card – even a 2 mana ramp spell will set you up to play all of your future spells 1 turn earlier than normal for the rest of the game, which can be an insane advantage when you think about it. 3. “Am I out of options?” – If you can’t seem to find a solution to a problem or you’re ‘running out of steam’, then it is likely that you need more card draw and more ways to create ‘engines’ that accrue value. An example of an engine would be Fertilid + Evolution Sage or Rampaging Baloths + Elemental Bond or Kruphix, God of Horizons + Victory Chimes or Atraxa, Praetors' Voice + Ajani, the Greathearted or Anointed Procession + Endless Ranks of the Dead or Search for Azcanta  Flip or Deadbridge Chant or Mind Unbound, etc.

Ramp

Your ramp looks pretty good with 10 dedicated Ramp cards. I’d suggest adding 2 more Ramp spells to really help speed things up early. Examples would be Kodama's Reach, Llanowar Elves, Wild Growth, Farseek, Rampant Growth, Springbloom Druid, etc.

Ramp - 10

Not Ramp

Draw

Overall, I think your card draw package needs a little bit of love. I want to note I see a lot of ‘looting’ effects like the ones on Teferi, Master of Time or Obsessive Stitcher and while these cards are great for a graveyard strategy they still don’t count as card draw. I’d keep most of these ‘looting’ type cards, but try to find cards that get you about 2 or 3 cards such as Harmonize, Concentrate, Escape to the Wilds, Urban Evolution, Moldervine Reclamation, Deathreap Ritual, Recurring Insight, Mind Unbound, Underworld Connections, Cloudblazer, Mulldrifter, Drawn from Dreams, Return of the Wildspeaker, Harvester of Souls, Momentous Fall, Dream Trawler, Keeper of Fables etc.

Draw - 2

Not Draw

  • Barrin, Tolarian Archmage – drawing 1 card does not really count. If anything, Barrin is like slow, bad removal for dealing with your opponents’ stuff temporarily. If you’re interested in reusing Golos’s land finding ability I would recommend playing Soulherder instead.

  • Solemn Simulacrum – He has sort of ‘incidental value’ with his death trigger but doesn’t actively net you a bunch of cards like Keruga, the Macrosage or Beast Whisperer. Sad Robot is still great though.

  • Titanoth Rex – still keep this guy because he is a threat that isn’t dead in your hand on turn 5.

  • Void Beckoner – same story as the Rex

  • Teferi, Master of Time – Teferi’s great, but he is really at his best when you’ve got 4-7 card in hand so that you can throw a bunch of big threats to the graveyard and hopefully draw a reanimation spell. Other than that, Teferi isn’t going to refill your hand so he doesn’t count as true draw.

Removal

Your removal package looks like it needs a couple more additions to keep your deck responsive and able to handle imminent-doom type threats. It is worth noting that cards like Blatant Thievery or Mythos of Illuna can save you in certain situations, but be wary of their crazy mana costs and the fact that they are not instant-speed answers. Examples include Mythos of Nethroi, Beast Within, Price of Fame, Reality Shift, Terminate, Return to Nature, Putrefy, Utter End, Eat to Extinction, Murderous Rider, etc.

Removal – 4 (aim for 7)

Cuts

There are several cards that I would consider cutting first when modifying the deck.

  • Lukka, Coppercoat Outcast - he relies very heavily on luck and only interacts with creatures. This makes him good with only 30% of your deck. Additionally, Lukka can’t ‘protect’ himself like Garruk can (making tokens to block for him), nor does he have an immediately accessible removal ability like Teferi. Overall, Lukka is interesting but a little lacking in consistency, defensibility, and power.

Azusa, Lost but Seeking – you don’t have enough land + card draw to really capitalize on Asuza’s ability. Yes, you can use the double lands (like Gruul Turf) to bounce a land to hand and then play that land with Asuza, but realistically that’s such a narrow and relatively tame synergy (in this non-landfall deck, that is) that you would be better off playing a Farseek or a Rampant Growth or even a Fertile Ground.

  • Sparkhunter Masticore - This little fellow has a major drawback and no seriously crazy abilities that make him worthwhile. Yes he can deal with planeswalkers, but so can a Murderous Rider or an Eat to Extinction. Yes he can be an indestructible 3/4, but you have to pay 3 mana just to make him indestructible. Under normal circumstances that’s 6 mana for a 3/4 that dodges death one time - a 3/4 just isn’t fantastic. The biggest bad news about this robocat is its “additional cost to cast” ability which means that even if you hit it with Golos’s ‘Rainbow Wheel of Death’ ability, you still have to discard a card for a 3/4. I just honestly think you’d rather have a removal spell (Beast Within, Mythos of Nethroi) instead of this cat any day.

