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Wild Ricochet Discussion
2 days ago
finboy2506 - Nekusar effect doesn't deal commander damage. From the official EDH rule website: If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game. Nekusar effect isn't combat damage, if that was the case I would probably twice as much games/get hated out twice as fast.
Blue Sun's Zenith is not in here because it only targets one player and if I want draw for myself I might as well run Minds Aglow to do damage to all my opponents and get draw as well not to mention its cheaper and if someone is crazy enough to put mana into the pot to draw more. But I don't like either because they are mana intensive while wheels are much more cost effective mana wise.
Thanks for the suggestions anyway. :3
2 days ago
Because Blue Sun's Zenith will may you or the opponent/s draw heaps and your commander will deal damage to the and also when your commander deals damage, it counts as commander damage
6 days ago
I think you already have HEAPS of mana acceleration, plus 38 lands. I'd take out finnicky acceleration, slow acceleration, and high cost acceleration: Recross the Paths, Wayfarer's Bauble, Reap and Sow, Explore, and Darksteel Ingot.
You'd still have Cultivate, Kodama's Reach, Wood Elves, Explosive Vegetation, Skyshroud Claim, Solemn Simulacrum, Nature's Lore, Mirari's Wake, Mana Reflection, and Primal Growth--and they're just the pieces of acceleration that guarantee additional mana. On top of that you've still got Coiling Oracle, Urban Evolution, Oracle of Mul Daya, Life from the Loam that all have promise. With 10 pieces of acceleration and 4 pieces of potential acceleration, I think you should consider cutting Urban Evolution and potentially Mana Reflection. You've only got 6 cards in the deck that cost more than 6cmc anyway, so I don't think that Mana Reflection, being so expensive itself, is worth the slot.
I think you should cut either (or both) Spelltwine or Mnemonic Wall. Your deck is mostly instant and sorceries, with heaps of card draw. You shouldn't need to put too many slots towards getting stuff back into your hand. Spells that get stuff from the graveyard should be permanent-focussed, for the sake of the Child. I think you need to sub in Ponder and Preordain for these cards. They're just super, super good cards, especially for early game. I also think you should consider cutting Recurring Insight because you've already got lots of cheap card draw, which is better in my opinion. At 6cmc I want to be casting threats or reactive measures.
In regards to countermagic and removal you have:Arcane Denial, Bind, Counterspell, Dismiss, Evasive Action (instantly I think you should cut this, because you run very few basic lands--it doesn't count with the dual lands either as they're still nonbasic), Exclude, Far / Away, Hero's Demise, Mana Leak, Mortify, Negate, Overwhelming Intellect, Path to Exile, Putrefy, Relic Crush, Render Silent, Sultai Charm, Swords to Plowshares, Trickbind, potentially Wild Ricochet, Fleshbag Marauder, Voidmage Husher, and Maelstrom Pulse. That's roughly 11 counterspells and 10 pieces of removal. At the very least I'd cut Evasive Action, Bind, and Dismiss (too expensive). Leaving you with 8 countermagic spells, and all 10 of your removal. I'd supplant Mortify with Utter End also. But I think this is still too much countermagic and removal. I think the only removal you should run should exile, and the only countermagic you should run should be very cheap. Otherwise, what sort of a boardstate is the Child there to wipe? What's the point if you're countering and destroying everything anyway? The point of the Child is that you have a hand to run threats that benefit from her ability. Removal and counterspells are just clutter when you can blow the board whenever you want.
Cards like Zurgo Helmsmasher and Avacyn, Angel of Hope are just perfect for this deck. Even Aegis Angel would be worthwhile. I also think you can cut down on expensive spells that either draw cards or recur from the graveyard. Cards that can withstand mass-destruction, or can make other permanents withstand mass destruction, should make up more of the decklist in place of these cards. It's all good and well to be wiping the board a lot, but you want to make sure you're benefiting from those boardwipes. At the moment the deck looks to stop people from doing stuff a lot, and then when it's done that it blows the board--but what sort of a boardstate will it be wiping at that point? I think you should put in cards like Gift of Immortality, Twilight Shepherd, Erebos, God of the Dead, Angelic Renewal, Sun Titan, Wurmcoil Engine, Rise of the Dark Realms, Mikaeus, the Unhallowed, Harvester of Souls, Blood Artist. That's just a few things off the top of my head, but I'd value all of them highly in your deck. All of the Gods in general in fact I'd value. I have Kruphix, God of Horizons and I would begrudgingly trade Erebos, God of the Dead. But they're all auto-includes, whichever ones you can get. But yeah, lots more Undying, Persist and Indestructible I think in place of the counterspells and removal.
1 week ago
I agree regarding Sunforger. I would then work on adding protection/removal instances that you can dig for with Sunforger. Ghostway is a good one if someone tries to board wipe your creatures plus it can get you additional ETBs. Other ones I have used with success Wild Ricochet, Return to Dust, Comeuppance, Bathe in Light, Utter End. I am sure that are plenty to choose from though.
1 week ago
Updated the deck:
+1 Kor Haven
About Arcane Lighthouse and Tower of the Magistrate. They're both on my watch list, if someone in my playgroup goes heavy with hexproof or artifacts/eguipment they're definitely going in. Right now I don't want to put too many lands that don't tap for colored mana.
1 week ago
I'll just leave these here...
- Wild Ricochet
- Blood Moon
- Braid of Fire
- Burning Earth
- War's Toll
- Price of Glory
- Brand of Ill Omen
- Mana Geyser
- Kazuul, Tyrant of the Cliffs
- Urabrask the Hidden, Fervor, Hammer of Purphoros, Anger
- Archetype of Aggression
- Savage Beating (and other extra combat phase cards but I love quadruple strike)
- Valakut, the Molten Pinnacle (colorless permanent but red color identity)
- Koth of the Hammer
... plus you have all the double damage, double strike, extra combat phases, X spells, and theft cards. Have fun!
1 week ago
Again, thanks for the suggestions! Some of them look really tempting.
Reveillark this probably should be in the deck, I originally cut it because I had too few creatures it could target in my deck. That has changed a bit so it might have a place in the deck. 4/3 flier is a decent body aswell.
Archangel of Thune She's a nice beater and if I had more ways to get life she'd definitely go in the deck. Maybe in the future if it gets more synnergy with the deck.
Wild Ricochet is another card that probably should be in the deck. I don't actually own any yet so I haven't had the chance to test it yet. Works with Sunforger so that would really make people paranoid about playing powerful spells. Definitely goes on my list of cards to try.
I'm not that much into other cards, Rout is so expensive and I have plenty of wraths for my meta. Quicksilver Amulet wasn't great when I had it, my manacurve is low enough to not really need ways to cheat stuff into play (instant speed and uncounterability are nice though]. Loxodon Warhammer lost the fight to Swords of This and That long ago. Mana Web looks scary, it would definitely paint a big target on my head :D Not sure if worth, although I like the idea of my opponents not having the mana to instantly screw with my attack phases.
|Avg. draft pick||2.02|
|Avg. cube pick||13.66|
|Commander / EDH||Legal|
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