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Would like to also mention. Slimefoot, the Stowaway is a automatic win if you ultimate Vraska
July 16, 2018 9:37 p.m.
Vraska, Scheming Gorgon doesn't work in standard simply for the fact that it's 6 mana and takes 4 turns for you to use it's ultimate. But since you want to use it, ill give some suggestions.
Get out of blue as you are only using it for Wall of Mist, Open into Wonder, Cancel and Unwind. It's not strong enough to be splashing blue. That gives you 12 slots to fill.
Old-Growth Dryads is a terrible card. Yes its 3/3 for 2, but it ramps your opponents and helps them get ahead. Ramunap Hydra is a cool card, but is reliant on how your deck plays. Some deserts hurt you simply because they enter tapped and set you back a turn. Song of Freyalise although ramps you, it's slow in this deck and slow in the meta. I would cut all 3 cards for other cards that speed you up and get to end game better.
Gift of Strength is a worse Blossoming Defense. Defense is more versatile and stops opponents from using spot removal on your key creatures.
I realize this is a complete overhaul but I believe my suggestions will help. Llanowar Elves does for you, what you would be doing for your opponents with Old-Growth Dryads. It ramps and helps you get out a kicked Untamed Kavu or Vraska, Scheming Gorgon quicker. 2 Druid of the Cowl to help get to 6 mana quicker.
I'm suggesting tokens/saprolings because of the ultimate Vraska, Scheming Gorgon has. It adds chump blockers to save Vraska, and offers a go wide strategy. Slimefoot, the Stowaway helps you add value on your little guys dying, and adds a mana sink if you have no play. Saproling Migration adds a turn 2 option and has kicker to make 4 tokens if you need it. Spore Swarm just adds more creature count.
I'm leaving 1 Song of Freyalise as it does ramp you up, but isn't fast enough to rely on. Its a win more card in my head. Only helps when you are winning games but is dead when you aren't
If you want to stay in blue. Opt for cheap draw. Omenspeaker over Wall of Mist. Aether Tunnel or Ghostform over Open Into Wonder depending on what you want more. Cut Unwind for Opt and switch Cancel with 2 Negate and 1 Essence Scatter.
Ravenous Chupacabra is also another card you should consider.
July 16, 2018 9:31 p.m.
Serum Visions just for a cheap draw spell that you can use as another turn 1 option. Wouldn't hurt to test the card
July 16, 2018 8:31 p.m.
My deck was able to 50/50 my uncles $1000 modern deck thats in the competitive meta so I thought I would give this a try and it seemed to track real well. My sideboard definitely has to change but this is what I have thought of for the time being
July 15, 2018 11:39 p.m.
Thylian1 I think you are missing the purpose of Lava Spike. It's meant to put the game in grasp of a turn 4 win. Lava Spike doesn't control the opponents, just makes the game a lot quicker for me. It takes 6 damage from bolts and 14 from a 7/8 for a full 20 and 4 lightning bolts isn't enough odds to always get that 6 damage
July 15, 2018 10:18 a.m.
Solemn Simulacrum is a good ramp addition. I'm also very fond of Hedron Archive in commander. It's "draw two cards" has won me many games. Commander's Sphere also goes along the same premise of Hedron Archive and offers you coloured mana.
I like the deck. It seems powerful and very hard to get around. You got all the late game figured out so I wont suggest on that area. What I think is that there is a little gap in the early to mid game where you aren't doing a whole lot. Gives other decks such as Najeela, the Blade-Blossom and Marath, Will of the Wild a chance to get real far ahead to the point where dropping a Elesh Norn, Grand Cenobite might not work quick enough
July 14, 2018 2:29 p.m.
Rowannn at the end of the day. It came down to I need to remove the spell more than I needed to stall my opponents. People have the tendency to go all in and pay all their mana. From turns 2-6. Unless they are also playing control, Mana Leak is the better card. Past that when opponents now have lots of untapped mana, Remand is better. It's in debate but I'd run Mana Leak for the removal factor over the stall/tempo factor.
July 14, 2018 1:56 p.m.