  • Pursued Whale - While this whale is kinda cool and he does force combat, he is just sorta expensive for what he does. 7 mana for an 8/8 is pretty standard and giving your opponents tokens (that they could just attack you with or sacrifice to an effect) can be a bad idea in some situations, such as when they have an Beastmaster Ascension or a similar effect on the field. While his semi-hexproof ability (3 more mana to target) seems nifty, that is one of the only really powerful highlight abilities of this card, meaning that ability is protecting a relatively low-powered card. A couple immediate alternatives come to mind for me; Geode Rager to force combat AND keep you safe, and Dream Trawler for a flying, hexproof, lifelinking, card drawing threat.

  • Renata, Called to the Hunt - She just isn’t fantastic. You aren’t playing a devotion centric deck in which she might become a 10/10, and your strategy doesn’t really care about 1/1 counters either. I would consider replacing her with a Harmonize or another 3 or 4 drop with more impactful abilities. Heck, even another reanimation spell could be nice like Unburial Rites or Grave Upheaval since your deck seems to have some tendency to but things in the graveyard for later.

  • Lorescale Coatl - Cards like this (or his bigger cousin Chasm Skulker) are really designed for “wheel decks” that play “wheel effects” like Windfall or Reforge the Soul. He is fine, but really not much better than that. If you want a threat that can grow faster and do more important things, try Managorger Hydra or even Scute Mob.

  • Colossification - This aura is too expensive, taps your creature down, and worst of all is an aura. Auras are generally quite bad because your opponent can destroy your creature and the aura attached to them with one spell – and odds are they’ll do that because it is usually too juicy not to. The fact that you can’t attach Colossification and attack immediately means that your opponents will have a full turn to deal with it before you get a chance to use it (and keep in mind your Colossified creature needs to survive 3 opponents’ turns!). This means you’ll most likely run out of cards in a hurry without accomplishing anything.

  • Door to Nothingness - Unlike Progenitus, you can’t reanimate the Door, nor can you get its full value off of the Rainbow Wheel of Death. The only time this card does anything at all is when you literally have 10 mana of the exact color combination necessary to use it. It’s still your call, and I know some people make it a goal to Door their opponents, but be warned: you probably don’t have as much ramp as you need to make this work well. I’d consider supporting this crazy cards (and your many expensive threats for that matter) with a few more ramp spells – Boundless Realms, Migration Path, Circuitous Route, Kodama's Reach, Explosive Vegetation, Zendikar Resurgent

  • Azor's Gateway  Flip – This card belongs in a very specific variant of Golos. That variant is the Minamo, School at Water's Edge Golos deck which also runs stuff like Vizier of Tumbling Sands, Fatestitcher, Kiora's Follower, and other payoffs like Jegantha, the Wellspring, or Captain Sisay. Especially considering that Sanctum of the Sun (the flip side) adds X mana of only 1 color, I think this card is just rarely going to work like you want it to unfortunately.

  • Lathliss, Dragon Queen - Basically, you only have 3 other dragons in the deck so I would either exchange a bunch of cards for more dragons or cut Lathliss, since she will rarely be able to use her best ability (5/5 tokens). Keep in mind, you could also run a bunch of cards with the ‘changeling’ keyword if you wanted to get really funky, in which case you may as well also play stuff like Yuriko, the Tiger's Shadow, Reaper King, Crested Sunmare, The First Sliver but that’s a very slippery and insane slope that I’m not sure you want to get sucked into.

Summary

Nice changes Kronhamilton, I can see that your deck is really starting to shape up as a rampy graveyard-mingling Golos deck, and that’s really cool. I encourage you to try and pay attention to what situations you find yourself in, as that’s often the best way to tell what cards you need to cut or add to the deck for it to work best. As a default, I’d consider making a few of the changes I mentioned in the Broad Suggestion section, as those changes should just generally help with your deck’s consistency.

Please do let me know how you decide to tune your deck – it’s really fun to watch honestly, and I’m always down to help advise you. Other than that, take care and enjoy Golos!

