An Offer You Can't Refuse

Combos Browse all Suggest

Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

An Offer You Can't Refuse

Instant

Counter target noncreature spell. Its controller creatures two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any colour.")

Max_Hammer on Shorikai go vroom

3 weeks ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

Grind on Izzet what-cha-ma-call it

1 month ago

I dislike 1 card combos with your commander. But as you are running curiosity, you should add more tutors for it.
Long-Term Plans, Gamble, Dizzy Spell.
Consider Mystic Remora and An Offer You Can't Refuse.
I suggest more 2 drop ramp Fellwar Stone, Thought Vessel and more cantrips like Preordain.

Ardees on Gates? Nine Fingers Keene Competitive

1 month ago

If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.

Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,

Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.

Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy

Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).

Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit  Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.

Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence

Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.

Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.

If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.

N3M0 on Official missing/incorrect card/token thread

1 month ago

I can no longer locate the add a card feature. An Offer You Can't Refuse, Obscura Charm, and Obscura Storefront are missing the (NCC) printing.

paperponcho on Omnath, Reshaped

1 month ago

DoomNoodle , thanks for the feedback. I switched them out for An Offer You Can't Refuse & Tempt with Discovery. The last one mainly bc it can fetch me gates.

DemonDragonJ on Kill them With Kindness

1 month ago

I have replaced Counterflux and Horn of Greed with An Offer You Can't Refuse and Crawlspace, which lowered this deck's average converted from 3.53 to 3.44. The horn was nice, but this deck does not contain a sufficient number of cards that synergize with it, whereas Crawlspace very much fits the defensive theme of this deck, and Counterflux is an awesome card, but An Offer You Can't Refuse better fits with the political theme of this deck.

dnthymamai on Mono Blue Fliptide

2 months ago

Personally, I would use Spell Pierce. You never know when a pesky artifact, enchantment or planeswalker will make your game miserable.

Also, we can't compare An Offer You Can't Refuse with Mana Leak, since the latter may counter everything.

DreadKhan on Flying into the Chasms

2 months ago

I gather you are looking for suggestions in the area of counterspells? I suspect you might consider whether you usually need to counter creature or non-creature spells, as there are Negate and Essence Scatter at 1U, as well as An Offer You Can't Refuse for a mere U. As you're in mono-Blue, if you didn't mind upping the budget a bit there is Counterspell, which is a fine card in many ways if not really suited to more competitive arenas.

Pretty out there, but Spiketail Hatchling, Spiketail Drakeling, and Spiketail Drake can all be sacrificed to counter an opponent using fairly large spells/effects, especially stuff like wipes. There is also Judge's Familiar to help with this, but it's more narrow. You mainly use these guys to protect something more important, including to counter an opponent's board wipe.

If your games tend to go pretty long, Gargoyle Castle can be useful, a 3/4 flyer trumps a Delver. The key is that it uses a land slot to be potentially a very solid body. There is also Mishra's Factory that can offer you a body, with Mishra's Factory being very hard to deal with as it's only a creature on your turn, and you don't have to summon it, so it blanks a lot of solutions and saw play in control decks historically for these reasons. I mention these two because you run a decent number of lands, perhaps you wouldn't notice having some colourless lands with so many Islands, and could benefit from some situational bodies.

Load more