Capsize

Capsize

Instant

Buyback

Return target permanent to its owner's hand.

Latest Decks as Commander

Capsize Discussion

MagicMarc on Colorless/Blue Artifact Deck Help!

1 week ago

You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.

What do you wan this deck to do? Examples/ideas:

Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.


But there are some cuts you should do no matter what goal you have:

-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.

For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;

+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.

Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:

Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.

Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.


tl;dr
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.

MagicMarc on The Definition of Insanity

2 weeks ago

I like the idea of taking advantage of the buyback mechanic to add power to Kess, Dissident Mage's ability. I really like buyback in general and Capsize specifically.

I also like your decklist but had a few suggestions in case you were looking for other good stuff; Sentinel Tower is another kind of Sphinx-Bone Wand. Bedlam Reveler can be a good way to put more gas in your hand and has prowess.

BOXES_O_MOXES on League Guildmage Dramatic Combo

3 weeks ago

Could also consider Stream of Thought as a mill win con. You can run Dizzy Spell as another way to get Stream. Make infinite Mana using your combo and then replicate the Stream as many times as you need to to mill them out then pass turn.

Also, You run Mnemonic Wall already so why not run a flicker combo? Mnemonic Wall, Sunscorched Desert with Ghostly Flicker after you make infinite Mana.

One more suggestion, Forgotten Cave and Lonely Sandbar are strictly better than the desert cycling lands you are running.

As I noted in my previous post I would seriously consider running Capsize. I would take out Blink of an Eye and replace it with the Capsize.

Lastly for now, You should run Neurok Stealthsuit. It keeps your CMDR from getting roasted and can be attached at instant speed. Making for fun shenanigans when someone tries to blow your League up. Just attach in response and hopefully they don't have a followup spell. I would cut Ur-Golem's Eye and add the Stealth suit.

Oh, one more thing. Get rid of Manalith and put a Bonder's Ornament in there. Drawing cards is good. Way better than Manalith.

I would change the creature base up a bit too. There are way better crits out there that you should look into.

BOXES_O_MOXES on League Guildmage Dramatic Combo

3 weeks ago

Have you considered running Capsize? I think it another infinite mana win con and its nice being able to capsize 2 permanents for 10 mana instead of 12 with League's ability. 2 perms per turn is really strong. I have been considering building a League pEDH and Capsize was an auto in for me.

Archon_Bel on Blink of an Eye (Ephara, God of the Polis)

3 weeks ago

I think Sublime Epiphany has potential for the reasons I mentioned before, but I'll keep an eye on the card in case it ends up underperforming. 4UU is a steep cost to pay, but I think the modes available are great and mesh well with the deck.

Norn technically isn't that integral to my strategy, but she's good for going on the offensive and keeping other boardstates in check.

I've currently replaced the Altar of Dementia + Karmic Guide + Reveillark combo to try out Peregrine Drake and Capsize. I'm pretty uncertain about this considering the combo isn't searchable (save for Capsize with Mystical Tutor), but the other combo always felt too telegraphed or mana intensive if I wanted to pull it off in the same turn. On top of that, Reveillark and Altar of Dementia always felt like dead cards without the Karmic Guide. At least these cards can somewhat stand on their own.

Archon_Bel on Blink of an Eye (Ephara, God of the Polis)

3 weeks ago

I've made a few changed to the deck in an effort to lower the mana curve and also include some more hatebear elements to try and slow down the game to give me more time to catch up.

Flickerwisp swapped for Aven Mindcensor

Whirler Rogue swapped for Fatespinner

Harmonious Archon swapped for Thalia, Heretic Cathar

Mind Stone swapped for Sapphire Medallion

Altar of Dementia swapped for Damping Sphere

Karmic Guide swapped for Peregrine Drake

Reveillark swapped for Capsize

MtG-Crash on [PDH] Tatyova Combo

4 weeks ago

shardstar yeah, Snips500 basically said the most important things. So my first variation was Flicker / Displace combo only and had the Adventuring Gear to kill. But the Gear has 2 main disadvantages:

1) Its a dead card outside of the combo. So when you draw it while searching for combo pieces or a counterspell, its a big feelsbad moment as it doesnt do anything.

