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Wild Ricochet Discussion
2 days ago
The suggestions gave me some ideas.
Aiming for Swords, Avacyn, Godsire and a Baneslayer but I haven't gotten my hands on any of 'em yet.
1 week ago
Hey, love playing Boros in EDH. Sunforger is a real overperformer, but you don't really have a lot of good targets. Boros Charm and Orim's Thunder are fantastic. I might cut the rest of them except Crib Swap. Boros is about tapping creatures and so you end up open a lot in multiplayer, a couple of games running Comeuppance, Deflecting Palm, and Dawn Charm will make people realize there are consequences for hitting you, especially if you can tutor for things. Other cool targets include: Path to Exile, Return to Dust, Rootborn Defenses, Swords to Plowshares, and Wild Ricochet
1 week ago
Hey Pygmyrhino990! Glad you like the deck. I can go over each of the cards that are over $5 and explain why I think they're replaceable or not.
Chromatic Lantern is one of the best mana rocks in the game. The ability to get all of our colors online whenever we want is really great, especially since some of our strongest cards like Arcanis the Omnipotent, Dualcaster Mage, and Necropotence are all color intensive. I would likely just replace this with another mana rock if it were to be taken out.
Cyclonic Rift is an incredible one-sided board wipe. I would say that this card is a blue staple and that nothing can compare to it; if you want to run something like Devastation Tide, it could work, but it would be far less effective for a number of reasons.
Drowned Catacomb is just a pretty good land. You can replace this with a basic or enters-tapped dimir dual (such as Jwar Isle Refuge) depending on how fast your version of the deck is if you build it.
Kess, Dissident Mage is a powerhouse. She can recur our cantrips and, on our turn, protect us if we're trying to combo and have a counterspell in the yard. If you don't own her, there really isn't a great replacement that does the same thing. Izzet Chronarch isn't too bad if you want more recursion, but Kess is just too good to give up in my opinion.
Kindred Discovery is a decent draw engine that can really help us get online if we make a lot of copies. A replacement for this could come in the form of a straight up draw spell such as Opportunity or a political enchantment such as Curse of Verbosity. The slot is really up to you though, as the card isn't necessary for the deck to be good an can likely be swapped out for whatever you would like.
Mystical Tutor is another blue staple that I don't think has any great replacements. Just a solid card overall.
Necropotence is the single best draw engine in the game. I almost always find a win very soon after it resolves. The best replacement for this is probably Phyrexian Arena; it's slow but consistent draw.
Nykthos, Shrine to Nyx is a decent land that can probably be replaced with another land of your choice.
Paradox Engine is one of the main cards in this deck and one of the main ways we can accidentally or intentionally land a win. I can't think of anything that would replace this.
Patron Wizard is a really annoying card that does a LOT of work. It's incredibly expensive, though. There isn't really another card that has a similar effect, but you could try to run another counterspell or maybe play around with Ixalan's new Siren Stormtamer.
Reliquary Tower is another EDH staple that is probably fine to replace with any land of your choice.
Rhystic Study is a solid tax effect / draw engine that will be very annoying for your opponents. It's one of the better consistent draws in blue. This can be replaced with an upkeep extra draw effect such as Monastery Siege or another straight up draw spell if that's more up your alley. Merchant of Secrets is slow but not atrocious.
Sensei's Divining Top is just great fixing. I would try to pick one up when you can, as it has done wonders in most of my decks. If you don't want to spend the money, Sage of Epityr might be worth checking out as a one-time Top that filters garbage if we have some of our scry effects up.
Sigil Tracer is recurrable copy effect that can also hit our opponents' spells. It is a bit mana intensive, though. I don't love this card and you could play something like Wild Ricochet or Reverberate instead if you like the copy effect. If not, you can replace this with pretty much anything.
Sulfurous Springs is another good dual land that can be replaced with another land.
Wanderwine Prophets is an insanely annoying one card infinite turn combo if you can land it. It isn't integral to winning the game, however, and if you want another way to get infinite turns you could always replace it with Final Fortune (imprint Final Fortune on Isochron Scepter, at the end of the next turn use Sundial of the Infinite to avoid the lose the game trigger, repeat). If not, it can just be replaced with another high value wizard such as Havengul Lich or Vindictive Lich.
2 weeks ago
Primeval Bounty and Elemental Bond would fit nicely. If you are afraid of your creatures being targeted, or your enchantments getting blown up, there is Privileged Position, Wild Ricochet, and Not of This World to consider.
1 month ago
Saw your decklist on the EDH discord, figured I'd drop in with some suggestions.
