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Castle Vantress
Land
This enters tapped unless you control an Island.
: Add .
, : Scry 2. (Look at the top two cards of your library. You may pay any number of them on the top and/or bottom of your library.)




![Intet, the Dreamer feature for Dream Theater [Intet]](http://static.tappedout.net/mtg-cards-2/commander-2017/intet-the-dreamer/mtg-cards/_user-added/pieguy396-intet-the-dreamer-15242539820.jpg)


zapyourtumor on
Mono Blue Delver (Tempo)
2 weeks ago
Its nice to see old cards being played but sadly there is a lot of outdated tech here.
Consider is better than Opt with snaps
Not running at least 3 CS is probably trolling
Tamiyo, Inquisitive Student Flip is an option, although it definitely slower than delver. So is murktide.
For a tempo deck, you want cheap and efficient interaction, which 3 cryptic notably is not. Probably need 1 mana counters like Spell Snare Spell Pierce Stern Scolding in some split between main and side. Scolding in particular is usually sideboard material however since monoblue has garbage removal its probably good to mainboard 1-2 copies.
Fading Hope is probably? better than snag although I have a soft spot for snag.
I recommend some Subtlety and more FoNs over shoal. And probably extra fons in the side too.
The only advantage of monoblue over izzet or dimir is that Harbinger of the Seas becomes better so I'd put at least 2 in the side. And running fetches for deck thinning is not worth the 1 life.
Probably want more utility lands like Sink into Stupor Flip, Otawara, Soaring City, Castle Vantress. The mdfc lands also pitch to your pitch spells.
What exactly are you siding in Commandeer against? Same with redirect, clique and shackles. And you have zero grave hate in the sideboard. In monoblue you don't have many options, so something like Soul-Guide Lantern, Surgical Extraction, Grafdigger's Cage. the first two are probably better. Hurkyl's Recall is ok vs affinity. Dress Down is good against several decks right now. I have no idea what monoblue should run vs energy and similar decks, there may not be anything better than Engineered Explosives or Ratchet Bomb. Maybe titi is good enough if you can turbo flip it.
Overall a lot of suggestions but I think in general I'd go something like this for the maindeck:
-4 opt -3 cryptic -1 redirect -4 vapor snag -1 disrupting shoal -1 snapcaster mage
+4 consider +2 counterspell +2 fading hope +1 spell snare +2 stern scolding +1 spell pierce +1 force of negation +1 subtlety
-6 fetches
+1 otawara +2 sink into stupor +1 castle vantress +2 island
multimedia on Brew my deck for me
9 months ago
Consider High Tide for ramp and/or with spells that can untap your Islands Turnabout, Frantic Search, Snap? Just Tide + Turnabout + you control 4 Islands could give you 10 mana turn 4. Mystic Sanctuary is a fantasic land that's an Island. Castle Vantress isn't an Island, but it's a good land for instant repeatable scry.
Consider Thought Vessel and/or Decanter of Endless Water? Mana rocks for ramp that can also potentially give you no max hand size before you control Nezahal. Reliquary Tower is a land for no max hand size.
Consider Forensic Researcher, Kelpie Guide, etc.? They can untap a land or a land that can make more than 1 mana Arid Archway, Guildless Commons even the same turn the land ETB. They can also untap a mana rock or even better a mana rock that can make more than 1 mana Sol Ring, Worn Powerstone, Palladium Myr, Thran Dynamo, Hedron Archive, Gilded Lotus
, etc. They can also untap Nezahal to be a blocker.
A spell advantage blue has are instants that let you look at top X cards of your library and put one or more of any of them into our hand (any card(s) into hand is the advantage). Consider Impulse, Memory Deluge, Dig Through Time, Supreme Will, Thassa's Intervention, etc.? When you're casting instants on opponents' turns then Wavebreak Hippocamp is repeatable card draw. Being a 3 drop you can more safely play it and leave up mana for instant opponent interaction.
Profet93 on
Mana flooding is a good thing?!?!?!
1 year ago
fuster +1 It's hard to provide meaningful suggestions to a deck so tuned but I'll do my best.
Yavimaya Hollow - Protection
Maybe Yavimaya, Cradle of Growth - Or do you not need colorfixing/helping opponents?
Castle Garenbrig - Ramp, or is it considered a tap land?
Castle Vantress - Scry, or is it considered a tap land?
Deserted Temple - Untap cradle
Swap half your basic for snow-covered to more easily trigger field of the dead
Maybe Abundance - Synergy with sylvan library and a decent filter.
