- 1x Arid Mesa
- 1x Badlands
- 1x Bayou
- 1x Bloodstained Mire
- 1x Breeding Pool
- 1x Cavern of Souls
- 1x City of Brass
- 1x Command Tower
- 1x Flooded Strand
- 1x Gemstone Caverns
- 1x Mana Confluence
- 1x Marsh Flats
- 1x Misty Rainforest
- 1x Polluted Delta
- 1x Scalding Tarn
- 1x Steam Vents
- 1x Sunken Ruins
- 1x Taiga
- 1x Tarnished Citadel
- 1x Tropical Island
- 1x Twilight Mire
- 1x Underground Sea
- 1x Urborg, Tomb of Yawgmoth
- 1x Verdant Catacombs
- 1x Volcanic Island
- 1x Watery Grave
- 1x Windswept Heath
- 1x Wooded Foothills
- 1x Abrupt Decay
- 1x Ad Nauseam
- 1x Autumn's Veil
- 1x Brainstorm
- 1x Cabal Ritual
- 1x Chain of Vapor
- 1x Cyclonic Rift
- 1x Dark Ritual
- 1x Force of Will
- 1x Frantic Search
- 1x Gush
- 1x Hurkyl's Recall
- 1x Impulse
- 1x Mana Drain
- 1x Manamorphose
- 1x Mystical Tutor
- 1x Nature's Claim
- 1x Noxious Revival
- 1x Paradoxical Outcome
- 1x Pyroblast
- 1x Vampiric Tutor
- 1x Aetherflux Reservoir
- 1x Chrome Mox
- 1x Defense Grid
- 1x Dimir Signet
- 1x Grim Monolith
- 1x Helm of Awakening
- 1x Izzet Signet
- 1x Lion's Eye Diamond
- 1x Lotus Bloom
- 1x Lotus Petal
- 1x Mana Crypt
- 1x Mana Vault
- 1x Mox Diamond
- 1x Mox Opal
- 1x Rakdos Signet
- 1x Sensei's Divining Top
- 1x Sol Ring
- 1x Talisman of Dominance
- 1x Ancestral Vision
- 1x Dark Petition
- 1x Demonic Tutor
- 1x Doomsday
- 1x Gamble
- 1x Gitaxian Probe
- 1x Imperial Seal
- 1x Merchant Scroll
- 1x Mind's Desire
- 1x Ponder
- 1x Praetor's Grasp
- 1x Preordain
- 1x Thoughtseize
- 1x Time Spiral
- 1x Timetwister
- 1x Toxic Deluge
- 1x Vandalblast
- 1x Wheel of Fate
- 1x Wheel of Fortune
- 1x Windfall
- 1x Yawgmoth's Will
So, I understand that Hypergenesis synergizes well with Ydrisis' (mobile and don't care much about spelling) ability however what do you hypergenesis into? Lots of rocks assuming you have a full hand? I don't see the use of having it in the deck. Could you elaborate on it some? Other than that, nothing really jumps out at me.
October 27, 2016 11:53 p.m.
Sorry for the double comment, but have you considered or tested Lotus Bloom? It looks, to me, like an amazingly powerful rock if gotten off the cascade trigger, or minds desire ability.
October 27, 2016 11:55 p.m.
Yeah lotus bloom is definitely something that I forgot and should be in the deck
The genesis is another way for the deck to put omniscience in your hand, so assuming that you're going down that route you can save a 0 drop rock for it and then play the rock
October 28, 2016 1:03 a.m.
Temporal Mastery off as naus is not a good time. 7 life for an extra card is pretty pointless if you win before you can take that extra turn.
October 28, 2016 8:38 a.m.
Yeah Asyko's points are correct, and temporal mastery is also really hard to cast from a mystical tutor since the the turn you're winning you will cascade past it. That combo is cute, and doesn't fit into every deck.
October 28, 2016 4:09 p.m.
October 29, 2016 12:27 a.m.
Aetherfulx isn't silly, it may have a place in the deck. The reason I have tendrils in over it at the moment is that tendrils works after you've generated storm, where as reservoir requires for it to already have been in play at the start of your storm turn for it to be at maximum efficiency. With tendrils, you can draw it while going off, and you don't need to commit your mana to anything.
I'll make a primer on Yidris and link it in the description once the commanders come out and I get more play testing of it done.
October 29, 2016 1:23 a.m.
October 29, 2016 2:03 a.m.