2) It requires you to have a creature on the battlefield already able to attack, so you had to play a creature last turn and it had to survive all the opponents turns. But the deck doesnt really have creatures, just a few, and on top of that the deck usually just wins on the spot. It makes like one big set up turn to find stuff, then untaps at like turn6 with absolutely nothing on the board (except for lands ofc^^) and just goes High Tide, Tatyova, Sanctuary, counterspell, counterspell, Flicker, win all in one turn.

So the Gear was definitely a very bad wincon, so I switched to Compulsive Research. Its not a dead card outside of the combo because it draws me cards, it lets me win on the turn that I comboed off, I dont have to set it up a turn. Its just better.

But I still had to run Displace, because the entire deck had no way to combo if Ghostly Flicker gets somehow removed. And people are definitely ready for that. They activate Faerie Macabre or cast Cremate while the Ghostly Flicker is in my graveyard with a Mystic Sanctuary trigger targetting it. And if they manage to remove the Flicker, my entire deck has no way to make infinite mana/draws anymore. So I had to run Displace as a worse alternative.

But then I found out about Tidal Bore which brought another combo line to the table, took a lot of pressure away from Ghostly Flicker and made my landdroppers like Sakura-Tribe Scout combo pieces. That basically allowed me to get rid of Displace. I added Whispers of the Muse in that iteration as the Tidal Bore combo only makes infinite mana (and infinite life) but doesnt draw infinite cards. The Ghostly Flicker combo never had that problem because after generating infinite mana you could always Flicker Sanctuary+Island to draw an extra card. But the Tidal Bore combo doesnt have that implemented. So Whispers of the Muse became really handy. As a side note: I onced Tidal Bore comboed and had infinite mana but no card to draw my library. But I had a Scrivener in play and a Blink of an Eye in hand. So I kicker-blinked my Scrivener, drew a card, recast Scrivener to get back Blink and repeated that to draw my library.

Thats basically the main engines and the correct way of actually winning is to draw your library until you find everything you need (and not more^^ People might make you draw a card on instant speed), bounce all their permanents (inlcuding lands) with either Capsize or Boomerang loop (Ghostly Flicker on Archaeomancer + Sanctuary gives you back Boomerang) and then make them draw their whole libraries with the Compulsive Research loop and enough of counterspells in hand because they might float all their mana and fight together over your Compulsive Research while you made them draw so many cards.

And if they managed to exile the Compulsive Research beforehand, you can still just Capsize their entire boards, and hit them a few rounds with Tatyova and a few creatures for lethal (commander) damage. Thanks to commander damage that even works in the case where someone has managed to get infinite life at some point before. But thats just niche cases Im thinking about, that nobody should really think about.

Greetings, Crash

multimedia on Lightning-Butt Strikes Back!

4 weeks ago

Hey, nice budget version.

Holdout Settlement and Survivors' Encampment are good budget lands with Kalamax to make any color of mana by tapping him or another creature. Crop Rotation can tutor for one of them/put it onto the battlefield. Springleaf Drum can also tap Kalamax to make mana. Cultivator's Caravan is an upgrade for Ketria Crystal because of crew 3 which is another way to tap Kalamax. Having more ways to tap Kalamax without attacking while also making any color of mana is helpful.

Narset's Reversal is the best fair Fork with Kalamax. It's fair because it can't make a copy instant loop to put infinite +1/+1 counters on Kalamax. The "return to owner's hand" clause prevents this. Instead Reversal is a repeatable Fork since the copy can bounce the original back to your hand. Capsize and Sprout Swarm have buyback and you can take advantage of this with Kalamax. For six and five mana either one gives you twice the value and it returns to your hand to cast again. These cards are nice with Wilderness Reclamation. Saps/Birds/Drakes/Beasts and Kalamax interact with Return of the Wildspeaker.

Izzet/Simic/Gruul Signets or Creativity/Curiosity/Impulse Talismans are upgrades for the Diamonds. All provide more color fixing, ETB untapped, are the same mana cost and are less price. Wavebreak Hippocamp is a great budget card in multiplayer Commander. It's no mana cost repeatable draw when spellslinging with Kalamax.

Good luck with your deck.

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