1U: Target creature gains flying until end of turn.
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Zephyr Charge Discussion
3 months ago
Vraska - Vorel can't double the counters on Planeswalkers. I still like Kiora in this deck, but the only way to user her -8 ability right after you cast her is Doubling Season.
Winterblast - All of your suggestions are terrible and you should feel bad. (Except Crystalline Crawler, that's fine.) Why do you hate fun?
Arikarin - Mostly I agree with Vraska; you need a lot more mana. Try to run at least 38 lands, and get some more mana rocks. The very best Mana Rocks for you are Everflowing Chalice and Astral Cornucopia, 'cause they can get really out of hand really fast with Vorel. I also run a Pentad Prism - it just a Crystalline Crawler without a body, it's pretty nice.
Mostly I think you need to take out a bunch of cards that are... sort of just terrible?
- Chronic Flooding
- Hunters' Feast
- Predator's Rapport
- Mending Touch
- Soul Barrier
- Zephyr Charge
- Beetleform Mage
- Adaptive Snapjaw
11 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
11 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.