This combo generates infinite:
- Mana (any color your nonland mana sources can produce)
- Cast triggers
- Tap and untaps.
Note: This combo requires one or more nonland permanent(s) that taps for 3+ mana
2 weeks ago
So I'm not a Kykar pilot, but from what I've seen of them they're a big fan of infinite combos. A few that I know of involve achieving infinite cast triggers to feed Kykar's token generation, coupled with damaging etb effects like Impact Tremors and Purphoros, God of the Forge. Sac damage outlets such as Goblin Bombardment and Barrage of Expendables also do the trick. Dramatic Reversal + Isochron Scepter is a big go to not only for infinite cast triggers, but infinite mana as well when combined with nonland mana producers. Another option would be to combine your Jeskai Ascendancy with a Retraction Helix and any 0-1 mana artifact. Use Helix to return your own artifact to your hand and then cast it. You'll then untap your creatures, make a spirit, sac the spirit for mana, and use Helix again to repeat the cycle. If you can do this with a 0 mana artifact it's also limitless creatures and mana. Good artifacts to use with this would be Everflowing Chalice, Spellbook, Sensei's Divining Top (not budget, I know, but it's a good pick for Kykar if you ever want to add more to it), and Sol Ring. There's also Arcane Adaptation and Bishop of Wings.
For general EDH deck building I think can be of some more use lol. Starting with your lands, I would recommend subbing out a lot of your lands that come in tapped. There are a lot of nice (fairly) budget options for multicolored lands like pain, filter, and check lands. If you can't find multicolored lands within your price range I would suggest just going with basics. Personally, I think that the speed benefit of a basic coming in untapped trumps the versatility that tapped lands will eventually provide.
As for rocks I'd recommend running the aforementioned Sol Ring and Everflowing Chalice. Sol Ring is just one of those cards that slots into just about every commander deck. As a general rule I try to avoid mana rocks at 3 cmc or above, just because that's around the point where they stop generating enough value to be worth running or even casting. You want your ramp to be hard and fast so that you can transition into making plays sooner. You don't want to be ramping on turn 5 when you could be pulling off big combos. In this regard you've already done really well in your selection, but I would suggest cutting Commander's Sphere and Chromatic Lantern. Lantern has its place in certain more color intensive decks, but I don't necessarily think you'll be needing it in a 3 color deck. Other good 2 cost options are Fellwar Stone, Mind Stone, and Prismatic Lens. Wayfarer's Bauble in your maybeboard is a good choice for this deck too.
You could probably use more efficient counters for controlling the board, like Counterspell. Some good commander counters include Swan Song, Flusterstorm, Delay, Negate, Dovin's Veto. Muddle the Mixture is a fantastic pick for flexible control and fetching your combo pieces. It hits both pieces of the Isochron combo, Bishop of Wings, and it can hit other valuable targets like Cyclonic Rift (another big commander card. Almost an auto include in blue decks). You'll also probably want to run more removal like Path to Exile, Swords to Plowshares, and Chaos Warp.
Finally, just as misc recommendations, I'd suggest swapping out Fumigate for Wrath of God. I'd also suggest adding in some mana sinks to win the game off of once you go infinite, like Comet Storm and Kumano, Master Yamabushi.
Overall this is really solid for a first time draft! I like your deck a lot and if you do decide to expand into commander I really hope you enjoy it. Hope this helped. :^)
1 month ago
1 month ago
kei1 So Niv-Mizzet, Parun is good because it is pretty much guaranteed to resolve on cast, rewards you whenever your opponents do things, and has a slightly better stat line. It is, however pretty mana intensive in requiring 3 blue and 3 red and it also requires some form of catalyst to access its card draw. Niv-Mizzet, the Firemind is a little easier to cast with 2 of its cost being colorless, and he doesn't need a catalyst to access his draw because it's a tap ability. It is only 1 card you get to draw from him though on his own, and his stats are slightly weaker. Overall I'd say Parun is probably stronger but there's nothing wrong with running both. Just improves your odds of finding one of your combo pieces.