I love Waste Not too dont get me wrong but do you think the deck has enough wheel effect to make it work? Or are you fairly certain that your chances to cascade into them are high enough and that it will stop your opponents from casting wheels of their own? Also, may i suggest Savage Beating?
November 8, 2016 9:29 a.m.
November 8, 2016 9:32 a.m.
I'm not sure I understand the first part of your question. Yes, I think that there are enough wheels to make waste not work, the deck gets to run every efficient wheel, and waste not is taking the place of a mana rock at the moment. I'm not really worried about other players casting wheels of their own, and am not sure how that fits into the discussion of waste not, as it's more of a value card in the list rather than something to be tutored for and played around.
I believe that savage beatings is over costed for what it does, and I would rather play a five mana time warp effect if I was looking for something similar. The reason I don't run either, is that the deck's focus is efficiency, with or without Yidris, so that if the table is constantly removing your commander, you still are a threat through the other means you have of winning: ad naus, doomsday, wheel/thief, playing storm normally, etc. The cards that come at the exception to this, things that are only good with Yidris trigger: lotus, visions, wheel of fate, have a very high impact when they are relevant, unlike savage beatings. Also, being a storm player, stax is already a concern, and feeding into them by making a deck that revolves around the abuse of the number of cascades your spells have only makes this a far larger problem.
Similarly to savage beatings, bear umbra and sword of feast and famine also make the deck too commander centric, and remove the ability to function at a high capacity without Yidris. Playing either of them is somewhat tricky, the goal is to land Yidris turn two or three, swing with him, and then end the game at that point. You are never afforded the opportunity which you can really cast them other than the turn that you are attempting to win, making a large mana investment, probably all of your mana, leaving your win weak to disruption. And the untap triggers that you would get from these cards would only serve to utap the mana that you used to cast them. The double green in umbra is a slight concern since you should be focusing on triple black for DD or four islands for double gush. Cascading into umbra or sword is pretty bad, and cascading for a large number is generally worse than cascading for 1 or 0 as the deck is built around cascading for the smaller values.
If you want a more in depth and back and forth discussion about the card choices I'm writing something up and I'll link it in the description when it's completed here in the next week or so.
Thanks for the suggestions.
November 8, 2016 8:58 p.m.
What i meant is that if you have a waste not in play your opponents might not be too eager to wheel. So they might not do it at all wich could stall their plans for a turn or two. And if they risk it they could give you all the value you need to win the game.
November 9, 2016 12:54 p.m.
November 13, 2016 2:10 p.m.
Yes the color fixing is much more important. It gives your colorless mana outlets ways to tap for Yidris. So a turn one sol ring/crypt into a signet means a turn two Yidris.
November 14, 2016 3:25 p.m.
Okay, thanks for the reply. seems very color intensive.
I like it.
November 14, 2016 6:55 p.m.
Hey - have you tried Dramatic Reversal?
Running so many artifacts it seems like it should have a slot - I've tested in a similar build and it works wonders
November 25, 2016 11:07 a.m.
I have not tested it, but I do not think that it would be very good here. 3 of our artifacts sac themselves to give mana, so there are only really 9 artifacts that would untap with it, and most of the time the mana you are getting is going to be colorless. It gains added value if there is a creature worth untapping in play, like a bloom tender, though having a creature in play isn't something that the deck really plans on. I think hurkyl's fills a similar slot to it, and hurkyl's adds storm count and can act as removal for the stax player.
Feel free to test it out and report any finding.
November 28, 2016 2:07 p.m.
Have you tried Magus of the Wheel as another wheel effect for the deck - tested and loved for me as its a sac trigger that isn't affected by summoning sickness so still fits into the whole one-turn-kill theme - plus you can cascade into it and then sit with it on board till the time is right to use it
December 11, 2016 8:02 a.m.
December 14, 2016 1:52 a.m.
Magus is affected by summoning sickness, you have to tap the card in order for it to produce an effect. Dramatic reversal/ Isochron Scepter is powerful, but I am hesitant to put a two card combo in where one of the pieces isn't all that useful (Isochron) and the other has a very large variance (Reversal). More importantly than this though, is that the combo becomes far less impactful when you're not playing a commander that can abuse the infinite manna like Oona or Breya, so it becomes a three card combo since you need another card to make it useful.
December 14, 2016 7:20 p.m.
