Wizards of Thay

Combos Browse all Suggest

Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Wizards of Thay

Creature — Human Wizard

Myriad (Whenever this creature attacks, for each opponent other than defending player, you mayu create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the token at the end of combat.)

Instant and sorcery spells you cast cost less to cast.

You may cast sorcery spells as though they had flash.

wallisface on Divine Rust

1 year ago

Some thoughts:

  • A bunch of your cards aren't modern-legal. They're all the one's highlighted in red, so Archangel of Strife, Exalted Angel, Noble Templar, Wizards of Thay, Decanter of Endless Water, Robe of the Archmagi, Sol Ring, Ascend from Avernus, Fountain of Cho, Seat of the Synod, Promise of Tomorrow, and Reverent Mantra.

  • You're playing a lot more cards than the 60 required. Any amount of cards over 60 reduces a decks consistency and generally makes it weaker - I'd suggest heavily on trying to cut back to 60 cards.

  • You're currently playing waaay too many cards as 1-ofs or 2-ofs. This is going to make your deck super inconsistent and clumsy to pilot. You should be aiming for the majority of your deck to be playsets (4-ofs) of cards. A good strategy for new deckbuilders is to pick 9 cards, and run playsets (4-ofs) of each of those (making 36 cards) alongside 24 lands (for a 60 card deck).

  • Your mana curve is waay too high. Most modern decks can't justify running more than 4 cards (1 playset) costing 4 mana, and seldom run anything costing more than this much mana. You've got a whopping 23 cards costing 4-or-more mana, which is far too much. Going from the above suggestion of picking 9 cards, the mana costs of those cards should look something like 1,1,1,2,2,2,3,3,4.

Stardragon on Custom Theros Set

1 year ago

wallisface-First and foremost my experience is commander not standard or legacy or modern or vintage nor sealed or draft just commander. So all these cards are built with commander in mind. So lets tackle each card one at a time.

Gods- All the god effects are based on their old cards and built upon and tweaked with some research done on their lore and made sure it fits in their color pie (since soo many people are anal about color breaking though i find it fun and interesting). So if you find it samey blame me for my lack of imagination but also some of Wizards for making the OG's that way as well

Iroas- You said his second ability is too much but is OG card protected from combat damage Iroas, God of Victory and slap on Tajic, Legion's Edge ability to protect against non combat damage and white has lots of cards that destroy tapped creatures or blocking/attacking creatures so i gave him a conditional removal sure you could put him a boros weenie deck and have continuous removal it basically X/1, X/2 or X/3 deathtouch for white but white has done similar thing like that though for equipment only but this is a god so yeah it ment to be powerful. Also he is at Mythic Rare meaning you except game winning/breaking effects and for modren/sealed playstyle 6 mana is along to invest if im told right unless you cheat it into play but not my area of expertise.

Shield and Spear- Just made to giving creatures Lifelink, ward 3 and Battlecry

Hakatos- For his for first abiliy this will cover all demi gods so let me explain (this also for you TypicalTimmy) Let do Dexos and Heilod as an example Daxos, Blessed by the Sun is a double white 2/* which by himself makes him a 2/2 and gives 2 devotion to Heilod all other demigods are the same in this way and gives you roughly half of the devotion needed to the gods into creatures with the gods them selves also giving 1 devotion to their own color giving you three meaning you only need 2 more to that god online. Since all the Muilticolored gods need 7 devotion insstead of 5 i gave all thier demigods 4 devotion (may cut that to three) leave 3 devotion and since each multi god gives two devotion that leaves only 1 needed to get them online, and since each mono colored demi had 2 devotion making them all 2/3 if or 2/2 by themselves if I did that with the multi colored ones as Timmy said that would make them all X/4's or 4/X's much to powerful for uncommons even if their legendary so i nerfed it in that you need one of each color pip to give them a boost to there X stat so if you just had 1 red AND 1 White on the field Hakatos's Power would be 1 and if had 1 Red AND 3 white is power would still be 1 but if had 5 red AND 5 white his power would be 5. It was a way to try and balance them out it maybe rough but i could work

No on to his second ability is play on OG card Haktos the Unscarred which also gives him protection from certain numbers this just makes so weak creatures can't chump block him it not broken or confusing to to keep track of he is fine once I find a way to smooth out the devotion thing.