As far as Thassa's Oracle and Jace, Wielder of Mysteries go, self-mill is actually one of the most powerful as most competitive win cons in EDH. It's extremely common for high tier cEDH decks to rely on cards like Thassa's Oracle as their primary win condition. Before Flash got banned, Flash Hulk decks were one of the strongest and most oppressive archetypes in the format because all you needed were flash and hulk in hand with the right cards in your deck and you could mill your entire library at instant speed and win with Laboratory Maniac. There are a lot of ways to mill your whole deck out there. If you wanted to do it in this one just take your Dramatic Reversal + Isochron Scepter combo and any X draw spell like Prosperity or Blue Sun's Zenith and there you go. Library gone. Alternatively, you could use targeted X draw like Blue Sun's Zenith to just mill an opponent to death. Primarily with your Isochron you're going to be wanting Dramatic Reversal imprinted on it. That's why Muddle the Mixture is a good transmutation here. :^)
You're going to want to keep your mana rocks cheap and efficient. Additionally you want to be ramping hard and fast, so 3+ cost rocks aren't really ideal for a deck that's wanting to be more than casual. Spend your first few turns ramping as much as possible, then by turn 4-5 (or even 3 if you ramp fast enough) you want to be making your plays. For example, let's say you have potentially 5 mana turn 3. Would you rather cast Nekusar with a Force of Will/Force of Negation ready or a Gilded Lotus? You don't want to be dropping rocks when you could be making plays. Plus expensive rocks like Gilded Lotus are going to be big removal targets. If you cast it and it gets blown up, you're gonna be set back quite a ways.
As for Cowardice you're mainly just going to want to protect stuff like Nekusar with your counters and as was mentioned before Swiftfoot Boots and Lightning Greaves. It's more important to just keep him on the field. And if it's the commander tax you're worried about consider this: how much mana are you going to be spending over the course of the game recasting Nekusar from your hand every time someone targets him with anything at all? Just make sure that when you cast him from your command zone you have the ability to make him stick on the field.
Finally with bounce keep in mind that sure you can bounce a card and then potentially wheel it out of their hand into the graveyard, but removal does exactly that anyway without the extra step or the risk of them being able to cast it again before you wheel. Keeping some bounce in isn't a bad idea like you said to potentially deal with stuff that's indestructible, but I would advise you focus on removal first and foremost and run bounce as a secondary thing. Don't take out Cyclonic Rift though. That card is almost an auto include (there are no actual auto includes, but this one is pretty close) for any deck running blue. Very good card. Plus if you took out some of your bounce you could run some cards more suited to your general strategy, like Notion Thief! Seriously though wheeling out your opponents and then flashing in a Notion Thief so they get 6 less cards than you is just dirty.
Hope this helps! Anymore questions just let me know. Always happy to help. :^)
1 month ago
Also consider this strat: you have your Dramatic Reversal + Isochron Scepter combo. Couple it with group X draw cards like Fascination, Minds Aglow, and Prosperity and you've got yourself anything from a potential win via nasty table mill to a de facto game winner with Nekusar, Kederekt Parasite, or Fate Unraveler (and Psychosis Crawler if you decide to run it). Oh and you can open yourself up for a Thassa's Oracle win.
Nice deck. I've always liked Nekusar myself. Hopefully I'll get the chance to put a wheel deck together for him one day. Hope this helps! :^)
1 month ago
Some cards that you might like: Brallin, Skyshark Rider Flip, Shabraz, the Skyshark, Rielle, the Everwise, The Locust God, Psychosis Crawler, Burning Inquiry, Molten Psyche, Narset, Parter of Veils, Alms Collector, a Niv-Mizzet of your choice perhaps, Fevered Visions, Magus of the Jar, Wheel of Fate, Teferi's Puzzle Box, Winds of Change and I'll stop myself there lol.
Something you could do that might be cool would be to run a lot of cards like Dictate of Kruphix, Kami of the Crescent Moon, and Howling Mine to boost everybody's draw (might make them consider not killing you lol). That would rip the rug out from under everybody and make your wheels that much more impactful. Make them discard 12 cards instead of 6 or 7! Plus you're getting them closer to drawing on an empty deck.