Shizo, Death's Storehouse might be interesting for you. While it's just a Swamp most of the time, it can help Ydris connect, which seems like a great upside on an untapped land produces colored mana.
Also, are you aware that double strike on Ydris can give your spells multiple instances of cascade? The potential card advantage seems very nice. I haven't tested it myself, but cards like Assault Strobe could be really powerful with Ydris. On the other hand, it's a terrible card to cascade into. Maybe extra combat steps (Seize the Day etc) is the way to go?
December 26, 2016 7:21 p.m.
Death's Storehouse is excellent if you're meta is very creature ehavy and you find Yidris getting chumped a lot, but I leave it out since I don't find myself in that situation too often and having an unfetchable land that doesn't fix can be back breaking in a four color deck.
I am aware that stacking cascade triggers works with Yidris, however, playing as many extra cascades as you can makes your deck really weak to staxs, and storm doesn't need any more handycaps in that match up. I play Yidris over Jeleva in storm mainly because my meta is very stax heavy and Yidris' green offers more efficient ways to remove the pieces.
December 29, 2016 1:12 a.m.
Aren't you having problems with a very low mana-base?
February 1, 2017 12:56 a.m.
None at all. Most of the ant/DD decks in the format run somewhere between 28-30 lands.
February 3, 2017 7:05 p.m.
Testing as foretold in a similar list and it's sweet on turn 1-2. Might try it.
June 15, 2017 2:42 a.m.
As fortold is a little too slow for what the deck is doing. I believe the card is best suited for a deck that can grind out value from it by making the game last--like Keranos Blue Moon.
July 11, 2017 10:43 p.m.
I have considered it, and I can see it having a place over thoughtseize or one of the blasts. The reason that I don't run it over the blasts is that there is an Arcum running around in my playgroup, and the reason it isn't in over the thoughtseize is that I like the hand information that thoughtseize offers. If you're meta is heavy counterspell decks, then you should probably play it.
Ultimately, it's a meta call.
August 12, 2017 3:07 a.m.
What are your thoughts on Shadow of the Grave? Also, why do you choose to exclude candelabra? It can fix colors nicely, even more so in rare cases of using Paradoxical Outcome - it seems slightly more valuable than per say Utopia Sprawl.
I also assume the reason you still keep Merchant Scroll is because of your stax heavy meta. Have you not changed your stance on As Foretold? Finally, why no SDT?
August 13, 2017 11:23 p.m.
Shadow of the Grave isn't a very good card. It requires too much setup and has very little payout. Most of the time I'm wheeling because I've played all the gas in my hand, or the hand isn't good. There is no single card in my hand that would stop me from wheeling, and if I have two of the 'best cards', then I'm not wheeling.
Candelabra and Utopia Sprawl serve vastly different purposes. Utopia is there to play an early Yidris and has the added benefit of having some synergy with Time Spiral and Frantic Search. All Candelabra would do in this deck is fix for colors--something that I don't have all that many problems with at the moment, so I have decided to exclude it. In the case of Paradoxical Outcome, both cards can be bounced to hand to draw and additional card. I'm not really sure I understand your point on this so if I've misrepresented it let me know. Also Candelabra has some very negative synergy with some key cards: Chain of Vapor and Gush. The turns that I win, I've generally sacrificed most of my lands. Sacrificing lands is bad with some of the prior mentioned cards, but with Frantic/Gush/Spiral, I would play around having/not having them. With Candelabra, I would not and it would pretty much be dead. It's also pretty bad to cascade into it.
Merchant Scroll would be in regardless of whether my meta was heavy control or not. It's a strong card--fetches 10 cards, many of which are very important: Chain, Gush, Force, Hurkyl's, Mystical, Paradoxical.
I have not changed my stance on As Foretold--it will always just be too slow. And when it actually works it just doesn't do all that much in the deck.
Top is in and out of the deck. I bounce between wanting another Signet and wanting the ability to smooth out draws I generally run it over Izzet Signet. It's nice, plays well with Doomsday, and does interesting things with Yidris trigger and Helm. The ability to look at the top three isn't as useful as many assume since I'm generally cascading for 1 or 0. It's a personal choice.
August 16, 2017 11:36 p.m.
What are your thoughts on ancestral vision? Seems bad outside of a turn one play. Not something you'd want to topdeck turn 3 or 4. Awesome to cascade into though. But, yidris cascade seems like a heavy secondary here.
August 17, 2017 8:28 p.m.
