|Commander / EDH||Legal|
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|2011 Core Set (M11)||Rare|
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At the beginning of each player's upkeep, that player reveals a card at random from his or her hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost.
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Wild Evocation Discussion
2 weeks ago
I love chaos decks but you gotta know Grip of Chaos is profoundly bad-mannered and is the type of card that will make people not want to play against you. I would replace it with Possibility Storm. That or Confusion in the Ranks or Mindmoil. Wild Evocation perhaps.
2 weeks ago
Well of Ideas can add more draw power to the party.
Ghirapur Orrery seems like a good fit as well, all that draw power will put land in hand.
Unless you intend to use Spectral Searchlight on the weakest person, I don't think it's quite friendly enough. Akroan Horse would be fun to pass around. Luminarch Ascension would be harmless but potentially lifesaving endgame card. Assemble the Legion could also be a good one. If you are running Sphere of Safety and Ghostly Prison, Norn's Annex and Crawlspace are in the same vain.
1 month ago
I'm gonna touch on enchantment here
2 months ago
Sweet deck. I think Yidris is a perfect chaos commander. One way to avoid getting hated out is to implement group hug. Well of Ideas, Humble Defector, Ghirapur Orrery, Rites of Flourishing, etc, can all help you make friends and surprise your group when you unleash a couple Possibility Storm chaos cards.
For chaos, don't forget Conjured Currency, Warp World, Dismiss into Dream, Shared Fate, Guild Feud, Psychic Possession, Wild Evocation. Of course, some of those are personal preference, but I would put those in over some tutors, coin-flipping, and hate-drawing cards like Sanguine Bond, Nature's Will, etc.
Hope that helps to answer your question! Essentially, group hug will establish from the early turns that you're not a typical Yidris storm/cascade/goodstuff deck, and once the chaos begins, then your opponents will hopefully have such a tough time forming a real strategy that they can't stop you.
3 months ago
I own the following cards, and if you want them for the final build they're yours:
Impulsive Maneuvers, Widespread Panic, Custody Battle, Wild Ricochet, Sulfuric Vortex, Five-Alarm Fire, Fighting Chance, Heartless Hidetsugu, Bearer of the Heavens, Wildfire, Charmbreaker Devils, Flame Fusillade, Antagonism, Wild Evocation, Starke of Rath, Sin Prodder, Incite Rebellion, Scrambleverse, Tyrant of Discord, Smoke, Vulshok Battlemaster, Winter Sky, War Elemental, Power Surge, Galvanoth, Grand Melee, Mages' Contest, Chain Reaction, Breaking Point, Witch Hunt, Howl of the Horde, Thieves' Auction, Aftershock, Guttersnipe, Goblin Diplomats, Curse of Stalked Prey, Mob Rule, Mass Mutiny, Ash Zealot, Warp World.
I know a lot of those are more stax-y and group-slug-y than chaotic but some of them are quite chaotic and some of them force opponents to do something they don't want to do.
4 months ago
I would definitely consider cutting down on your non-creature spells. The best Ruric Thar build I've seen (Stop Hitting Yourself!) runs 14 non-creature, non-land cards. Even that number may seem a little high, but all of those spells contribute to his creature-focused playstyle. The creator of that deck, djewell, is more qualified to give suggestions than I am, and would probably help you out if you asked. That said, I'll give you my two cents:
Consider cutting your non-creatures, then replace them with creatures that have similar effects. This is a way you can work around Ruric Thar's damage. For example: Prismatic Lens could be replaced with Zhur-Taa Druid, which cannot tap for red, but is still better, imo. Also, any ramp spells. such as Ranger's Path, could be replaced with creatures such as Wood Elves or Yavimaya Elder.
You are going to quickly run out of cards in your hand; you will most certainly need card draw. Fortunately, there are some good creatures and a few sorceries that can help you out, here. Check out that deck i linked to for some ideas.
Run spells such as Possibility Storm and Wild Evocation. The former will really screw over your opponents (especially blue players), but really won't hurt you, as you're usually just looking for big beaters. The latter lets people cast one free random spell each turn, which could benefit them. However, if that spell is not a creature, they will take damage. In addition, you get to cast some of your creatures for free.
5 months ago
Prowling Serpopard,Choke,Price of Glory,War's Toll,Omen Machine,Gate to the AEther,Conqueror's Flail,Wild Evocation,Hypergenesis... Really anything to up the chaos level has a way of really pooping on responsive decks