|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Time Spiral (TSP)||Rare|
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Wheel of Fate
Suspend 4— *(Rather than cast this card from your hand, pay and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.) *
Each player discards his or her hand, then draws seven cards.
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Wheel of Fate Discussion
2 weeks ago
So here a some suggestions for you
Mana fixing/Ramp: I know you mentioned not to hate on the manabase (and who could scoff at that lovely land distribution ;) ), but here are some cards (regardless of you lands) that I think would help your deck run smoothly: Boros Signet, Land Tax, Commander's Sphere, and Coalition Relic. A land that I think you should really consider since you will rely heavily on your commander is Command Beacon.
Some of these other suggestions appear to already be in your maybeboard, but I am going to mention them anyways because of how powerful I think they are.
I think you deck could use a lot more card draw as you will likely be burning through you hand fast (no pun intended). Cards like Mind's Eye, Book of Rass, Staff of Nin and maybe some wheel effects like Reforge the Soul or Wheel of Fate. Also, a card like Past in Flames might allow you to get more mileage out of your spells.
Gisela, Blade of Goldnight seems like an auto include here.
I hope some of those suggestions are helpful. Good luck deck building! +1 from me.
1 month ago
1 month ago
also I noticed that you cut Ancestral Vision but not Wheel of Fate or Lotus Bloom, why is this? It seems like if anything you haven't played this deck enough and are cutting cards because they felt bad once or twice
1 month ago
Why do you run Talisman of Impulse over Talisman of Indulgence? Seems like you use black a lot more than green. Also, Opt, Sleight of Hand, Serum Visions, Night's Whisper, Mox Amber, Pact of Negation, and Snap seem like a weird picks here. Opt, Sleight of Hand, Serum Visions, and Night's Whisper are sub-par draw spells that, outside of the Doomsday lines, have no real place here because they they tend to slow down the deck too much during storm turns, especially in the case of Serum Visions. Mox Amber is straight garbage here, as the only two legendary colored permanents you have in the deck are Yidris, Maelstrom Wielder, and Baral, Chief of Compliance. Pact of Negation is a terrible counterspell in this deck, as during cascade turns you want to get maximum value and reliability off of the 0 CMC slot, which is why the deck normally runs value cards like Ancestral Vision, Wheel of Fate, and Mana Crypt. Snap seems like an odd inclusion unless your meta runs a lot of hatebears, and even in that case there are much better removal spells such as Toxic Deluge.
1 month ago
This isn't really a storm deck. It's a quasi-storm combo deck that relies on creature swarm for a win-condition. If you want to go full on storm you definitely need cards like Aetherflux Reservoir, Mind's Desire, and Ignite Memories. Those are all excellent storm win conditions.
If you're trying to do storm, you need to go all in. Otherwise, if you're doing a true combo-deck, drop the storm aspects to make it more focused.
1 month ago
How often do you burn out? Or do you win within the first few turns 100% of the time?
I see Skullclamp, but it's 1 in 99...and then...K-Grip.
Xica on Ramunap Red
2 months ago
Most (if not all) modern decks can't deal with a turn 1 4/3, so of course they will pay 4 life, or use a removal spell. And then Vexing Devil is "bad". However outside soul sisters & martyr proc not many decks can deal with multiple vexing devils. Claim / Fame is essentially an extra copy. To put it in more simple terms, you have the choice between a turn 1 4/3 or a turn 2 4/3 & 4 damage to the face, both are devastating.
Its not a problem if the opponent gets to decide what they want, the problem comes if you offer them a choice that they would like to take - which is why dedicated Gifts Ungiven (like storm) are great.
And the same principle applies regardless if the deck is aggro or something enirely different (if you disagre, i am perfectly willing to alter my opinion, but please give me a reason to do so, instead of simply declaring cards "bad", and strategies "wrong").
There is no such thing as a card being "too slow for modern". When bomat courier is played its played because it allows you to abuse Wheel of Fate effects as it can exile important cards, you don't want to discard, and give you a CHANCE to recover them (which is strictly better, than not having the ability to get them back at all). Its a slow creature for sure, but its not meant to be a good agressive creature, its meant to be a way to play around random discard effects, by putting key cards under it, and getting them back when the coast is clear.
(P.s.: Modern has cards that are "too slow" like Part the Waterveil, going into quarterfinals of GPs)
2 months ago
Good list! Helm of the Host does seem fairly bad for Valduk, BUT if you run Godo (which you are), Helm is an infinite combat combo. An expensive one, of course, but still.