Shock should be main board because with guttersnipe, it's 4 damage to the face. It also takes out Llanowar Elves, Glint-Sleeve Siphoner, and a bunch of 2 toughness creatures. Magma Spray is good for removing eternalize creatures, but I'd only run 2 of the card because shock is a little more versatile
You somehow missed Abrade when looking at standard burn spells. One of the best spot removal cards in standard and stalls a lot of decks
Dive Down is a card you should consider. Guttersnipe is only 2 toughness so it's prone to nearly every single standard legal removal card in the meta. Dive Down helps prolong it's life and add's an extra 2 damage to the face for protecting your guy
Anticipate is standard legal once again and really helps you dig for the cards you need to win the game.
Banefire ends games in this deck. I would strongly recommend you playtest this card as I think you'll find it to be a strong card in this deck
July 14, 2018 12:18 a.m.
Dark Ritual says "add 5 black mana" with Kess out on the field.
You are missing draw. Preordain, Brainstorm, Ponder, Serum Visions are all cheap ways to draw cards and keep cards in your hands. I feel you constantly sit with no cards in hand which isn't good with a spell based commander.
Kess, Dissident Mage is a commander that needs spells. I have 32 spells in my deck and I feel I need more. 23 spells is not enough. You're almost better off running Marchesa, the Black Rose as your commander in this deck.
Counter-spells is needed also. I honestly don't know how you could run a spell based deck in blue, without running a couple counter-spells. Counterspell, Dispel, Negate, Counterflux, Mana Leak are all some you should consider.
July 13, 2018 11:24 p.m.
Manamorphose will be in the deck when I decide to drop $12 per card.
July 13, 2018 5:31 p.m.
Endy good card. Does a lot for other decks, but not enough for this deck.
It does everything you need it to do, but not quick enough and also takes up a turn 2 slot. I can get it to flip quick but then I'm now spending 3 mana for a card. Bedlam Reveler, Opt, Serum Visions draw me lots of cards already
July 11, 2018 1:28 p.m.
I'm very fond of a couple Faithless Looting to help you dig for cards you need. And also a little more counter spells. Remand for card draw and stall. Spell Pierce i'm finding is very good against aggro decks and early game because players tend to spend all their mana the first 3 turns. Dispel work against other control decks and I see you have already taken a liking to Stubborn Denial.
July 10, 2018 7:48 p.m.
Either way, I made my suggestions.
More creatures or creature makers because you need more than a single way to win. Whether that be playing a huge bomb like Ulamog, the Infinite Gyre or going wide with Assemble the Legion and Anointed Procession
It needs more cheaper burns because this is supposed to be a deck that abuses the burn style, and winning off Aetherflux Resevoir or Felidar Sovereign
It also needs some search. A perfect example is Sunforger. And it needs more rocks to ramp to higher mana. What really wins control decks games is mana. The more mana you have available, the more you have to do. Anything that adds mana and ramps up works.
July 10, 2018 6:37 p.m.
"Heavier on the creatures" because 14 is on the low end of commander and considering the boros colours. Inferno Titan and Elesh Norn, Grand Cenobite are perfect examples of creatures that gain a better board state and control the board in their own right. Token generators work simple because Boros has the support to make it work in a control shell and adds another way to win if control isn't. I hate commander decks that only have 1 way to win. My Kess, Dissident Mage commander has 3 different strategies to win. My Breya, Etherium Shaper deck does more than endless combos.
July 10, 2018 6:20 p.m.
Never missed the deck premise. Just think that there should be some traditional strategies. If you want to run Firesong and Sunspeaker and top it off with a Resevoir. You need more cheap spells to make it reliable. I would be running atleast 10 cheap burn and 5 big burn spells. Magma Jet, Fiery Impulse, Thunderous Wrath, Staggershock, Lightning Bolt, Lightning Helix, Chain Lightning with bigger spells like Earthquake and Starstorm.
You would also want to top it off with guys like Monastery Mentor, Soul-Scar Mage, Young Pyromancer, Guttersnipe, Bedlam Reveler who all benefit from playing lots of spells and add an advantage by playing spells
July 10, 2018 2:44 a.m.
SeekerofSecrets I have a hard time running less than 4 Bedlam Reveler simply for the fact that I want a reveler in my hand 100% of the games. Reveler is a clincher in the deck and really adds card advantage and a board state.