Though Yidris cascade is a secondary, you still want the ogre to be something that needs to be answered. The no casting cost cards make the cascade trigger really dangerous and allow for extremely powerful tempo swings. A Yidris trigger has to be game ending, the no cmc cards help create this.
Plus, having them in hand isn't that bad since there is a whole lot of card discard in the deck.
August 20, 2017 4:17 p.m.
Paradox Engine isn't good unless you build your entire deck to play around it. I tested it and it either was incredibly win more, or felt like a bad turnabout. For it to have the value that a five mana card needs to have to warrant inclusion, you need at least five artifact mana (or the single bird--deathrite only has a finite amount of activations), and then you need a spell to untap that artifact mana. The average cmc of the deck is 2 so, on average, Paradox Engine is a 7 mana play that doesn't take you anywhere. So, functionally, you need 7 mana plus another card that actually takes you somewhere. If I wanted to make low tempo/ritual plays, I'd rather play cards that are more cost effective rituals (Dark/Cabal) or have flexibility (Chain, Hurkyl's). All of these cards can also be cast again off a Yawgmoth's Will to amplify your storm count.
Paradoxical Outcome essentially functions as a better Engine in this--it has similar board requirements, but it does a whole lot more since it: costs less mana, gives you fuel by drawing cards, and adds storm count.
Engine also hurts off an Ad Naus and makes Hurkyl's Recalling yourself really bad.
September 3, 2017 6:56 p.m.
Cavern of Souls - is this deck too focused on Yidris that it needs this land?
Gemstone Caverns - exiling a card from your draw might be too expensive. You need more cards in your hand right?
Sunken Ruins - given a four colored deck, this might not be a good decision.
Twilight Mire - same with Sunken Ruins
Suggestions: Ancient Tomb, Blood Crypt, Exotic Orchard, Overgrown Tomb, Stomping Ground
Red Elemental Blast - dead card when you cascade into it because you cannot target non-blue permanents. Unlike, pyroblast, even if there are no blue permanents, it will still count as a spell for storm.
Hurkyl's Recall - I always end up with less mana on the pool given the signets and talisman. It does add to the storm count and beneficial when Aetherflux is already in play but usually you don't cast Aetherflux when you're unsure you won't be killing all opponents. Are you just making sure of an Aetherflux win using this card? What if you don't really have enough Artifacts in play, you'll just end up not being able to play other artifacts previously in play.
Suggestions: Dramatic Reversal, Intuition
CREATURESDark Confidant - You want a turn 2 Yidris. Playing this just contradicts that and this is just a dead card cascading into.
Tinder Wall - Turning 1 green to 2 red? Would you rather have black or blue instead of red?
Suggestions: Bloom Tender, Snapcaster Mage
Defense Grid - there is still a possibility that when cascading, you don't win. This just gives your opponents protection too when you don't win the turn.
Suggestions: Fellwar Stone, Golgari Signet, Isochron Scepter, Scroll Rack, Sensei's Divining Top, Simic Signet
Doomsday - do you mind sharing your Doomsday pile?
Merchant Scroll - what do usually get using this card?
Praetor's Grasp - playing competitively, decks usually have more than one win cons.
Vandalblast - I always ended using this card when cascading and usually have no significant/game changing targets. Very rare that I encounter early game artifact stax and this card is in my hand.
Suggestions: Grim Tutor, Regrowth, Summer Bloom
PLANESWALKERTezzeret the Seeker - what do you think of this? Too expensive right?
ENCHANTMENTSylvan Library - same reason with Dark Confidant. I would rather play Sensei's because with Imperial Seal and the likes when cascading I can draw the card and cascade into Top again with another spell.
Necropotence - I almost always need a Nature's claim for this. When my play group goes on wheeling too, my hand goes into exile. But I'm still considering this.
LAST COMMENTS- I'm still thinking about your comment on Paradox Engine. You might have a point.
Still not sold also playing this deck without an Isochron and Dramatic Reversal. Maybe because you don't have enough permanents to untap for mana.
Do you always end up with a Doomsday win? I really want to add this in my deck. Can you help elaborate on this? No Predict?
If you have time, maybe you can also comment on my card list on this link:Click Here for the list
September 11, 2017 8:30 a.m.
I'll go through all your points until I realize that it's too long.