Snapcaster Mage - Recursion
Maybe Splendid Reclamation - Although you might not have enough land saccing to justify it's cost/too narrow. Works well with scapeshift and all your fetchlands.
Finale of Devastation - Tutor/alt wincon, especially with avenger and cradle.
Horn of Greed - Or is it too symmetrical?
Tireless Tracker - Or is it too slow/not needed given you draw enough?
Courser of Kruphix > Dryad of the Ilysian Grove ? - Can you explain your thought process behind Dryad > Courser? On the one hand, dryad doesn't reveal your draws, provides an additional land drop and is slightly easier to cast. I don't see any significant benefit to it's other ability. On the other hand, Courser gains you additional life (while not needed), is harder to cast but allows you to cast from the top of your library. It does reveal your cards so perhaps that's the reason? I just assume when I'm against the blue player they always have a counterspell. Been thinking of swapping out Dryad for Courser in my azusa list.
stevezsiga on
Notorious SRC
2 years ago
Also, Castle Vantress allows you to scry, potentially mid to late game after any tutor gets you your win-con on top, thus then putting said win-con on the bottom with Castle. You can then Demonic Consultation, essentially removing your library from the game like Leveler. Then just Thassa's Oracle or Jace, Wielder of Mysteries or Laboratory Maniac for the W.
seshiro_of_the_orochi on
Kenessos, Priest of Thassa
2 years ago
Going mono seems legit, but let me throw in another way:
If I counted correctly, you have 21 sources of Scry in here. 13 of them are small numbers on instants or sorceries. The remaining 9 are more or less repeatedable effects on permanents. My suggestions is to cut most of the one-shot scry effects. Valid exceptions are interaction spells that aren't overcosted (looking at Sea God's Revenge). You'll propably end up somewhere slightly below 100 cards that way. Fill that up with more repeatable scry effects and you're basically fine.
To end my comment, here are some ideas for repeatable scry effects:
Btw, Call of the Wild exists. Maybe give it a shot?
cyeRunner on
Sultai Flash Control
2 years ago
With Nightpack Ambusher out you can change some lands, because you need less , I recommend the following:
- +1 Ice Tunnel, -1 Zagoth Triome
- +1 Castle Vantress, -1 Snow-Covered Island
- +1 Waterlogged Grove, -1 Nurturing Peatland
Also i'd cut 1 Brazen Borrower for some card advantage: Cling to Dust, JtMS, Memory Deluge
multimedia on
2 years ago
Hey, you're welcome.
If you wanted to a couple of lesser lands here could be upgraded within the budget?
- Glimmervoid --> Skycloud Expanse
- Shipwreck Marsh --> River of Tears
- Path of Ancestry --> Evolving Wilds
Other options are to replace them for some less expensive utility lands?
- Phyrexia's Core --> Skycloud Expanse
- Tyrite Sanctum --> River of Tears
- Castle Vantress --> Evolving Wilds
These land options are lower priced ones, there's many others that are higher price that are better such as Inventors' Fair and City of Brass.
The Talismans in the sideboard could replace some of the Signets?
- Talisman of Dominance --> Dimir Signet
- Talisman of Progress --> Azorius Signet
- Talisman of Hierarchy --> Orzhov Signet
You're light here with low mana cost ramp and have a pretty high mana curve. More ramp could help gameplay. These are better ramp options specifically with Urza as Commander than the other Signets/mana rocks. The 2 drop artifact creature mana dorks can be helpful to cast Urza quicker since they count towards his artifact creature affinity and can make colored mana.
- Ornithopter of Paradise, Silver Myr, Leaden Myr, Gold Myr
- Etherium Sculptor, Foundry Inspector
- Sol Ring, Arcane Signet, Liquimetal Torque
- Talisman of Dominance, Talisman of Progress, Talisman of Hierarchy
- Sculpting Steel
- Urza, Lord High Artificer, Forsaken Monument
- Tezzeret, Master of the Bridge
This is a ramp package to consider? It's 16 sources, most important 14 sources of low mana cost ramp with Urza, Monument and Tezz at high end. Thought Vessel is a good card, but it turns off discarding hand down to 7 cards which can fuel artifact reanimation. Solemn Simulacrum is another good card, but I think it's too much mana here since there's better 4 drops for power and/or help more Urza and Constructs. Sculpting Steel is excellent in multiplayer Commander and it can count towards ramp because it can become an artifact ramp source.
wallisface on
Mill Yourself
2 years ago
Lands like Waterlogged GroveFiery Islet would be good in the cases where you get land-flooded.
Castle Vantress would likely also be helpful
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