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|Commander / EDH||Legal|
Latest Decks as Commander
1 month ago
I commend you on your creativity here. When in doubt, jank it out! Flash of Insight and/or Braingeyser seem like amazing flavor adds. Bygone Bishop provides clues and is a somewhat decent card draw for white (I didn’t check how many 3cmcs or less you have, so that matters). Colossal Plow and Raiders' Karve are newer vehicles that may be useful ramp if you decide to go with more vehicles.
1 month ago
Why not just playing Braingeyser with infinite mana and forcing opponents to draw their library? Seems way better than that whole shivan/intruder combo thing
6 months ago
I have been toiling with my own Kaza list, which is yet to be complete, but I have experienced the power of Mind Over Matter . It is a little pricey, but it maximizes the cost reduction of draw spells such as Braingeyser or Mind Spring .
Once I finsih my list, I would love the opinion of a more experienced Izzet player than myself. I typically dabble in Naya or Abzan.
7 months ago
Cool deck!!! I really dig the intent here. You might like these: Null Chamber, Vizier of Tumbling Sands (can untap your friend's lands or mana rocks), Aphetto Alchemist, Unbender Tine, Hyperion Blacksmith, Tidewater Minion, Fatestitcher, Ghostly Touch, Nin, the Pain Artist, Captivating Glance, Act of Treason (steal an opp's creature, then use Zedruu to permanently give that creature to your friend), Braingeyser, Arcane Artisan, Proteus Staff, Diviner Spirit
9 months ago
Now that you have a smaller list you can work on rounding out your deck strategy. As well as making adjustments needed to help your deck win games.
First, the elephant in the room; People are not pleased if If you can create infinite mana in a deck, but then cannot win on the turn you can do it. Or worse, don't even have any direct way of using that mana to win the game.
You need to add at least 1 way to win with infinite mana and you need ways to find it reliably every game you play. Infinite mana by itself cannot win a game. So you need to add cards like any of the following:
Winning with Artifacts you can find with Tinker: cards like Walking Ballista, Rocket Launcher, Goblin Cannon, Whetwheel, or using something like Staff of Domination and a creature that taps to damage or mill.
Even Ambassador Laquatus.
Just add a couple copies of any of these chards to the deck so that when you find yourself with infinite mana you can win the game immediately.
10 months ago
Because infinite blue mana is the easier to make with her a good Braingeyser is a nice win.
I found Kruphix, God of Horizons is a nice back up when they target your infinite combo cards.
1 year ago
Hey thanks for the feedback Reznorboy! I certainly agree with you that counterspells are probably the way to go as they're more synergistic and can do a lot more for me than protect lands. It's my fault for not saying it earlier but my playgroup isn't too hot on counterspells or infinite combos, but I think I'm gonna squeeze in that Stubborn Denial. I'm thinking of running things like Stroke of Genius for my X cost draw so I can play it at instant speed but i'm up for the idea of it being at sorcery speed and drawing an extra card with stuff like Braingeyser. The land creature beatdown isn't super powerful when I'm trying to make all my lands creatures, most people can block a 3/3 with something a lot less valuable than a land and it costs me mana to attack. I like the idea of Brain Freeze but I just don't know if I can cast enough spells to make it happen. I'll work on reworking my win-con to use my big mana though, I think I'll have a lot more fun with that. Thanks again!
1 year ago
Seems like you're off to a great start--that's a lot of powerful cards! My most recent deck is Yennett and I adore it. Optimation Agency (Sphinx Tribal). I have a much lower budget/smaler collection and I'm doing something slightly gimmicky with the tribal aspect, but it's still very effective in my circles.
You're running 7.5 ramp pieces; I'd maybe recommend a bit more. Maybe one or two? Those who know know Yennett can be a huge threat so she may get removed a lot. The two boots and Gift of Immortality are pretty clutch, so those and the two counterspells may do you well enough... but it's not a ton of protection. Also, you have some excellent bombs in the Eldrazi and some of your sorceries but if they get stuck in your hand you might wish you had the extra ramp. It would also just help get Yennett out a turn faster and/or empty your hand once she's out. Wayfarer's Bauble, Mana Vault, or Gilded Lotus might be good fits, or any more 3 CMC ramp pieces. I went with all odd-CMC ramp in my deck as a bit of a gimmick but the 2-CMC stuff is really where it's at if you don't mind not flipping them on a Yennett hit. You have a lot of good topdeck manipulators and tutors so maybe running the Signets and Prismatic Lens would be good/better? Your call--it should all work. A turn 3 3-CMC ramper will still get Yennett out early.
You have some excellent cantrips and similar effects, but you don't have much in the way of actual hand refillers. I'd be eager to hear how the deck does without them--especially with all your good tutors and planeswalkers and powerful Yennett bombs. Were it me, though, I would maybe trim a bomb or two and maybe a cute card for some regular card draw. Normally things like Blue Sun's Zenith or Braingeyser or Finale of Revelation would be my suggestion for a non-instant deck with good ramp but it's nice to have draw that Yennett can flip. There are lots of good choices at odd CMCs though!. Phyrexian Arena, Windfall, Rhystic Study, Tidings (underrated card for decks that don't need instants! X cards for X+1 mana is about as good as it gets in the low to mid CMC ranges). Overflowing Insight is a cute one. Read the Bones is on-theme and pretty great for the mana too. Not as much of a "refiller" though, so it's probably closer to the "cantrip" family.
You have a lot of excellent topdeck manipulators, but one last one I'd recommend is Aminatou, the Fateshifter. The ability to put a card from hand on top of the library is fantastic with Yennett. You have pretty much all the good ones that do that though, but if you feel you need more there she is. I'm extremely fond of Soothsaying in Yennett but you have some very powerful cards in the same category so it may not be better than what you have.
In my deck I went heavy on low-CMC removal to fill out the curve and give me something to do on turns before Yennett is out. Personally, I feel you're running a little too little removal. You have lots of board wipes, which I like, but you could use more for artifacts and enchantments in particular. Some of your removal is bounce and some is only good if Miracle'd, so it may be a bit inconsistent. Definitely curious to see how it works for you though!
Is this a real deck you've built or just an exercise? I'd be eager to hear how the deck runs for you! With better cards I'd be curious to see if getting Yennett out and abusing extra turn spells and the like would make up for not having quite as much draw/removal. Could work! Could backfire though if you're on the wrong end of somebody's removal suite.
Anyway, looks great! Yennett is the shit. I hope it's fun!