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Wild Ricochet Discussion
2 weeks ago
Sorry for the short reply last time.
Well, there's two ways to do Nekusar. There's the way you're doing it, which is to slowly let the opponent draw cards and you can control the rate at which that is done. The problem with this method is, you're still giving the opponent cards, and you never know what cards those are. In that respect, they already have card advantage, so it's relatively pointless to slightly limit that card advantage.
Which brings us to the other version: absolutely balls-out wheel and card draw effects. The reason I think this version is better is because you're already giving your opponent more than a meaningless amount of card advantage. Seeing as this is the case, at this point it makes little difference for your opponent's gameplan if they have 10 cards in hand or 20. Of course, if they have 20 cards in hand, they just took an additional 10 damage and will probably take more from your draw damage redundancy or effects that care about discard. From this standpoint, Forced Fruition is absolutely fantastic. Out of all 4 cards I suggested to you, it's hard to argue against Forced Fruition being the best one. With Forced Fruition out, every single spell your opponent casts has an additional cost of "pay 7 life". I highly recommend the balls-out version, it's more fun too.
Cards I'd just cut in general (hah, commander puns):
Syphon Mind (Extremely low par card), Perplex (It's a fun counterspell. However, any opponent worth his salt would just discard their hand because Nekusar and other abilities will simply refill it next turn), Opportunity (6 mana for four damage? You can do better than that, also, you will never need to cast this on yourself with Nekusar out, trust me), Dream Salvage (Again, the card advantage provided by Nekusar makes this pointless), Geth's Grimoire (You don't need this card advantage. Swap out for Waste Not), Blightning (This is normally meant to be card disadvantage for your opponent. See how that doesn't do well with Nekusar? This might aswell be a Lightning Bolt that can't target creatures), Consult the Necrosages (Opponent discard is irrelevant, you don't need card advantage, and 3 mana for 2 damage? You can do better than that), Sheoldred, Whispering One (He's ok, but Urabrask the Hidden would probably be a little better. He's easier to cast and does a better job at stalling opponents/speeding you up. Also, you don't have any super-bomb creatures to recur for free from your graveyard, so his ability doesn't help as much), Read the Runes (I don't really know why this is here. Very slight amount of synergy, but... I'm confused),Invoke the Firemind Just a pretty bad card. You could run removal, and you don't need the card draw. All this card does is just make you pay a bunch of mana).I'm not super happy with Library of Leng, but I see why it's there.
Cards I think you should put in:
Venser's Journal. Not a fantastic card, but it does fit pretty well here.Rakdos Charm. Just a great EDH card. Hoses a lot of different things. Very good for destroying something like a Rings of Brighthearth, or if you're up against an Animar deck, etc. Just a great card that solves many situations.Black Vise, you know why I'm suggesting this XD.Isochron Scepter, this one is pretty obvious too. Imprinting something like Wheel of Fate on it is absolutely nuts.Viseling, redundancy with Black Vise. Also cheaper.Font of Mythos. Card advantage for you (but that's not what it's really here for) and damage for your "friends".Niv-Mizzet, the Firemind. Well, now your opponents can take 2 damage on their turn and three damage on your turn (tapping him for a card). Also doubles damage of wheel effects.Kami of the Crescent Moon. He's nice, not top notch, but very nice.Wild Ricochet is a blast. It's also an fantastically hilarious middle finger to an opponent's Cruel Ultimatum or Time Warp. Just be careful not to giggle while it's in your hand.
Now have an extremely long list of wheel effects (All the one's listed here do not have a "may" or "up to" clause): Wheel of Fortune, Time Spiral, Wheel of Fate, Memory Jar, Temporal Cascade, Dragon Mage, Windfall, Whirlpool Warrior, Howling Mine, Winds of Change, Jace's Archivist, Time Reversal, Minds Aglow (This is an end-game killspell. In multiplayer it's fantastic), Burning Inquiry, and Prosperity (more endgame killspells). Whew.
Uba Mask and Shared Fate can be really really really fun if your playgroup isn't too competitive. Also, these cards prevent your opponent from actually getting use out of the cards in his deck. If you have a better board presence, these can be a very strong, almost game-winning, derpy soft lock. Zur's Weirding has a different effect, but still fits the "derpy" category.
This card is also needed (and really hard to spell) Chains of Mephistopheles. This one is awesome. It works kinda weird, but it's really good once you understand it.
Also, you probably want to protect your commander. There's lots of ways to do this. My personal favorites are hexproof/shroud/Indestructible equipments (Swiftfoot Boots, Lightning Greaves, Darksteel Plate, and totem armors (There are two good blue ones: Drake Umbra, Eel Umbra. There are loads of ways, but the only other ones I can think of are the Swords of X and Y.
If you want to be really political (this is a more casual, but great politics card) you can use Cauldron of Souls.
2 weeks ago
With your counterspells, I would remove Cancel for Dissipate,Syncopate for Dissolve, Negate for Remand and Mana Leak for Counterflux. The more hard counters you have the better. Other spells that will copy your spells more (Reiterate, Wild Ricochet, Fork and even creatures like Nivix Guildmage) are also really good. Other than that, replacing Izzet Guildgate with Cascade Bluffs would be a good idea, as well as adding in a Grapeshot to take advantage of your massive storm count. Otherwise, definitely a +1 from me.
1 month ago
Hey there dude!
Also white is better at spot removal than red. Thunderous Wrath and Lightning Bolt aren't nearly as good as Path to Exile, Swords to Plowshares. But they can hit players, so you have to decide which is more important to you (especially with double damage). I also prefer Comet Storm to Red Sun's Zenith, again, i just prefer what one does, i don't think either is strictly better.
You're currently 6 cards over the limit. I would cut:
Into the Maw of Hell (too expensive and slow)
Moonsilver Spear (too expensive)
Losing some lands probably wouldn't hurt either.
Dawn Charm and Rebuff the Wicked are also cards I wouldn't run, although I haven't ever played them. I tend to stay away from counters that are so narrow. Rebuff the wicked does save your creature. However, Gods Willing would be better at that, and has the additional utility of making a creature unblockable or making an enchantment fall off of your creature. (and scry)
However, even with this wall of text of suggestions, it already is a very powerful list that would certainly run fine without any changes. Gisela is a very strong and aggressive commander and the deck matches that!
addaff on Grantley91
1 month ago
Tar pit is now sitting at $17. I have both versions of Eye of Ugin. The zen one goes for $10 and mm2 is $4.40.
1 month ago
Wild Ricochet is another but its a bit more mana-costly. Needing to have 7 mana to win seems a bit high.
2 months ago
If you have a particular favorite instant you might try to put it in a Isochron Scepter
2 months ago
I have another offer with what you've picked out minus 1x Counterflux
|Commander / EDH||Legal|
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