|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|From the Vault: Twenty (V13)||Mythic Rare|
|Ravnica: City of Guilds (RAV)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Char deals 4 damage to target creature, player or planeswalker and 2 damage to you.
9 months ago
Have you considered Pirate's Pillage for card draw? In my experience of trying to get Risk Factor to work as the card draw for a control deck you often just Char your opponent as you don't have the pressure to make them unable to pay the life. I have been playing a very close version of this deck since rotation and I run Pirate's Pillage and Chemister's Insight as my card draw since Risk Factor didn't work nearly often enough to be viable. Give Expansion/Explosion a try as a 1 or 2 of, makes a solid removal spell, also works as a counter-counter not to mention using expansion on an opposing Insight feels like freaking Christmas.
1 year ago
@Xica, No, you're not wrong about those lines of plays, but Sleeper Agent isn't a turn one play. 100% of the time if I have a Monastery Swiftspear or Goblin Guide those will always go first. The thing about Agent is that he requires some thought. Aggressive decks like jund don't hold too much concern for their life totals given their mana bases along with Thoughtseize which would warrant using him just as a Shock in the late game as a finisher in this case. That's not true for all decks. Some decks might not even have any use for a free 3/3 like infect and so the Agent is played much earlier. Sometimes it's the equivalent of a 1 mana Char finishing them with a total of 4 damage while only dealing 3 to us. If I'm blind to a deck I'm playing against 80% of the time the agent is cast turns 3 or 4 and on odd hands the other 20% would be on turn 2. As you have said the Agent is only bad if I'm losing the race, and even then main-deck cards such as Niveous Wisps and Path to Exile while good for turning off blockers can also be used to turn off attackers if necessary as well, which is how those spells compliment each other.
Your point on Chalice of the Void however is irrefutable, but then again Chalice of the Void is a sideboard card. I do not see decks running it in the mainboard and just like Leyline of Sanctity would equally hose just about any burn deck, burn decks run cards in the sideboard so as to not fold under cards like Leyline of Sanctity or in this case Chalice of the Void. Just because they board it in doesn't mean it will be present in every game it's boarded in from (as having it in hand is a matter of chance), and just as equally every time it is played in game 2 or game 3 doesn't mean I will never have that answer in hand that was boarded in to respond back against it. (I can board in Shattering Spree or Smash to Smithereens if need be.)
Lastly sac outlets was a rather odd point to make as I don't believe there are any around. You brought up Viscera Seer which was a bridgevine semi-staple until Stitcher's Supplier was printed which practically removed all of them in favor of the supplier. Furthermore if they have a Bridge from Below wouldn't sac'ing the agent put the Sleeper Agent in my graveyard effectively exiling their Bridge from Below rather than give them a zombie token thus the point you brought up works to my advantage? Also Arcbound Ravager says sacrifice an artifact which the Sleeper Agent is not so I'm a bit baffled as to why you've brought that up as well unless I'm missing something here.
Again the Sleeper Agent is just one card and if there is a match-up that just so happens to have an advantage over one card that's not going to be the end of my deck as a whole. I'd argue there are more match-ups where the Agent is better in which justifies it's inclusion as burn decks tend to race better than most other decks.
I mean no ill-will for disagreeing with you like this, and yes damage that can target creatures as well can be important as that too provides flexibility, but unlike a lot of burn decks I'm running Shard Volley which can also target creatures if desperately needed for such situations and Path to Exile practically works for creatures as well, which makes up for the lack of Lightning Helix or Rift Bolt while doing so for less mana even. Plus cards like Lava Spike and the aforementioned Shard Volley can hit planeswalkers as well, so the options are still there in any case.
@DragonKing90, Goldfish turn-3 wins? Okay let me just stop you right there. You can not goldfish a turn 3 win by using Boros Charm, Searing Blaze, Lightning Helix, or Skullcrack. Run any scenario in your head using just one of those cards and the closest you get is 19 damage which arguably can be game even if it's not 20, but that's only if you try to squeeze in just one Boros Charm under the optimal circumstances. If you try to fit in 2 two-mana damage spells, even if we're generous and say they're both Boros Charm the amount of damage dealt by turn 3 decreases. Contradictory however the cards in my deck that aren't found in other burn lists such as Shard Volley, Bump in the Night, and Sleeper Agent can all be used to achieve 20 or more damage by turn 3. (These are facts as I'd invite you to do the calculations for yourself if you don't believe me.) In essence this deck can turn-3 win more consistently than your average burn deck, but this wasn't a point I wanted to make, because we're talking about gold-fishing and not real matches. I was only trying to draw comparisons to indicate potential to drum up interest in finding real results, not to win any kind of online forum debate. Regardless all there is to gather from is potential and speculation without data.