Karmatra- Creatures are spells and they do ETB that how ETB effects trigger I honestly don't know what your talking about here. as for the mana cost i think 5 mana for whenever a non-token creatures ETB's you get to search for ANY land is fine 4 mana seems too cheap for repeatable effect hell 5 mana maybe too little.

Her Scythe- I admit may not be as flashy as others but neither is farm work lol but gains mana fixing and ramp but making all you creatures into a BOP, and you can you three of those creature to ramp even harder with it second effect can summon a 6 or higher drop buy turn 4 or 5 depending on your field and gains life to help get head or stabilize, it very powerful just not in the flashy immediate way which feels right for basically the god of agriculture's tool it not fast but be patient and you'll reap the benefits. Again it don't see much wrong with it.

Sythis- This one is the inspired but it's literaly just her OG card Sythis, Harvest's Hand without the card draw and with scrying instead and scrying is all color effect partically in theros where the mechanic was officially named and a bunch of cards from every color had it tacked on. So she every much fits into the GW pie

Ephara- She basically is a tweaked Rhystic Study or Smothering Tithe which is fine bu ti do agree with the non land and caring about your opponent thing will fix that but i do want it a bit more unique than your standard tax card

Medomai- I assume other than the devoion power/toughness thing you dont have a problem with him

Kruphix- i can agree that cards for and indestruable card is powerful maybe busted but again he is mythic rare and a god those two things together you would expect some bust things about it BUT i can see spiraling way to out of control will think but nerfing the draw

Kydele- Her effect is for THE END OF THE TURN, Not the beginning and you than have a choice of untapping three land so you have access to outer spells or other creature protection on you opponents turn or having that card in hand that you've probly already scryed and want in your hand the flexability is what makes nice and you may not always want to draw in case you're milled out out lose life if you draw niche in the grand scheme of thing but a useful to have. i probaly will cut the adding a +1/+1 counter to creature though to much for an uncommon

Cymede- Fix her egregious spelling mistakes and just made scry 2 simple but decently powerful particularly when paired with her god

Atris- Fixed his until end of phase to end of turn but that's it. Thier are other cards that give sorceries flash like Hypersonic Dragon and Wizards of Thay give sorceries flash, Vedalken Orrery and Tidal Barracuda give all spells flash sorceries included. So it safe to say that sorceries can and do interact with flash even if it rare and it not even a pie break.

Mogis- Fix him it was always meant to be at the end of the turn not upkeep and tack only the current player's creatures I don't how those got past me. And made clear that it for each creature that didn't attack.

Rhordon- I assume other than the demigod clause your fine with him Axe- For the the self afflict dmage was decause rakdos has alot of power cards that deal damage to you, and i felt that as the god of slaughter's weapon it was fitting that it doesn't care about it summoner/owner but i will reworded so that the damage procs at the end of each other player's turn so it it works as intended

Pharika- Her frist ablity is fine it just a powerful Desecrated Tomb, Tormod, the Desecrator or Quintorius, Field Historian (and i say more powerful be cause of the poisonous 1) and they are powerful with Tormod's Crypt so I think it is fine is fine.

Her second effect is also mostly fine the card is fine if you 1 opponent and they have 5 posion counters on them you still only draw 1 card if have 7 opponent's and 3 have say 8 poison counters on them you will only draw 3 cards and while powerful is nothing in commander compared to some of the crazy card draws other even with out going infinite. fixed the left aspect of it though

Hythonia- Is just a Syr Konrad, the Grim with deathtouch and he is an instant win with graveyard exile and he also an uncommon and not even legendary! So no her effect if fine

Hope that answers your questions feel free to voice your thoughts again after reading this (IK it alot) i take all feed back and contine to scrutinize the rest of the cards

Guerric on [Primer] Casting the Mythal

1 year ago

Hi everyone! I do apologize for the time away from here. Things have been busy and I've been focused on developing my Giada, Font of Hope deck as this one runs pretty flawlessly. I thought I'd respond to card suggestions with some thoughts of my own. In short, I'm holding my current deck for now. It's always tempting to swap out with each shiny new set, but in most cases I'd favor the current list. Nonetheless, let me respond individually to the suggestions.