As far as card draw goes, my favorites are targeted X spells like Blue Sun's Zenith and Stroke of Genius as they could always be upgraded to kill tools with an infinite source of mana i.e. Dramatic Reversal + Isochron Scepter and I just like them a lot. If you decided to pursue group draw you could also experiment with stuff like Prosperity, Minds Aglow, and Fascination (you said you like options right?). Along with this I would add to your ability to win off of self mill with Thassa's Oracle and Jace, Wielder of Mysteries so that Lab Man has some friends.
I know you're running some recursion yourself but this deck has the potential to seriously fuel opposing decks with heavy graveyard interaction as their motif, for obvious reasons lol. Since you have have access to white you could always try Rest in Peace for the complete shutdown, and then maybe a Grafdigger's Cage just as another piece of graveyard hate. Alternatively, you might prefer cards with one time effects like Relic of Progenitus and Scavenger Grounds.. or you could mix and match! Up to you.
FINALLY, (yes I know, we're finally at the end) I would honestly just replace many of the dual lands you have that come in tapped with basics. I just personally don't enjoy having my lands come in tapped while everyone else gets ahead, and I really feel like basics are actually better than tapped lands even if they don't have the versatility or effects. Of course shocks and duals and fetches would always be nice, but we're trying to stay in budget so I'd just stick to the basics.
I know it's long but I just really enjoy researching cards and learning about different strats so I usually get carried away. I tried to stick with recommendations that stay under $10 but a few over the limit might've slipped through. I like your deck, hope this helped! :^)
1 month ago
This is good stuff. You've pretty much got all the good mill you'd want in a deck like this. Here's a list of things I'd take out and put in and I'll explain after:
Take out - 1 Arcane Denial, 2 Nyx Lotus, 3 Sky Diamond, 4 Soul-Guide Lantern, 5 Tribute Mage, 6 Solemn Simulacrum, 7 Fraying Sanity, 8 Fleet Swallower or 9 Sphinx Mindbreaker, 10 Reality Shift, 11 Dig Through Time.
I'll try to be brief with all of this. For 1 I think Muddle is better for your deck, especially if you decide to add in Grindstone + Painter's Servant . 2 I don't think is a great source of ramp (It costs 4 mana to cast AND comes in tapped AND you aren't even guaranteed to get value out of it. It all depends on whether or not you're having a good game. You could play this turn 4, not get to use it til turn 5 since it's tapped, AND still maybe only get 1 or 2 mana out of it. Oh, and because of its high cost it's going to be a juicy target for removal. If it gets blown up you basically just skipped a turn. So much for being brief huh lol). 3 same as 2. Extraplanar Lens (not at all a budget buy I know) is killer in mono decks with snow lands, and you've already got the snows. Sapphire Medallion would just be better than 3. 4 you have enough graveyard hate. 5 you don't have impactful enough 2 cost artifacts to warrant this. Also Muddle. 6 you have enough ramp and don't need to mana fix. 7 I just feel is too targeted and might turn you into the table's bad guy if you weren't already. I'd just focus on the effects that apply to everyone or don't necessarily only apply to one player. 8 and 9 I don't feel like these are particularly necessary for winning but they're big and fun so I'd keep one and lose the other. 10 I just don't think you need. 11 some of your mills synergize with drawing and this doesn't draw. Good card, but I think for you Stroke of Genius and Blue Sun's Zenith will do you better. Additionally they can be combined with invite mana i.e. Dramatic Reversal + Isochron Scepter to mill out your opponents or mill out yourself. Crawlspace and Propaganda I feel do too much for you to pass up. I know you already have one of them in your maybeboard, but I think you need more defensive cards in your 99 so you don't get tag teamed as soon as you drop some of your more threatening toys. You know as soon as you play something like Mindcrank or Mesmeric Orb or hell even your commander, the table probably isn't going to be cool with you doing that lol. You just want to make attacking you a pain and use counters to handle the rest. Finally, Thassa's Oracle is good for self mill.
Sorry if I'm a bit all over the place, but I wrote this little by little throughout the day in between doing different things so I'd have to keep coming back and remember where I was and yeah lol. Hope I helped though. It's a cool deck and I'd hope to at least give you some ideas to work with. :^)