|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
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Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded in this way.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Whispering Madness Discussion
6 days ago
Hey, been playing Mairsil for a few months now and here to offer some suggestions. But I also have some questions.
1: Are you married to infinite mana combos? MY experience is that they are ineffective because they require perfect hands. And due to your budget limit I would imagine Demonic and Vampiric Tutors are out of the question. Ditto Intuition. It's too bad because these three would really enable artifact based combos to be assembled easier. Of course there's Fabricate or Whir of Invention but these are sub-optimal to Black tutors which fetch anything you want. Board wipes for example, which are SO important in a Mairsil build. You should also run Mystical Tutor as it's within your budget and fetches maybe the most important card in the deck (Buried Alive) Also, DEFINITELY play Gamble is you're not running the black tutors. If there that doesn't care about the discard, this is it.
2: Pillowforts and Board Wipes. Which do you prefer? My personal experience is that pillowfort cards like Smoke Crawlspace and Caverns of Despair (or in your deck, Propaganda) are not only not always effective, they are prone to removal. Both from other players and from you caging Nev's Disk with Mairsil and establishing a soft lock. I would take the Last One Standing and mainboard it immediately along with the excellent Chandra's Ignition and if you're willing to go overbudget Toxic Deluge is also a must. Though cheaper $$$, but higher CMC, alternatives exist. You might also want to consider Fire Covenant as a mix between targeted and mass removal. Crypt Rats is also a good walking boardwipe and cage target. Though it is best when Chromatic Lanterns is on board or if you're running Urborg, Tomb of Yawgmoth
Card Draw: First off: Fact or Fiction is your best friend. This is literally the best card draw card in Magic for this Commander. The reasons for which are pretty easy to see. As another commenter on Reddit said: Wheels. Wheels. Wheels. Windfall , Magus of the Wheel , but Jace's Archivist and Whispering Madness most of all since they can be stapled to Mairsil for further wheeling. You want to be POWERING through your deck. Especially since you are not/ cannot get the high end, low CMC tutors. For additional evil, add Legacy All Star Notion Thief . "Flash in Notion Thief at the end of your turn. My turn. Windfall. We all discard your hands. I draw 28 cards...you guys draw none" A few of the loot effects are fine for the extremely early game but I'd keep 3 max and replace the rest with FoF's and wheels.
Haste enablers: I am just going to assume you don't know about Hanweir Battlements and Flamekin Village you can lose Urabrask for sure and free up a slot for something else and also lose either Fervor or Thousand Year (which, as established, die to Disk...though despite dying to Disk I would recommend Lightning Greaves for the Shroud just as much as the Haste)
Counters: I would lose anything with 2 Blue in the casting cost in favor of things like Intervene . Keeping as much Blue open as possible for Aetherling and Quicksilver Elemental's abilities to be activated when needed. Negate is also a strong pick as, largely, your opponents creatures shouldn't be of much concern to you. You are mostly concerned with countering instants that try to kill Mairsil in response to an ability activation or, frustratingly, people attempting to counter Mairsil. To be specific put in the two cards I suggested and take out Counterspell and Wizard's Retort.
Cage Targets/ Creatures: Personally, I would lose the infinite mana stuff as it is convoluted in several ways, but to each their own. I'll try to keep my advice away from that issue save to say that: Your combos should really be two cards and preferably creatures so they and Aetherling can be dumped in one go with Buried Alive. (It's getting late here so I'm not going to offer any reasons from here on out but if you have questions I'll respond to them tomorrow) Out: Deadeye Nav, Duskmantle Guildmage, Knacksaw Clique, Mischievious Poltergeist, Oona, Soul of New Phyrexia, Urabrask, Walking Ballista. Maybe out: Geth, Memnarch, The Locust God (he may be worth keeping if you follow through on running a tonne of wheels). (I will suggest cards to run and wrap up this comment tomorrow, though feel more than free to hit me up in the meantime)
1 week ago
Verity Circle works with certain decks, I do like it a lot, but I don't have a pure control type deck anymore. It does bear a lot of consideration in a Circu deck and I like the idea a lot tbh. I forgot to include Dark Deal but that also works, it's mostly in conjunction with Notion Thief when I do wheel as it is definitely hard to come back with no hand, and your pretty much guaranteed to win in the next couple turns or have an overwhelming advantage. Whispering Madness is almost never used for the cipher, its just another wheel limited to the dimir colors.
1 week ago
For Circu especially in a draw go type of style, I rely more on the burst draw type of cards or windmill type. So cards like Windfall and Whispering Madness are my shoe in. As well as Pull from Tomorrow , Stroke of Genius , and Blue Sun's Zenith . The burst draw they give even when X=3 is quite powerful. Other than that, card draw engines are next on priority list.
2 weeks ago
Dimir is kind of an oddball. Scarab God is by far one of the best choices for dimir commanders. You don't even need to play that many zombies to make him good.
You could also play Lazav, Dimir Mastermind and use mill not as a win condition, but as a way to activate your commander. He also makes counterspells and creature removal way more relevant, since he can become anything you counter or kill.
If you're dead set on mill, Phenax, God of Deception might be your strongest bet. You can run Eater of the Dead to go infinite, and as long as you're using global mill effects like Psychic Corrosion , Mind Grind , Consuming Aberration and wheels like Windfall and Whispering Madness can go well with your high-toughness creatures (such as the oft-maligned and very inexpensive Tree of Perdition ).
I'm afraid mill decks will never be "competitive" but they are absolutely capable of winning.
2 weeks ago
2 weeks ago
I think this deck should run a couple of wheels. They're very good with Notion Thief, and if you don't like what you see with Sen Triplets' ability, you can reroll. Alms Collector could also be used. Windfall is probably the best, followed by Dark Deal and Whispering Madness .
1 month ago
They're really good to have. The combination of a wheel and Notion Thief is usually a game winning play. You should run Notion Thief either way, and I'd maybe try Winds of Change and Whispering Madness or another piece of interaction like Winds of Rebuke . Thank you!
1 month ago
cool looking deck. Here are a few suggestions. You can save a lot of space if you include just a single copy of one of the eldrazi titans (like Emrakul, the Aeons Torn or Kozilek, the Great Distortion ) that will shuffle your graveyard into your library for you. I would get rid of the Reliquary Tower s and Spell Book so that you can discard your graveyard shuffler to hand size.
Another thing you might consider is using Invisible Stalker as your creature of choice instead of Tormented Soul . The hexproof is very important for making sure that your 4 mana investment of Whispering Madness wont just go to waste after a simple Fatal Push . I also would cut the Aqueous Form since you've already got the "unblockable" text on your main creature.
rather than spells that only cantrip (draw you a card and nothing else) you should consider things that give you a little more options: Serum Visions , Opt , Sleight of Hand . These do the same thing, but allow you to choose your outcome a little bit (though Sleight of Hand wont trigger anything that looks for "draw a card".
Also, what happens if you don't draw the Whispering Madness ? you might consider more medium sized draw cards like Chart a Course that can get you to the good cards faster. Also you would want another win condition, like a Jace's Phantasm that can kill them with normal damage.
Lastly, a very good "draw a card" mill card you would want is Sphinx's Tutelage . This will ensure that they mill before you.
I do a lot of brewing. If you like brewing modern decks, I've got a podcast all about brewing decks. You can check it out on iTunes or at mtgcoldbrew.buzzsprout.com
Whispering Madness occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
U/B/R (Grixis): 0.6%