Baral, Chief of Compliance
Legendary Creature — Human Wizard
Instant and sorcery spells you cast cost less to cast.
Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
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|Commander / EDH||Legal|
Baral, Chief of Compliance occurrence in decks from the last year
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Latest Decks as Commander
Baral, Chief of Compliance Discussion
1 week ago
Unfortunately Baral, Chief of Compliance 's ability only reduces the cost of colorless/generic mana, not colored mana. So Disperse would only be one U (Blue) mana instead of it's regular cost, but Absorb would still be it's regular cost due to only having colored mana in the casting cost.
That being said, he's still a very decent card to play, and I wouldn't cut him just because he doesn't work with Absorb!
1 week ago
The reason I have the Absorb in is because of Baral, Chief of Compliance ’s ability to remove one mana cost on instants and sorcery spells. So , if I have him on the battlefield, I am able to play this card without a white mana source. Thanks for your feedback.
4 weeks ago
You need to have
Baral, Chief of Compliance
in play for that one to work.
with 2 high tides active, you tap 2 island to add 6 mana, then you can play archaeomancer and return it to your hand with snap as many times as you want, getting 2 extra mana each time.
4 weeks ago
2 months ago
Mcat1999: i get that you're probably joking, but Karfell Harbinger likely won't see play outside of standard and pauper. spellslinger decks in nonrotating formats generally prefer Goblin Electromancer or Baral, Chief of Compliance. to put it another way, i don't think a white counterpart to harbinger would be the kind of white ramp you're looking for anyway. imagine if it produced white mana that could only be spent on enchantments. you probably wouldn't use it.
3 months ago
Still a bit of a rough list, so difficult to make specific card recs but though I would share some experience. I bought the pre-built deck when it came out, and recently did an entire break-down and rebuilt.
Looks like you've got a focus around the proliferate synergies, so I would build around that as a start. The trouble I had was that there are so many (too many) possible combos you can use, and a few different strategies. I've never specifically seen proliferate (X, Wheel, Turns, Wizards) or what I play Storm (without really using storm cards).
Creatures don't build experience counters, so I would be strategic with the purpose of a creature. Ones with limited payoff like Thermo-Alchemist/Guttersnipe (what are you repeatedly casting to win with them, usually in Mizz is infinite mana which leverages a draw library or X spell payoff) or high cost Charmbreaker Devils/Melek, Izzet Paragon will hurt when drawn unless your utilizing for a specific purpose.
Aetherflux Reservoir is the right type of card, but it's tough to get in Izzet (). Whir of Invention/Intuition/Reshape/Etc. I found that if your building your storm count (it's usually drawing library or mana) so it's unnecessary. Similar finishers like Sphinx-Bone Wand have the same challenge, would prefer a Fall of the Titans or a Enter the Infinite in most cases. Ral, Storm Conduit has better payoff with similar function.
Your going to be quite slow with so many tapped lands, plus you have many turn 1 draw payoffs in blue (cantrips), so having T1/T2 mana up is key. Izzet Boilerworks can make infinite mana pretty easily, but outside of that see where you can trim. I'm not sure you need to many Cycling lands either, in Mizz, you generally want to play your lands, the tradeoff will be that early in the game your mana is coming in tapped, but later in the game you can cycle away bad land draws. If your going for mid-range over combo, you'll likely need much more removal/counter/sweepers, if your just want cast large spells, maybe Jeleva, Nephalia's Scourge would be a better commander selection for the added tutors. Lands really to break the budget though, I understand, Steam Vents will be critical though, and Fiery Islet is ok priced still.
I like the Flux Channeler I've considered him so many times, because he can build your Experience so Mizzix of the Izmagnus can stay protected in the command zone, and have immediate impact (when played unprotected).
You have Bonus Round, could build some interaction with it, like Seething Song + Reiterate or Frantic Search + Narset's Reversal or Dramatic Reversal + Narset's Reversal, etc. Not sure if you've ever used Commander Spellbook but just enter Bonus Round, and click the , , to filter the list.
Not sure what the Sideboard cards are, using as a intermediary cut list?
I also playtested the Curious Homunculus Flip/Goblin Electromancer types, Baral, Chief of Compliance was good, I would avoid the others, most of the time, I would prefer them to be spells to build the Experience count while providing an ability as well (like draw).
I assume Trinket Mage/etc. are pulling in the mana rocks, but they are only useful if your at a mana/experience level to activate. Trophy Mage for Twinning Staff? Needs a Dramatic Reversal in that case.
Jace's Sanctum doesn't build experience count, it's high CMC for the same ability, I would avoid this type of ability at this cost.
Your 405 Avg CMC is pretty high, you'll have similar challenges that other mid-range has is some games your going to draw hands of cards you'll never be able to play, again depends on your playgroups, but you may find some games it feels like you "do nothing" before the game closes out. I would cut some high CMC cards, bring that down at least below CMC 3, utilize the high CMC cards for win, and try and make then instant/sorcery where you can to get the experience benefit.
I would pick a couple win cons like Bonus Round or Enter the Infinite or Beacon of Tomorrows of something more classic like a Fall of the Titans or Stroke of Genius and build a core around them, that will help you solidify a good 70 card core, then add your mana accelerators and cantrips around them, and bet your at 80 cards and might help make some cuts easy.
Feel free to comment me back, happy to look again once it's paired a bit, or assist with honing in if you have a clear Game-Winning vision that you want to go with?
Good start. +1.
5 months ago
Hi KrenkoSobBoss. Many thanks for your compliments. I feel very honored and am happy to see that someone is taking note of my deck and is inspired by it. Feel free to upload your deck to tappedout and I will take my time and comment on it if you so wish. I strongly believe that it is a fuck deck to play and worth investing money in :)
First off, you have a very keen eye and, indeed, I discarded Isochron Scepter and put it back in just recently along with Temporal Manipulation, which by the way is the reason for that. I will update the primer in due time (probably in a week or so when I have my vacations). For now I'll give you the short answers to your questions.
Targets for Isochron Scepter:
With these cards you can go infinite with Temporal Manipulation, except with Mystical Tutor. With Narset's Reversal and Mystical Tutor you can go infinite with Nexus of Fate. Outside the combo I would put in any counterspell as you can bounce Isochron Scepter later on to put any of the above mentioned cards in to combo off. As for Time Stretch, I wouldn't play it. Too high CMC. That's also why I cut Enter the Infinite.
What were the latest changes....
5 months ago
I love wheels and my friends hate me for it.
I'd recommend more mana reduction permanents, mostly for the wheels. Baral, Chief of Compliance, Cloud Key, Jace's Sanctum, Primal Amulet Flip, Goblin Electromancer, Semblance Anvil and a newer one Thryx, the Sudden Storm. There's so many options.
Also, Psychic Corrosion is a fun, dick move card with wheels since it hits each opponent.