amarthaler

I like Wizards of Thay for Lore since I am a longtime DnD player, but I don't think it really goes here. We aren't running a ton of sorceries, and this isn't a deck that benefits too much from discounting that spell type. I also kind of feel like Red Wizards should be red, even though philosophically they fit with blue, but that's just a flavor point. Vesuvan Duplimancy could help us go infinite with Naru Meha, Master Wizard and Rite of Replication, and there would probably be some other shenanigans we could do with it with Venser. I don't know that it would be terrible, but I don't think it would do what we want it to do often enough to justify cutting another piece for it though. Cool card and interesting suggestion nonetheless!

nhhale

I'm glad you are enjoying the deck! It does have a cool feel and stays a tribal deck which is nonetheless incredibly powerful and combo-y, which is unique. Omniscience is always a fun card and I very much use it as a central piece of my Tuvasa the Sunlit deck. With its high cmc I think it will just get in our way much of the time here. I used to run Clone Legion which is a similar cmc and does synergize, and it did make some memorable games but it was just too far off to make a difference. If you like it play it by all means, it's an amazing card and certainly won't be bad. For me it just would contribute to variance without helping the decks key synergies, but I am picky with that.

beastmenwarrior

Aether Channeler is definitely good and absolutely the type of card that goes in here. It's the right cmc and like AEther Adept can effectively bounce itself back (via the token copy). But it has added utility in that it can draw cards and bounce other permanent types. It definitely replaces either Merchant of Secrets or Cloudkin Seer in that it is strictly better than the former and practically better than the latter. Barrin is good because of his second ability, which I've found to be relevant. And having an extra bounce option is very good without losing the card draw piece. I'm not so sure about Ertai Resurrected though. The abilities are certainly good, but the 4cmc *five to copy) is pushing it for me. I think he's a good option, I'm just not sold yet, particularly over something with a lower cmc.

Thanks for the comments and suggestions as always! I have so many decks and primers now it is easy to miss some suggestions, and as this is my original and favorite deck I do like to keep it up to snuff. Aether Channeler will probably go in soon.

loricatuslupus on Oh Captain, My Captain!

1 year ago

Oh nice, you got the Wizards of Thay? Might be worth checking out Kediss, Emberclaw Familiar (as Balmor makes him a threat and you can take out multiple people with one swing), Thousand-Year Storm/Arcane Bombardment and maybe some other classic Storm spells? There are plenty of other good cantrips plus Past in Flames and Mizzix's Mastery to recast them all from the graveyard. I like the rapier but if you can find one Embercleave will mop up, while Robe of the Archmagi keeps your hand full.

My "spells matter" deck is There's Something Strange... and you might find a couple of useful things there but it's almost completely focused on doing the opposite - casting massive apocalyptic spells that annihilate the board rather than loads of cheap cantrips for a prowess win.

bushido_man96 on Dimir Burn

1 year ago

Wizards of Thay seems too good to pass up. It probably won't matter a whole lot, but if you cast during the combat phase, you'll probably end up sucking up all the colorless costs of any spell you cast, due to the extra copies that hit the table. That, coupled with granting flash speed to your sorcery spells, seems like a good way to push the deck over the top.

Hi_diddly_ho_neighbor on Advertise your COMMANDER deck!

1 year ago

Comment incoming shortly kookoo.

It's been quite some time since I posted on this thread. I figured I'd start sharing some decks again. This is my Gale, Waterdeep Prodigy + Scion of Halaster list. It is meant to be high powered but not cEDH (I like durdling too much). I am pretty happy with the list and how it's been performing, but I am always open to suggestions. Additionally, I am struggling with the last creature slot between 3 options: Wizards of Thay and Gravebreaker Lamia for obvious reasons, but the new Sheoldred, the Apocalypse is further complicating my decision.

amarthaler on [Primer] Casting the Mythal

1 year ago

Guerric, do you see Wizards of Thay being useful in this deck?