Chain of Vapor
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.
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|Commander / EDH||Legal|
Chain of Vapor occurrence in decks from the last year
Latest Decks as Commander
Chain of Vapor Discussion
2 weeks ago
The deck is looking pretty good. I like the creature base you have chosen, there are a couple questionable creatures though. Cloudreader Sphinx seems kind of bad in this deck. If you just want a flying scryer, perhaps Sphinx of Foresight, Prognostic Sphinx, Stormwing Entity, or Siani, Eye of the Storm.
Passwall Adept is just not good enough. its too much of a resource drain. Opt is not helpful in this deck since you immediately draw the card after scrying. Cunning Evasion wont do much good I am thinking since most of your creatures wont be blocked anyway.
In my opinion, you need a few less low CMC cards and a few more high CMC that you can use to get Yuriko damage in. For cuts, I would start by looking at any creatures that cost CMC 2/3 that dont provide value other than being unblockable (Invisible Stalker, Vault Skirge (love that card btw). I would then look at replacing sorceries with instants where possible. Darksteel Pendant and Crystal Ball are not good enough in my opinion and are too much of a resource investment unless there is some sort of artifact strategy I am missing. Dimir Keyrune provides interesting utility but is inefficient. Consider Arcane Signet instead or perhaps even Dark Ritual. Thran Dynamo is fairly efficient for cost to mana provided but it seems most of your mana needs are for color. Key to the City is for yuriko after she is out I assume.. I would probably run Aqueous Form instead because it has a scry effect on attack which is pretty desirable.
Here are some cards to consider in not much particular order:
Chromatic Orrery (high cmc and provides a lot of mana)
Chain of Vapor (way to return a card to hand as well as an opponents card or cards)
Archaeomancer (can get brainstorm back and can be returned to hand with ninjitsu potentially)
Scroll Rack (spendy but so good)
Trickery Charm (does multiple things you want)
Grozoth (requires you to build around it to be worthwhile but can be good)
2 weeks ago
If you decide to build a Jhoira, weatherlight captain edh deck you just need a few simple ingredients: a lot of Mana rocks (20-30 preferably 2 cost or less), cost reducers for artifacts (there are quite a few but I'd recommend 4-7 of them), and win conditions ( 4-6 cards like Thassa's Oracle and Aetherflux Reservoir (( I personally do not recommend pinger effects like Psychosis Crawler or Reckless Fireweaver because you might run out of cards before they get the job done))).
My favorite combos are Dramatic Reversal + Isochron Scepter for infinite Mana and Mystic Forge + Sensei's Divining Top for infinite card draw. The last suggestion I'd give is to steer away from red cards, my versions only have 2 red pips in the whole deck and one of those is jhoira herself and I find the imbalance actually helps the deck greatly as i only have to get 1 card in play that makes red Mana. Urza, Lord High Artificer is especially good here because if you get infinite Mana you instantly win with him. Also Forsaken Monument is really good in this deck as well because suddenly all your colorless rocks become sol rings, and your colorless lands become ancient tombs without the drawbacks. Basalt Monolith + Forsaken Monument is also an infinite Mana combo
One of the other big advantages in my opinion is the cards that double card draw or have similar effects to Jhoira. If every artifact you're playing draws you 12 cards you're going to plow through your whole deck in no time.
Lastly there's a lot of people who build Jhoira with a lot of mass bounce all your artifacts to your hand, but honestly I dislike the strat because it returns all of your costreducers back to hand too. I'd suggest running controllable ones like Chain of Vapor, Displacement Wave, and Paradoxical Outcome so you have a choice on which ones you're bouncing.
For a great starting point i would suggest looking at my physical list
Commander / EDH
SCORE: 5 | 6 COMMENTS | 181 VIEWS
1 month ago
Да не за что ;)
Раньше я тоже сильно сомневался в Simian Spirit Guide, во-многом из-за того что лично мне она ооочень редко приходит. Но в недавних партиях как специально несколько раз складывалось всё так, что нужна была именно одна цветная мана, анпример, когда пришло три фильтра подряд... (я их даже с горяча заменил после партии на чек-лэнды, но после ещё двух партий всё же вернул фильтры), или несколько раз было что оппоненты затапывались, а у меня всего 6 цветной маны с консультацией на руке и Кесс в зоне... в предпоследней партии была ситуация когда из прикрышек на руке был только Pyroblast и пришлось лишний ход ждать, что бы появилась дополнительная мана - в общем, одной цветной мне ощутимо нехватало для победы.
А на счёт ритуалов ты прав - ситуации редки (хотя в твоём случае артефактов много, и можно бытрее поставить изохрон с маной на активацию). Я сегодня решил попробовать Jeska's Will - она чуть более универсальна чем красные ритуалы.