I love the versatility that TiTi brings. I love that it can be used as a aggro creature because its 2 hits and 2 bolts for 20 damage. And you can use TiTi as a control piece against more aggro decks. I run 4 Lightning Bolt and 3 Lava Spike because the shorter I can let the opponents set up, the better
I really believe that the magic community is not giving TiTi the versatility factor it deserves. Not a lot of blue decks can get out a turn 3 7/8 creature swinging in for game turn 4 or 5.
July 10, 2018 1:51 a.m.
SeekerofSecrets I run 4 Bedlam Reveler because when you should be dropping it, the only other card in hand should be another Reveler. Everything else should have been played meaning you desperately need a cycle. I have 4 for the better chance of drawing into another Reveler than not.
Faithless Looting is in over Thought Scour because I get to pick which cards to pitch to the graveyard, and it has flashback. You can hit the sweet 6 spells with a single faithless looting and a Lightning Bolt. It's efficient. Not necessarily meant to get a card advantage as it is to fiter and pitch cards from my hand.
Flipping TiTi past turn 4 means you are behind. Since this deck doesn't have much of a creature state, getting a 7/8 out as quick as possible is optimal. I playset Bedlam Reveler as it is an all-star cycler, is a horror, and works with the spells he lets me draw into. Pitching a second Reveler doesn't hurt like you think because the first one really does all I need it to do. Might go a 3 of, but its too important of a card in this deck.
Snapcaster Mage would be in if I had the card. It's a staple to any spell based blue deck.
I playtested that 3rd creature slot with a couple different creatures and Simian Spirit Guide is the one that stuck. Young Pryomancer only helped if I needed chump blockers, Monastery Swiftspear wasn't in your face enough. Simian Spirit Guide stuck because enabling a turn 3 7/8, "return non-horrors" is very good. I agree that it looks off, and occasionally one will sit in your hand which is why there is an arguement fot less, but what it does adds the competitive edge this deck has needed ever since these two were introduced in standard.
I'm currently looking for Cryptic Command as it's card advantage is too good to pass up
If you make your own list, I would love to see it
July 9, 2018 4:04 p.m.
@ i understand the spell base idea of the deck. But you also got to factor in the colours and the cards in the deck. You DEFINITELY don't want to be relying on dropping your commander to start going off. Deck would work with a bunch of cheap burn and topping off with a Blasphemous Act or Hour of Devestation. And if its supposed to be lifegain, then creatures along the lines of Healer of the Pride should be inserted and Young Pyromancer and Assemble the Legion to help gain a creature presence and gain life off Healer of the Pride. Guttersnipe is one of my personal favourites for abusing spells. Not the best but his damage counts. Theres lots of potential. Just the right strategies and combos have to be inserted
July 9, 2018 2:19 a.m.
Monastery Mentor. Totally thought of this deck when I saw the card. Works very well with a creature state and helps you really abuse your spells
July 9, 2018 2:05 a.m.
Deruvid turn 2 Bedlam Reveler is cool, but isn't the game plan. When its dropped turn 2, usually your sitting with 3 cards. Since you are drawing 3 cards, and a bunch of digging tactics, it wont be hard to get to titi or beat down your opponents. The real goal is dropping Titi and flipping it turn 3, which is possible with Simian Spirit Guide. I do find the guide does sit in the hand every so often so maybe a 3 off might work better. Im finding that Vapor Snag is very powerful for keeping creatures out of the way and providing extra damage. Everything in the deck is meant to get an Awoken Horror or Bedlam Reveler out
July 5, 2018 1:10 p.m.
Commander / EDH
9 VIEWS | IN 1 FOLDER
SCORE: 26 | 22 COMMENTS | 1123 VIEWS | IN 6 FOLDERS
Commander / EDH
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Commander / EDH
SCORE: 1 | 12 VIEWS | IN 1 FOLDER
|Playing since||Magic 2015|
|Avg. deck rating||26.00|
|Favorite formats||Standard, Commander / EDH, Modern, Casual|
|Good Card Suggestions||19|
|Last activity||1 day|