I'm not sure what your question about Cavern is. Are you asking if the deck is so focused on Yidris that it needs this? If so then no, to both questions. The main game plan is Ad Naus->DD->Wheels/Theif->Yidris. But if Yidris sticks, the game ends. If Notion Thief sticks, the game ends. If Labman sticks, the game ends. So I think it's simply value to run a land that fixes for my wizards and removes over half the answers for them (some premium EDH removal says 'non black' or has stricter targets)--it doesn't really hinder my ability to win through my other means.
Gemstone Cavern is another copy of Chrome Mox. It accelerates you turn one, and allows for big 2 mana tempo plays--see Confidant/Library or any mana accelerate. You should be playing this card. And it can fix for an early Yidris, unlike an Ancient Tomb. If you're playing a much larger mass of 2 mana rocks, then Ancient Tomb is fine, but I'm only playing 3 signets so it's not in the deck.
One of the two filters might need to go. My reasoning for their inclusion is that they give double black for DD. I could see cutting Mire for Exotic Orchard.
I have never, and I mean never, cracked a fetch for Tiga. Why would I want a second copy of it that denies me, on average, 1 card to Ad Naus? Badlands is in a similar boat--I have fetched for it--but I don't need the second copy. Overgrown is a little different, I do sometimes grab B/G early on, but I find myself tutoring for the Blue Duels/Shocks first, so I don't think it deserves a slot.
Overgrown Tomb and Ancient Tomb are fine--I personally don't want them. Blood Crypt and Stomping Grounds are not.
Red Ele Blast should be Pyro--I have Pyro in the actual deck, I confuse the rulings of the two sometimes.
I don't understand your reasoning on the Hurkyl's. Are you saying the talismans/signets stop you from gaining mana from it? Then you just don't recast the talismans/signets. Since Storm count is irrelevant to your deck, targeting yourself may not be the best of ideas, but it's cheap, efficient removal on the stax player, or on another Storm/DD player's turn when they cast a Wheel/Windfall.
I've already talked a little about my opinions on Dramatic Reversal. The card is almost good enough to warrant a slot, but it has such a high variance, and pigeon holes you into playing Isochron--which is awful. Hurkyl's fills its slot nicely in this deck as it has a wider versatility at the cost of a little less mana gain.
Intuition is a card that I don't like a whole lot, in a deck that isn't Kess. It gives your opponents information, and as a tutor, comes in at the 3 drop slot, which is the mana number I usually don't have, and if I do, it's most likely from a Sol Ring or a Crypt, and then, I'd prefer to just Wheel.
Pyro over Red Ele yes. Intuition is fine, I'm personally just not a fan of the card and its play-ability.
So again, I'm a little confused on your Confidant reasoning, maybe I've given off the wrong impression of reaaaaally wanting to wheel slam Yidris on turn two. I mean, I do--it feels pretty great--but the deck isn't designed to do that. Confidant gives you a nice turn 1 play with a Mox/Crpyt/Gemstone, or like weird Mana Vault/Signet turns and steadily refills your hand and smooths out your land drops. Cascading into it isn't really a problem, don't find myself casting too many 3 cmc cards, and you can mitigate casting it by keeping track of what you've cascaded past. Bottom line, you should be playing this card without a doubt.
Not a fan of Snap Caster in this deck. I'd prefer to play Vryn's Prodigy, for the card draw smoothing and wanted a similar effect. Or I'd just play Regrowth. I don't think huge amounts of recursion are all that necessary, even while Wheeling. Yagmoth's Will will do.
Tinder Wall should no longer be in the deck. I was testing it out as a ritual for a rock, or something like it, but yes, it should be something else. It's currently a Sensei's.
Bloom tender is an interesting one. It was originally in the deck before I cut it. It's variance is a little too high for my liking, mitigating it is especially important in a deck that can have so many random effects. I can see putting it in, I just think any rock is better since it has more synergy with the rest of the deck.
So, absolutely Confidant, absolutely not Tinder Wall, and Bloom Tender is a bit of an eh.
Defense Grid secures games. Cascading into it is pretty sweet, and I only cast it when I'm sure that I can win or I've seen the fast combo player's hands and am sure that they can't win. If you've gone nowhere on your Yidris Cascade/Storm turn, then, well, you've lost the game. Protecting other people's turns isn't a big deal.
