1U: Target creature gains flying until end of turn.
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Zephyr Charge Discussion
7 months ago
First off, thank you for your suggestions, they're very appreciated.
I like some of the mana and draw suggestions you have. I've also considered Teferi's Puzzle Box; because of the fact that I'm not at all dependent on combos, it would likely help me much more than most opponents. Eureka is a bit out of my price range, I do own Dream Halls though.
I am open to changing Zephyr Charge, but it's actually not there for the flying, that's just a bonus in addition to its main purpose. It's real value to me is that I can target enemy creatures (Asceticism also performs this role). So if ever I draw into Dismiss into Dream, I can pay 2 mana to make an opponent sac target creature (I target your creature for regeneration, now sacrifice it, I found that funny). But past the ability to target enemy creatures I'm totally open to switching it up (bonus if I can use it to help allies or play mind games with it). In that vein, Staff of Nin is perfect.
I'll be editing the deck a bit later tonight but until then, here are some other things I'm looking into potentially using:
and for sure, your suggestion of Amulet of Vigor
7 months ago
You should look into Mana Confluence and City of Brass, they may lose you life but they're really good mana fixing for anything with more than 2 colors. Zephyr Charge really isn't that strong and you'd be better off playing Archetype of Imagination for a flying ability or Akroma's Memorial. Amulet of Vigor would be really strong with the amount of lands you have that come in tapped, also shock lands would be a lot of help, I know they're expensive but they are worth trying to find. Sol Ring, Thought Vessel, and even Mana Vault would be good for early ramp and if color fixing is a problem run the signets or filter lands like Shimmering Grotto. Draw is always tricky but there are artifacts which can help with that: Temple Bell, Howling Mine, Staff of Nin, or Font of Mythos, I know some of them help your opponent as well but that shouldn't matter as long as you can get your stuff out. A great card in literally any deck that runs blue and can ramp is Omniscience, it can help you cast literally anything in your hand so you can just start slamming down whatever is in your hand and can really make the game interesting. Fun cards you might think to add would be Eureka or Show and Tell.
1 year ago
The key part here is the literal work "target".
If the spell or ability does not specifically say the word Target, then it can affect creatures with shroud.