The first one is regarding your commander. I think Iroas may be better off as part of the 99 as support for Aurelia, the Warleader. Giving your creatures menace and protecting them from battle damage is nice, but it's somewhat tricky to have a focused win condition built around that. Aurelia, on the other hand, gives you access being able to untap your creatures an extra time each turn, which can lead to many neat interactions. Repeating cards like Sun Titan, Tajic, Blade of the Legion, and Hanweir Garrison nets you massive value, not to mention the fun times with Combat Celebrant! Iroas is important support in that deck, as your opponents will heavily struggle with two bouts of menacing creatures thrown over their way.
With that in mind, I'll take time to cover some card choices that I don't think are pulling their weight in your deck. These comments will be guided by working around Aurelia, whom I strongly feel is a better fit for what your deck is trying to accomplish.
Basandra, Battle Seraph: I absolutely adore the artwork on this card, but the effect is underwhelming. On hand, it's nice to lock down your opponents' spells during combat, but that means you can't play your own either! It's a double-edged sword you have to be careful of. If you're interested in the force to attack function she offers, consider goad cards like Grenzo, Havoc Raiser or Disrupt Decorum . They provide defense for you while forcing your opponents to go after each other, AND Grenzo's abilities work wonderfully with Aurelia.
Boros Elite as a 1-drop is rather overwhelming. In limited, a 1-drop 3/3 is pretty nice, but given how vanilla it is otherwise, I can't say it warrants a spot over something with more versatility.
Bruse Tarl, Boorish Herder: I believe there are better ways of enabling Double Strike. You already have one of them in your deck, Duelist's Heritage, but instead I'd run True Conviction. Higher CMC, but it applies to all of your creatures instead of just one at a time!
Firemane Angel's massive CMC gives me cause for concern. The lifegain is minimal, and for 6 mana we can be doing a lot more (see True Conviction!)
Honored Crop-Captain is a tad on the weaker side when it comes to pumping. Getting more utility through cards like Spear of Heliod or Marshal's Anthem may be worth looking in to. While harder to cast, Captain of the Watch generates multiple bodies and gives your Soldiers (which you should be running quite a few!) a nice boost to boot.
Speaking of Soldiers, most of the ones you'll be running will be humans. Angel of Glory's Rise is an angel that gives you back your humans (likely to be soldiers), and can hose many black decks. Put this card on your radar if your local meta has zombies!
Iroas's Champion is another card thats a little on the weak side. Double strike is nice, but without consistent pumps it's not going to be a game-winner for you.
Jareth, Leonine Titan is a bit too defensive for my liking, especially when this deck very much wants to be on the offensive. Given the step casting cost, we may be better with either something cheaper, or a card more powerful for 6 mana, like Sun Titan.
Kalemne, Disciple of Iroas is MUCH better as a commander than as part of the 99. Given your lack of current recursion, I can't see this card surviving long enough to make use of its experience counters. That, and you currently only have 4 creatures with 5 or more power!
Nyx-Fleece Ram is far too defensive for this kind of deck. If you're going to go for a defender, Wall of Omens at least nets you some card draw. In multiplayer, that kind of life gain isn't going to make a massive difference, so I believe you'd be better off trying to dig for more resources.
Razia, Boros Archangel is another card I love, but Aurelia truly leads the guild so much better than she does. Preventing damage is totally against what this deck is trying to do. If you're going for keyword soup, either Akroma would be a better fit (loss of Haste is annoying, however).
Thundersong Trumpeter has a good effect, but we can do better. You're already running Master Warcraft lets us pick and choose blockers, but we have Odric, Master Tactician that follows closely behind and would love to be in your 99.
Wojek Halberdiers is another card that only boosts itself... we want to share the love! Odric, Lunarch Marshal spreads around keywords like mono after high school prom. Just one instance is all you need for everyone else to get better all around!
Your mana base is mostly fine, but I'm not a huge fan of ETB tapped lands. You're getting pretty good utility out of yours, but look into getting Battlefield Forge as a cheap upgrade.
Swords to Plowshares is an immediate upgrade to Devouring Light, Reprisal, or Angelic Edict. It's seen recent reprints, so it should be too bad to get ahold of, plus it's great in any deck that runs White! For artifact/enchantment hate, a simple Disenchant or Forsake the Worldly is all you need.
If you like Deflecting Palm, you'll LOVE Comeuppance. I run it in every single White deck of mine, and it can totally steal games out of nowhere for you!
If you are looking for card draw, Reforge the Soul is nice, but there are a few more options to consider. Mentor of the Meek works well with the 1/1 soldiers you'll be creating. Skullclamp is another classic option for turning weenies into cards.
Another instant to consider is Aurelia's Fury. It's great for controlling your opponents during your turn, or shutting down combos out of nowhere.