Feed the Swarm - увидел в твоём листе и на днях выменял её в клубе, к сожалению она так и не пришла за прошлые партии, а сегодня, пересобирая деку (освобождал место под новое колесо и дуалку), я заменил её на Winds of Rebuke (раньше из баунса у меня был только Chain of Vapor, с недавних пор доложил ещё Snap), т.к. баус всё же универсальнее точечного ремувала - можно своего же Dockside Extortionist фликать или другие перманенты спасать/убирать. Да, и как писал выше, - стараюсь минимизировать собственный урон.
2 months ago
marcsman, great list-I was going to make a more moderate power level version of this deck until I saw your build.
What do you usually get when you transmute Muddle the Mixture?
The deck seems very light on removal. I know some of the CEDH favorites are not in your colors-Abrupt Decay, or Assassin's Trophy. But Chain of Vapor is an option as well as a something like Force of Vigor which is not seen in CEDH circles but is good.
4 months ago
From a competitive standpoint the deck is running so little interaction and protection as it stands that it won't ever be able to hold up in competitive settings.
You'll definitely want each of these pieces of interaction in a Kinnan helmed deck at a minimum:
As it stands that won't be quite enough pieces to consistently have the access to permission and protection elements to remain in a competitive position in most game states and these pieces are worth running much of the time:
xNegate xDelay xInto the Roil/2cmc bounce spells (UG has very limited access to tools that can remove hate pieces from the board that prevent a win like Grafdigger's Cage, Notion Thief, or Narset, Parter of Veils.) xBeast Within
As an additional note about competitive Kinnan builds, you can lose the Dramatic Scepter stuff entirely. There's no need in a Kinnan deck. The most effective and efficient method of generating the infinite combo needed to win is any dork that can produce U and G mana combined with Freed from the Real and Pemmin's Aura. Basalt Monolith is worth running in Kinnan decks because it generates infinite colorless with just Kinnan out on the field also, so you can usually get a couple of Kinnan activations off to dig for Thrasios. For the mana dork complement it's best to stick with BoP, all the 1 cmc tap for G elf dorks, and then a handful of 2 cmc "tap for any color" dorks. The most effective back up infinite mana engines for a Kinnan deck are typically Simic Ragworm or Horseshoe Crab paired with Paradise Mantle and the Monolith (which is often why the deck runs Staff of Domination as an additional outlet that's easy to tutor for in the colors) rather than Dramatic Scepter combo as the Scepter combo relies on density of dorks and rocks to be engaged and this can be more difficult than a less card intensive engine (Crab, Mantle, Kinnan is 3 cards with one from the command zone compared to Kinnan, Dramatic Reversal, Isochron Scepter, 2 mana rocks/dorks at 5 cards to engage) and thus less reliable for the game play patterns Kinnan wants to ideally play from. Shapers of Nature and Thrasios, Triton Hero are the standard outlets that will eventually be found from Kinnan activations that allow you to draw the whole deck. From there winning is easy, so stick to win conditions that are more live than things like Blue Sun's Zenith and run Thassa's Oracle plus a looping mechanism (such as Narset's Reversal and Timetwister or Elixir of Immortality) to use the interaction pieces like Swan Song and Pongify as the win conditions (this helps to avoid other issues too, like not being able to win with Oracle due to Angel's Grace, etc, in addition to improving card slot efficiency). Green Sun's Zenith and Drift of Phantasms are generally considered must runs as tutor options for competitive Kinnan lists, but a good number of quality tutor options are available to provide consistency. Incubation Druid+Vigean Graftmage is somewhat popular as another back up 3 card game winning infinite combo line.
4 months ago
It makes our board lands, so they can't remove it to a ton of effects!
4 months ago
For anyone interested in a budget version, here are some changes I would recommend:
Chain of Vapor becomes literally any removal spell, it's just in here because I own a Chinese one and I like the card a lot. (Plus it can bounce your own commander and sac a land to make it into a removal spell.)
Mystic Remora becomes any draw spell.
There are also a couple of randomly expensive mana rocks or whatever, figure it out.
4 months ago
Regarding Psyche, you are typically going to be over that minimum number of spins just on your way to Psyche. It’ll be overkill by the time you get it off. On that note, you can get yourself to a position where you Psyche right after Sunrising all your stuff back. Or the fact that those bounce spells only make Psyche better in terms of its primary effect. At least if they’re responding to Psyche with the bounce.
The deck probably can’t go completely infinite but it can go well beyond what it needs including spinning until you get a finisher with counter magic or enough to do multiple spins off one hand. That’s the differentiation between this and the other wheel decks. Sunrise and Reward will eventually get you multiple spins that can’t be countered. Protect the reanimation and the bang/buck ratio increases as you sequence.
I do completely understand that the vulnerability of spinning your opponent into counters is a given with all wheel decks. You are certainly right about how that inhibits them from being viable. It’s a meta thing. Maybe save it for Dredge. Leyline of the Void is an extremely good reason for why Chain of Vapor should be in the sideboard.
I think that the wheel decks are interesting as they are very similar concepts but perhaps each would thrive under different metas. They goldfish very nicely but their exposing nature makes them tricky in practice.