All these 2 mana rocks. I don't want the Gulgari Signet, the green fixing on turn 2/3 (playing it turn 2 or 1) isn't relevant. The ability to filter colorless into black is important though, so I'd play it before the other rocks. Fellwar stone could have a place, my problem is that it doesn't cast Yidris from turn 1 Sol Rings or Crypts (is this where you get your I want to play Yidris on turn 2 all games every games? I just want to be able to maximize my chances to without steering the deck in that direction).
Scroll Rack is just really cute and has the potential to lock yourself. Sure it has some synergy with Yidris and top of deck tutors, but I don't want to pay the cost of that synergy.
So Sensei's, yes, legion of 2 mana artifacts, I'd be hesitant to add any but the Signets, Scroll rack, I'ma pass on this one.
Share DD piles? I have like a million DD piles. Do you want the manaless pile, a Sensei's pile, a Frantic Search pile, G prob piles, Yagmoth's Will Piles, Brainstorm piles, Protected Piles, Yidris Trigger piles, Super Cute Mind's Desire piles? DD is a puzzle, casting it is an adventure for the table. The card is very difficult to play, and you'll lose a whole lot of games with it before you start to see the value of the card. But it is one of the quickest ways to end games in a 4 player game, and nothing can protect itself quite like a good DD pile. You can try to do the DD puzzles that float around--they're a good way to familiar yourself with piles--but the only way you're going to get better with the card is casting it in a live game.
Merchant Scroll gets anything from Chain of Vapor, Mystical Tutor, Paradoxical Outcome, Cyclonic Rift, Gush, Frantic. What I get depends on the situation.
Your reasoning on Praetor's Grasp is wrong. I'm generally not grabbing wincons, but oh boy, most CEDH decks defintley don't run more than one win con. Food Chain Tazari 1, Prossh 1, Skulloth's Zur 1 (there is a second but it's convoluted and takes faaaaar more setup, and is faaar more dangerous to pull off), Vraloz Protien Hulk 1 (Many Hulk decks are omitting Trike to streamline the Ballista combo so most of them are gonna be 1), Gitrog Monster, 1, Zigana 1, Pradadox Sceptor Strom 1. I could go on, but that's not really the point of Praetor's Grasp in Yidris. It's there to remove an option from someone. Take an Ad Naus, take a Necro, take a DD. It limits the options of your opponents. And they can't get that card back.
Already talked about Regrowth.
Vandal Blast puts all your non dork opponents very far behind, as well as destroying your arch nemesis. It's a good card.
Not sold on Summer Bloom. I think it needs too much setup to be useful, and is functionally dead without a Yidris Trigger. I guess it could make for some cute DD Gush piles, but, I don't like it.
I've taken way too much time here, so I'm going to go through the rest quickly.
Tezzert? No that boy is way too fat.
Talked about Confidant, same goes for Library. Just take the 8 or 4 or draw the card you really wanted. You should be playing this card.
Necro? Should play regardless. If people are Wheeling all around you, then don't be so greedy. I know that Necro is essentially crack, but you've gotta know your limits.
I use DD to win like 20% of the time. It's just another avenue to victory.
Hope this helped.
September 11, 2017 6:14 p.m.
Thanks! I needed that. It's kind of tiring to search on very specific reviews about this kind of deck and explaining the details, something like a Single Card discussion section.
Would consider a lot of your suggestions. Again, thanks and I appreciate your time writing the reply.
September 13, 2017 4:29 a.m.
If you have any other questions concerning card choices I'm happy to discuss them.
September 13, 2017 7:02 p.m.
The card is pretty good. It makes things like Paradoxical and Chain of Vapor much better rituals, turns your your 2 mana rocks into filters for your colorless mana, Cabal Ritual becomes a strictly better Dark Ritual etc.
Early on, I was tempted to remove it for a 2 mana rock, but the card enables insane Yawgmoth's Will turns along with bolstering the ability to storm, so it's stayed in the deck.
September 14, 2017 4:54 p.m.
Card costs too much and needs an enabler--it just isn't a second copy of Mind's Desire.
September 25, 2017 6:42 p.m.
Costs too much for a Windfall type effect. The cipher ability is not all that relevant as the only creature to actually attach it to is Yidris, and the game should be over if he is connecting.
October 27, 2017 3 a.m.
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|Date added||1 year|
|Last updated||3 months|
This deck is Commander / EDH legal.
|Folders||Edh stuff, yidris ideas, Favorite Decks, EDH, Yidris Builds, random cool decks and stuff, yidris, STORM, EDH, build, See all 25|
|Top rank||#41 on 2016-11-06|