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Zephyr Charge Discussion
4 months ago
First off, I seen you joined a couple days ago, so welcome to tappedout!
You have the deck is labeled as standard, it is not standard legal, try modern, and with the spider theme you got going, the theme gimmick hub is correct and you could even throw tribal in there too!
I really like your idea here, but I do have some suggestions that I will throw at you and what you do from there is up too you!
- Try your best to bring the deck down to 60 cards, it helps you get the draws you need when you need them.
- I believe you could go down to 24 lands, by removing a couple Islands as you only need them for Wind Dancer and Zephyr Charge. I don't mention the Counterspells as I would remove them (control isn't really part of your theme here) and doing that will open up room for more mana ramp spells, which takes out land and also helps get your draws! I would suggest Explore and/or Cultivate.
If I think of anything else I'll post it up. Again welcome to the community!
4 months ago
I love the gatherer. I wouldn't have found all those spidery cards without it. But getting the right wording to search for cards that can effectively give my opponent's creatures flying enmasse can be tricky. So far the only combo I found was Levitation and Donate. Zephyr Charge would be pretty handy too. I was just wondering if anyone had any suggestions before I try putting together a beta deck.
6 months ago
Oh! I nearly forgot! Zephyr Charge !
7 months ago
9 months ago
I'm such the Derevi enthusiast. Lol. You are running Derevi as a commander. You MUST use the Deadeye Navigator + Gilded Lotus + Derevi combo. It can infinitely tap and untap anything on the field, which also garners infinite mana. It's also not super simple to pull off even with tutors, so it's not "broken" by any means.
I would suggest stuff that's in my own Derevi deck but idk if you'd find my version unfun and I don't wanna just whore it out for +1's. Lol. But it's basically artifact based and has multiple ways for Derevi to tap/untap via the infinite mana combo I have with other alternate wincons. If you wanna take a look at it, just lemme know and I'll link it here.
But some things I can suggest about replacements in your deck:
Temple of the False God --> Another basic land or Rogue's Passage . I've had it in my deck and all it really did was make me lose tempo. Having to wait for it to go online is a big setback when you could already be casting stuff. Rogue's Passage is better as you can make your creatures unblockable.
Acidic Slime --> Reclamation Sage : I'm personally not fond of going after lands unless I'm going for game (LD in my opinion is unfun to me). Same exact effect without the LD and it's a lot cheaper to cast.
Treva's Charm --> Deglamer or Fade into Antiquity : Treva's Charm is too expensive for its cost and for what it does. You mostly want to use it to get rid of enchantments and shuffling them back into the deck or exiling them would be better. Also, why wait on creatures to attack to exile when you can just cast spot removal like Crib Swap . If you go up against combo decks, Treva's Charm will be useless since combo decks almost always never need to attack (like mine).
Roon of the Hidden Realm --> Restoration Angel or Conjurer's Closet : Tap effects for blinking your creatures are too slow even though your deck is focused on tapping and untapping. Both cards I suggested are much better and cheaper alternatives. You could even use Mistmeadow Witch instead. No need to tap but you can blink at instant speed.
Skyward Eye Prophets --> Oracle of Mul Daya : I tried really hard to keep this in my deck. But the fact that you have to wait for a whole round til you can use it's tap effect plus it's 6 to cast isn't good. Mul Daya may reveal the cards on top of your deck but that simply makes them more wary of casting stuff and you can apply pressure that way. It's also not a big deal since the advantage off of playing 2 lands per turn for the cost of showing your opponents your next draw is really a minor "setback".
Unflinching Courage --> Spear of Heliod , or any other white card with banner effects for all your creatures: Pumping up only one of your creatures without it having any significant combo... Really good in Standard or Limited, not so great in EDH. EDH is full of mass booms and you don't want to waste mana on something that'll only beef up one creature only for it to die.
Wonder --> Archetype of Imagination : Up to you actually. But I suggest this cuz you don't have an easy way to put Wonder into your GY. Plus, you deny your opponents of the opportunity to have flyers. You may wanna combo this with Stormtide Leviathan .
Kiora's Follower --> Fatestitcher : although it's one more to cast, it can also TAP any permanent. Need your attack to go for the win but you need to go through your opponent's Blightsteel Colossus ? Tap it.
Rupture Spire and Transguild Promenade --> Rogue's Passage , shocklands if you can get your hands on some, or a basic land: Having to pay a mana to land drop is really bad imo. I've tried using these and they are like Temple of the False God, major loss of tempo. Yes, they give mana of any color but in early game when you could be garnering advantage, it becomes a liability instead and your opponents have an upper hand.
Aura Shards . Just read it. Derevi is the most expendable general I've seen as she evades commander tax and will always be 4 to cast no matter how many times she dies. Same goes for your creatures that you flicker, you can remove stuff you don't like on the field while you're at it.
Supreme Verdict . You want to be able to case mass removal without it being counterable.
Vedalken AEthermage : You have enough wizards in the deck to use this card as a good tutor. Also, if your Derevi gets tucked, you have this to fall back on.
Soul of New Phyrexia : Mass booms are no longer a problem whatsoever.
Chasm Skulker : You will end up drawing lots of cards. Why not gain some more advantage out of it? Plus, after a mass boom, you get baby squids with islandwalk that can beat face. Can combo with Aura Shards as well. Funny thing is that I just thought of this combo and might actually use it myself, haha.
Since you are running Karmic Guide , Reveillark and Body Double are really good additions. You can loop them and reanimate anything you want from your GY, triggering ETB's again and using Aura Shards if you decide to use that. Body Double also copies from ANY graveyard. I don't use this combo myself cuz I don't have Aura Shards yet, but I definitely plan on it once I get my hands on one.
Candidates for removal in your deck (my opinions, if you think you should keep them, then by all means keep them):
Aerie Mystics : Giving your creatures shroud is meh. Taking this out should be fine.
Resolute Archangel : Paying 7 mana to bring your life back up would be great until your opponent runs Rain of Gore or the plethora of "players can't gain life" cards. It's also too expensive, imo. You're not a black player that has to offset any life loss. You should instead be focused on killing your opponents faster then they can kill you. Take this out.
That's all I can think of for now. :)
9 months ago
What exactly are you trying to make your wincons be?
Take a look at my Derevi control deck and then someone who commented on it provided their deck link also http://tappedout.net/mtg-decks/derevi-life-without-parole/
11 months ago
so in his eyes.... how would, say, Zephyr Charge work then? Since it's not a creature.... it's ability cannot be activated, thus making it a 2-drop POS?
BTW my brain hurts yet again....
11 months ago
Gonna make a few recommended Cuts/Adds:
Merfolk of the Depths
5 more lands
Strength of the Tajuru
Edric, Spymaster of Trest
Sage of Fables