Return all permanents of the color of your choice to their owners' hands.
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Wash Out Discussion
1 week ago
2 weeks ago
Nice deck, but I hope your friends still like you because playing against this is just ... I dunno ... meh :):) As for suggestions, I'd add some more powerful bounce spells next to Cyclonic Rift. Cards like Wash Out or Inundate will really make em tear out their hair.
2 weeks ago
NV_1980, thanks. I've only played the deck 3 times since I created it because I rarely get to play EDH (1 day a week if I'm lucky). Also my group is only made up of 3 players.
This deck lacks a large amount of ramp, but there are ways around this by cheating large creatures into play with cards such as Riptide Shapeshifter, Zoologist, Eldritch Evolution, and more. There are low mana creatures which are defensive, thus they protect you early game: True-Name Nemesis, Baleful Strix, Guard Gomazoa, etc. Cards like Wash Out and Whelming Wave help stall opponents and turns.
1 month ago
1 month ago
Alternitively, you could just call this causal, perhaps.
1 month ago
Optimator Hey, thanks for the suggestions. I finally got my hands on a Wash Out and will try it and several other tweaks I've made. Walls don't look too great but I will keep the jellyfish in mind in case I feel like increasing the creature count and don't get new sea monster toys by then.
After playing some more EDH I think I like the deck pretty much as is when it comes to speed considering the tables I would be pulling this out at. Although I would like some more cards akin to Sigiled Starfish but I guess we will just have to wait for more sea critters.
1 month ago
Chain Reaction, Blasphemous Act, Wash Out, and Cyclonic Rift will all serve you better than creatures to block with. Reds spot removal isn't great in EDH, but Chaos Warp is solid. Blue has stuff like Reality Shift, Ovinize, and Pongify that will help.
1 month ago
First off, welcome to Magic! :)
You have chosen a good color my friend. Instead of telling you what is right and what is wrong with your deck, I want to instead tell you about evaluating a card's power level.
Firstly, as a blue player, it is your job to keep the game under control. In EDH, that job isn't always easy, and requires you to have a both a lot of resources, and a lot cards in your hand to play with. If you run out of cards in your hand, you have lost control of the game. When a blue player loses control of the game, things get very bad. So when you look at a card and try to determine how good it is for your deck, think about whether or not it helps you keep the game under control and/or keeps your hand stocked with cards.
One of the cards in your deck is a fantastic example: Azami, Lady of Scrolls. She is beautiful. Every turn, she adds another card to your hand. She keeps your hand stocked up, and that makes her good. Your commander also keeps your hand stocked, since it also draws cards.
Check out these cards that have both ends of the spectrum (control and card-draw):
- Dismiss: Counters a spell and draws a card. It's exactly what you're looking for.
- Repulse: Disrupt your opponent's gameplan, and restock your hand with yet another card to play with. Awesome.
- Repeal: Same concept. Great interruption and draws a card.
- Mystic Confluence: Ouch! This costs like $8... but hey. It's always nice to have a goal and to be introduced to higher power-level cards. It gives you some perspective.
- Cryptic Command: Ooooo gurl this card is expensive, but look how strong and magical it is. :D
Something that might take a while to figure out is a very important fact. Drawing cards isn't the only way to gain card advantage. You see, as a blue player, it's okay to go down on the number of cards you're playing with, as long as someone else goes down harder. For example, Curse of the Swine is a very good card. For only one card from you, you get to mop the floor with lots of your opponents' creatures. This is considered card advantage because now you're way ahead of them on sheer number of cards. In commander, the 2/2 pigs are pretty much worthless. Your life total is high enough to make that not matter. If they're really bothering you, you can just use Wash Out, naming green. Wash Out is another example of a really good card that can take control of a game. Cards like those that return a large number of creatures back to their owners' hands can be life savers when the board is starting to look hairy. If you don't want them to assemble their creature again very quickly, you could play a card like Arcane Laboratory. You're a slow deck anyway. It shouldn't bother you too much. However, it really slows down your opponents.
You should also know that when you play cards like Frost Lynx or Chant of the Skifsang, you're only delaying the inevitable. You haven't taken control of the game as we would say. In fact, you're likely still backed into a corner. Wouldn't it be nice to just do something like Rapid Hybridization, Pongify, or Reality Shift? Cards that actually take care of your problems are the ones that will save you from dying.
Another strong type a card is one that continues to do things as time in the game goes on, and the longer they're in play, the more they become worth their mana investment. A fantastic example of this is Talrand, Sky Summoner. While he's not too threatening the turn he comes into play, he can possible take over the game completely after being in play for a while. Another really good example is Crystal Shard. It can return your creatures to your hand that have good "enters the battlefield" effects, and your opponents won't want to tap out completely or else you'll bounce their crap. Rhystic Study is a bit expensive, but very strong. It's exactly the king of card that offers longevity and late-game power because it draws cards over time and keeps your hand full of options. Same with Staff of Nin and Mystic Remora.
In conclusion, think about longevity. Think about drawing cards. Think about cards that hit the battlefield with impact, and cards that give you advantage over time. Be patient. You'll get there.