Best,

-Slashdotdash

JW398 on Twiddle Storm - The Worst Oiled Machine

1 month ago

Lowenstein, Not a lot tbh. Again, this isn't set in stone, but in my testing I found it very difficult to cast Past in Flames and the Sea Gate Stormcaller combo in the same turn. That's a lot of mana.

Sea Gate Stormcaller is strangely potent but its not required. The one thing it does well is make it a bit easier to storm off early and all but ends the game if you are storming off already. I noticed in your Twiddle list you weren't using Vizier of Tumbling Sands unlike Twiddle lists of old, as that's what the comparison is made to. Simply put, imo, there is no reason to run Vizier of Tumbling Sands anymore as Sea Gate Stormcaller is more explosive.

Otherwise, nah not a whole lot going on for Twiddle nation. I just traded some pieces out of my old list and this is the result. I wish I could give you results but I still cannot play paper yet and with the recent spike in cases around my area, I'm honestly not sure when I will be able to.

GalaxyCat on Kaza, Roil Chaser

1 month ago

I think there are a couple simple improvements that could help with this deck. First, I don't see the real use of Jace, Arcane Strategist. It's high CMC and does synergize a lot with the deck. Second, you have only 19 Wizards in the deck including Kaza, and a very surprising amount of creatures are non-wizards. Kaza decks are based a lot on having consistent wizards on board. Definitely removing some of those non-wizards and adding in more wizards is going to help a lot. You certainly have plenty of color fixing in this deck so I think Curious Homunculus  Flip is an excellent candidate for being removed. Also Vizier of Tumbling Sands is not a wizard but cards like Aphetto Alchemist and Fatestitcher have similar abilities but they're both wizards. I would definitely suggest poking are EDHREC.com for some good ideas on where to go with this deck. You have a good budget start but lots of room for improvement.

JW398 on Twiddle Storm - The Worst Oiled Machine

2 months ago

Lowenstein,

I've been using Sea Gate Stormcaller in place of Vizier of Tumbling Sands for the most part. At first glance it seems like a 'winmore' but being able to copy a spliced Reach Through Mists or Ideas Unbound. In practice it's basically arcane draw spell 9-11 for me and that's why I dropped Peer Through Depths in an attempt to increase game one resiliency by maining a single Echoing Truth and Eye of Nowhere as well as some Pact of Negations.

As for Underworld Breach, I've always preferred it because with Past in Flames required a bit of twiddle ramping to get it off. Breach only takes one twiddle effect on turn 4 to go off. Also, not really relevant but I liked how convenient it was to tap for red once to get a breach and grapeshot off. That wasn't always the case for me and Past in Flames.

Now I get Underworld Breach has inherent weaknesses because its an enchantment but the ability to drop breach immediately after resolving an arcane draw spell and recycling that same card numerous times in order to win. The escape cost is never an issue since there will naturally be Twiddles & Dream's Grip in the graveyard. Escaping a single copy of a spliced Ideas Unbound twice is more than enough to make sure I don't fizzle.

Lastly, with Underworld Breach the lower CMC also aids with the Sea Gate Stormcaller combo as you'd need to have at 4/5 mana floating to successfully copy a spliced arcane spell. In my limited trials, I found it's a bit difficult to have mana for Past in Flames after that.

Game 2, I always side out Underworld Breach for Aria of Flame and Sea Gate Stormcaller for counterspells / Echoing Truth.

tl;dr Of course it has its own issues but Underworld Breach is pretty consistent for me.

discipleofgary73 on Somebody Stop Me! v. 2.0

2 months ago

With the tutor and counterspell levels in this deck, I doubt it comes up often, but I worry about what happens against someone else running significant control that's able to lock out or exile omniscience. I wonder if insurance in the form of enchantment copies would be worthwhile. With as many power house cards in this deck, I think a Clever Impersonator would be a worthwhile addition. Copying omniscience, another mana rock to help cast omniscience, ashen raider to screw something else up. There's also Estrid's Invocation and Copy Enchantment, which aren't as powerful unless you feel like running Enchanted Evening. Also, if anyone fires off a Blood Moon, I could see that causing problems. I was thinking of recommending the combo of Thawing Glaciers + Retreat to Coralhelm + Vizier of Tumbling Sands for an effective ramp source with your tutor base, but obviously not worthwhile running 3 basics. Love the deck and use of Oloro! Also Snap is one of my all-time favorite cards, so it's awesome to see it getting some love

Load more