For each attacking creature, its owner puts it on the top or bottom of his or her library.
|Want (3)||Noitide , NotOnline , bodyguardamerica|
Printings View all
|Magic 2015 (M15)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
1 month ago
I love mills and mono-blue cancer (those are quite similar), nice deck. Would like to suggest Field of Ruin and Ghost Quarter. If you have an Archive Trap you mill for free and destroy some 3 color land. There's some situations you can explore like Hinder + Tunnel Vision combo. Some instants like Memory Lapse, Vanishment, Expel from Orazca are quite good to get rid of somethings. AEtherspouts and AEtherize to mess up with opponents but no you. I really enjoy that commander, if I got more ideas, I'll post here.
1 month ago
Thanks for the suggestions DreadKhan. I haven't used AEtherspouts yet, but I have had success with Wash Out in an old Bantchantress deck I had. My meta runs enough multi-colored decks, that I can still remove some impactful stuff across the table. I wish it was an Instant, but oh well.
1 month ago
AEtherspouts can be a heartbreaking play, and its cheap to try out. I love it in my Talrand deck as a butt-saver. It's 5 vs 4 for AEtherize, but it's also much better I'd argue. It's very salty, since it just ruins the day of 1 player, while Evacuation might hurt your board state sometimes, or that of a player you need to help you. I don't like that Wash Out is a sorcery, but 1 colour might be enough.
1 month ago
Like what you've got going on here! Atemsis is a great commander! I definitely recommend adding some mana rocks for ramp, so you can get him out a little faster, though. Having your commander out as early as possible is always a huge advantage, along with playing higher mana costed spells early.
Mind Stone, Hedron Archive, Dreamstone Hedron, Commander's Sphere - some standard ramping rocks for budget decks. They accelerate you and you can sacrifice them for cards later in the game if you need to.
Sol Ring - The obligatory Commander mana rock
Everflowing Chalice - Very flexible mana rock that can ramp you early game, or ramp hard late game.
Spell Swindle - This is just a little pricey for a budget deck at almost $3, but its such a cheeky counterspell that can completely turn a game in your favor.
Some additional cards that might be worth looking at:
AEtherspouts - This card is brutal against the aggro player in your playgroup. If they swing in with 5 creatures, then they will likely only be drawing those creatures back for the next 5 turns instead of new cards.
Empyrial Plate - This card can make for a nice backup strategy. If you can suit up your Commander with this deal commander damage, it doesn't matter if your Commander's effect whiffs.
Sphinx's Tutelage - Not necesarily an amazing card. But its a cheeky way to deal with other mono color decks sometimes.
I can definitely think of more later, but these might be a nice start to add. I'd say definitely focus on building up by adding ramp artifacts so you can guarantee your commander coming down earlier than turn 6.
3 months ago
Another batch of cuttable creatures, the premise is simple either they don't progress counters plan or are too expensive for what they do: - Conclave Naturalists - Armorcraft Judge - Avatar of the Resolute - Nimbus Swimmer - Skatewing Spy - Tuskguard Captain - Blighted Woodland - AEtherize - Bow of Nylea - Uncage the Menagerie - AEtherspouts - Durable Handicraft - Hunt the Weak - Recross the Paths - Winding Way - Rhonas's Monument
5 months ago
7 months ago
I would drop:
- Fleeting Distraction
- Grip of the Roil
- Obsessive Search
- Radical Idea
- Reach Through Depths
- Spell Syphon
- Twisted Image
- Slip Through Space
- Apprentice Wizard
- Deranged Assistant
- Hedron Crawler
- Sea Scryer
- Prismatic Lens
One reason is that you have a lot of cards that do nothing but draw one card. Which is usually fine in 60 card 1v1 as they function as almost running fewer cards. This lets you draw into your business spells with more consistency. However, in EDH multiplayer, I feel like you want cards with more impact. I kept in cards that let you scry or let you decide card quality because those have more impact.
The other reason is that you really aren't accelerating into anything big, so why do you need a bunch of mana ramp cards? You definitely want to hit all your land drops, but your 2-for-1 and 3-for-1 draw spells should keep filling your hand with lands. You want more business spells that keep you in the game long enough to get Talrand into play and start beating down.
I know Talrand tempts you to play a bunch of cantrip spells to have a sort of combo finish. However, in my experience it is better to have a more solid lock down of the game and win with inevitability than just trying for an alpha strike. A few 2/2 flyers can go a long way.
I would go up to 36-38 lands to make sure you keep getting those land drops.
Then I would add a few more counters:
Then some more bounce (although you have most of the good ones in there already):
Then maybe a couple more recursion spells:
Just to give you some card advantage in other ways or to get back powerful spells that you were forced to use early.
Blue shenanigans can be hard to play. Sometimes you want to be aggressive with your countermagic and bounce to stall your opponents. Other times you want to hold back and wait until the more opportune time.
Hope this helps.
8 months ago
30 Dec 2019 Updates:
Veil of Summer > AEtherspouts : card draw, protect our self, makes our spells uncounterable for a turn and our creatures from black or blue spells/ability. For an uncommon; no wonder this was banned in 3 formats.