Finally, I'd like to suggest some generally good cards that can give you more solid win-conditions, or otherwise provide great synergy.
If you end up going with Aurelia as the focus, Felhide Spiritbinder gives you as many combat phases as you have mana to feed into it.
Assemble the Legion is one of the most Boros cards out there, and even with your strong Angel focus, a slow and steady wall of attackers and get out of hand for your opponents. Martial Coup also gives you a bunch of soldiers, while also serving as a Board Wipe if necessary!
I know I gave a lot of suggestions, but I do hope this helped a bit. I'd love to hear your thoughts on Iroas vs. Aurelia for the commander of your deck!
1 month ago
Hey, thanks for the suggestions, DespairFaction. I haven't really gotten in many situations where I've been hurting that badly on mana but more is always better. I certainly wouldn't get rid of Extraplanar Lens even if it's 2 color because the majority of the cards need way more white than they do red. In the games it has come out, it has been pretty dang beefy.
I'll agree that Wild Ricochet and Generator Servant have been pretty unhelpful and only really work in very specific situations. Reforge the Soul seems like a great card several turns in. As much as I love the draw from Knollspine Dragon + Sarkhan's Triumph it takes up two card slots and it kinda breaks with my theme of Angels and Humans.
1 month ago
Again, thanks for the input!
Though this deck does contain counter spells, I wasn't planning on using more than 3-4. These are mostly meant to make the deck slightly more versatile, especially during the early stages of a game. That's why the counter spells in it don't have a CMC above 3. I like all the cards you mention on this front though (Mystic Confluence, Commit / Memory and Wild Ricochet). Rest assured I'm using some of them in other decks (some of which still need to be posted).
I'm using one wheel effect in this deck; Windfall. I included it because I wanted something to complement the sparse battery of counterspells this deck containts. Also, it's a nice, cheap form of disruption I can use early game. Adding more of these effects, ... I dunno. I feel that to get more out of them, I would need to add more cards that would damage players for drawing cards and preferably also for discarding cards. I have a Grixis deck with Nekusar, the Mindrazer as a commander (this deck still needs to be posted), which already does precisely that.
Though Ral Zarek is pretty darn awesome and I happen to own one, I'm not sure I should add him. His primary power does come in handy combined with the creatures that have an activated ability, but other than that he doesn't fit the theme all too well. I'll think him over some more.
When comparing Sanctum and Electromancer, I'd say Sanctum has more abilities (scrying as well) and is harder to remove, whereas Electromancer has a cheaper CMC. As the deck already has plenty of draw and scrying stuff AND it's hard to get started as a blue-red deck (without Mizzix) to begin with, I'd rather have the cheaper Mancer.
Djinn of Infinite Deceits, now there's a card I completely overlooked! I'm definitely going to add him. He'll probably be replacing Erratic Portal; I've not needed it all that often anyway, I got more use out of Cloudstone Curio.
Cultural Exchange could fulfill a similar role as the Djinn, but as a one-off effect and on a larger scale. It would be brilliant if one could cast Reins of Power or Blatant Thievery first and follow it up with this card to take control of a second opponent's creatures. You'd even get your own creatures back by the end of your turn. However, these are the only two situations I'd deem this card to be worth its CMC. If I'd be generating more tokens somehow I would add this card, but since I'm not doing that ...
Guttersnipe has been great. Usually I play three opponents. That means that whenever Snipe is on the field, each instance/sorcery I cast will cause 6 damage (2 per opponent). That doesn't seem like much but it does begin to stack up after a while. As this deck contains 26 such spells AND I can cast Snipe during the early game, I consider it to be too valuable to replace.
1 month ago
Alright, here comes part 2! As I said before, it is really hard to give advice without playing the deck so these are just cards to consider not something you have to include in the deck.
Mystic Confluence is a counterspell, removal and card draw in one - very versitale card.
Commit / Memory is a counterspell, removal, grave-hate and wheel effect in one - again very versitale card.
Wild Ricochet can be a lot of fun and it is a counterspell and fork in one.
You may consider adding one or two more wheel effects (for example Fateful Showdown) to support Niv-Mizzet's and Psychosis Crawler's draw-pain theme. I know that it is not the main theme of the deck but I feel like they could get some more love and it could also make the deck more versitale.
Djinn of Infinite Deceits could fulfill the role of sac-outlets in your deck because you can exchange a temporarily stolen creature for a different one and keep it permanently. (At least I think it would work that way.)
Cultural Exchange - Again, I am really not sure about this fun but it could be a lot of fun.
As for what to take out, I really don't know. There are no bad cards in the deck, only card I question a little bit is Guttersnipe but I may be totally wrong about it. How often does it really help you to win?