The point is professional Modern players often test their decks against many other archetypes so that they can obtain a better understanding of how well their deck performs in the meta. This can be done by religiously joining in most events or building the other archetypes themselves just to generate hypothetical matches. This is something I don't have as my local player-base does not run these decks, I don't have the cash to build different archetypes, and I'm simply not experienced enough to pilot those decks optimally to generate said results even if I could afford such decklists. All I can do is advertise on potential and speculation so that experienced Modern players who do regularly check their match-ups against burn may consider running a few hypothetical match-ups with my deck against theirs in order to generate real results on win/loss ratio as well as provide comparisons on their individual deck's win/loss ratio to traditional burn match-ups. I wouldn't be asking this if the speculation or potential I've ascertained through gold-fishing was bad as failing to generate positive outcomes through gold-fishing would never warrant further testing, but in this case from what speculation and potential I've been able to derive from gold-fishing I feel this deck deserves hypothetical matches to be conducted to determine it's odds. I'm not saying this is a better burn deck, just that it has enough potential to make it worth consideration to determine if that is the case, and if it's not the case that's fine but for now all we can do is float around "if it will" rather than "it does/does-not." As I've said before, I'm looking for results. You can use speculation to make any deck look as good or bad as you want it to be, but speculation is not synonymous with fact and it's the facts I'm most interested in.
1 year ago
Blue mages unite.
So there's a couple things you should consider when making a list like this. The biggest thing is: Why are we playing mono blue and not splashing a color? What does mono blue let us do that we couldn't otherwise do with a splash? Currently you don't have a very good answer to that question, honestly. You're not actively benefiting from only playing 1 color, you're just nerfing yourself by limiting your options to interact.
There are a couple things you can do to make use of mono blue cards and mono islands. The first is making use of several copies of Disrupting Shoal. HIGHLY recommend this one. Excellent excellent card, but doesn't really have a home in modern. It fits best into this kind of shell naturally. Really catches people off guard.
The second thing is playing a couple copies of Vedalken Shackles. Honestly not the best suited card in modern right now (what with k commands and crazy fast clocks) but still a super solid card, at least deserves a place in the sideboard probably against goyf decks and such.
Tempest Djinn is also kind sweet as a finisher, but it's super unproven and probably too clunky.
..I'm about to just list off a bunch of random suggestions, feel free to ignore whichever ones you don't like.
I think Ancestral Visions is a trap in this deck. At least main. As a 4 of. At the end of the day, this is a tempo deck, and WILL struggle late game against decks that play more inherently powerful cards, so all this card is doing is trying to slow the bleeding. It's a very weak turn 1 play when you could be casting a delver or setting up with a serum visions or holding up spell snare, and it's an absolutely atrocious topdeck. I'd avoid this one in here. Just my own two cents.
Spreading Seas is a good card, but I don't like 4. They makes delvers harder to flip and you usually have to commit to tapping out on turn 2 to make the best use of them, which I personally don't like. Wouldn't be the worst thing ever to keep them, but its not like its filling the same role that it is in merfolk, where it gives your guys evasion and you can still be playing guys with vial while you tap out to cast spreading seas.
Psionic Blast is worth a consideration. Colorshifted Char is pretty sweet, and gives you some good interaction / game-ending potential. Alternatively I think even a Dismember or two would be kinda nice.
Embracing tempo, Vapor Snag is a card you probably want. It's like extra copies of remand but it's 1 mana, only works on creatures, and pings them instead of drawing. Super solid. Can also be used to save your own guys in a pinch.
Every creature you have right now is a wizard. You could consider trying Wizard's Retort and just getting to play the card Counterspell in modern. You might want to play a few more wizards to enable this plan, in which case you could consider playing Mutavault as a manland, and then stuff like maybe Nimble Obstructionist or even Baral, Chief of Compliance to give you a few more wizards. Baral is actually kinda sweet, he lets you cast Cryptic Command on turn 3, and then you even get to loot off of him.
Commandeer is absolutely hilarious in the sideboard. I know it looks like a weird edh staple or something, but try laughing at it when you steal a Karn and then exile their tron land with it. Absolutely silly card, definitely worth a slot or two imo.
Since you're playing fetches and stuff anyway to help enable JtMS, I feel like splashing a single Hallowed Fountain could actually be very nice. Gives you access to things like Stony Silence and Geist of Saint Traft postboard, which can give you a chance in your bad matchups. You could play Rest in Peace over relic as well.
And uh... I think that's all I've got. Hopefully there's some helpful stuff in there. Best of luck my blue brother
1 year ago
1 year ago
There have been similar cards in the past, but none of them have approached that power level. As damage increases, to keep it balanced, the mana cost would need to increase by more than you'd expect.
The closest thing you could compare your 4-damage Big Bolt to, is Flame Javelin, which is an older, more flexible Unfriendly Fire. There is also Char which included a drawback because its cost was so cheap.
Also, a 6-mana burn spell would need a higher cost than Explosive Impact. If the "2 generic mana = 1 colored mana" conversion rate is to be believed, this card implies 5 damage would be fair at the cost .
It turns out that Lightning Bolt is above the curve on burn spells, and makes a poor baseline for new card proposals. If you want to make a balanced spell, you should look at Shock and Lightning Strike for the correct way to cost a new burn spell.
2 years ago
2 years ago
A beefed up Char for instead of ? I could see it happening.
2 years ago
Is it designed for duel commander (2 player) or regular commander (3+ players)? As duel commander starts with 20 life now whereas regular starts with 40, different strategies are more viable. There is also a slightly different banlist so some of the cards i would recommend for one are not legal in the other.
Here are some suggestions that hold true for either case.
spot removal: Dreadbore, Terminate, and Murderous Cut kill most creatures. Yes you can use your burn for this but idealy you would rather save burn to hit players directly and bigger creatures can't be killed by damage as easily. Planning on burning your opponent out is a bit more relevant in duel commander but you still need removal for big creatures in either format.
some of my other comments are a bit dependent on which format you want to build for.
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