Chart a Course


Draw two cards. Then discard a card unless you attacked with a creature this turn.

kimosabe on Izzet Instants and Sorceries

2 months ago

Hello. I'm Considering ways to fill your graveyard up faster since you run Enigma Drake and Crackling Drake.

Instead of Opt replace with Consider

Instead of Divination consider Hieroglyphic Illumination

Instead of Chart a Course consider Curate

Unexplained Disappearance and Sweltering Suns are both interesting as well.

Masonpotato on Shorikai cEDH Engine

3 months ago

intruder alarm could definitely work in here, but I don't have it because I think the deck wins faster with polymorphing the pilot, BUT in a grindier meta I could absolutely see it working well as a repeatable 1 mana Chart a Course, that helps crew Shorikai for the win. I'll put it in the maybe-board and change the desciption. thanks so much for the suggestion!

achi11es on Timing Is Everything

3 months ago

I am going to have to agree with Luke that this doesnt seem like your flavor of deck, but also I believe in you.

  1. First mission, obliviously.

  2. Blightsteel Colossus is not fun and never has been fun. But its good and it wins if that's the kind of deck you want to play.

  3. Chart a Course is not good and you should replace it with something like Ponder or Brainstorm or if you are gonna proxy anyway Ancestral Recall. Same with Scattered Thoughts since i dont see much graveyard in here.

  4. I like Delina, Wild Mage as a card but I am worried the 3/2 body will just get killed so you'll only get one turn of token making from it. If you get it early great but if you top deck it later youll just cry. Prob better in standard than EDH.

  5. Its not obvious to me how "beginning of the next end step" cards resolve here. A random person on the internet said "at the beginning of the end step: Happens every end step, so if you skip your own, it will just happen again at your opponent's end step." Which is how I would rule it as well, but again I am not sure. Look that up for cards like Kiki-Jiki, Mirror Breaker to be sure before you go all in.

  6. I think Last Chance just has old wording, but it says at the end of that turn, which I am not sure you avoid by ending the turn.

  7. See note 2

mrweaselman on Booty Raiders

3 months ago

You're going to want to set your format to I believe Pioneer, with the cards you're running at the moment.

Take out Brineborn Cutthroat and Protean Raider. They're not all that good in pirate tribal. Take out Wily Goblin for more card draw like Chart a Course, it's going to be better late game and you're not really trying to ramp into a big finisher a turn early anyways.

If you go 4 Forerunner of the Coalition you can basically go toolbox with a similar list to what you have. Otherwise I would down to 6-8 separate pirate cards.

Imo the best pirates are Spectral Sailor, Dire Fleet Daredevil, Kitesail Freebooter, Ruin Raider, and Admiral Beckett Brass. Probably 3-4 of each of those + 4 Forerunner of the Coalition for toolbox, and 1 of each other pirate you want to include.

Fiery Cannonade is better in the sideboard. Swap in against tokens or small creature aggro.

While not explicitly pirates, Angrath, the Flame-Chained is better than Angrath, Minotaur Pirate. I try to stay away from the planeswalker deck planeswalkers. Although you could run Angrath's Fury and keep the deck like the precon I suppose.

lagotripha on Hulk Pact

4 months ago

I'd look at unmarked, but pact doesn't get it into the graveyard, and that is the tricky part- I'd legitimately play Taigam's Scheming over pact and taigam's isn't a good card.

Something with draw/discard, your Cathartic Reunions or Chart a Course would likely be best, but right now the blue is a splash and keeping it that way would free up space.

I'd start with Smuggler's Copter + unmarked just because its easy on the mana, and it plays nice with esper sentinel, but going down sentinel frees up the ability to play almost mono-black, so you can grab lands with similar draw/discard effects - it'll take testing to see if you can get the lands working smooth enough that the extra draw can be offset. I'm tempted to say that sentinel should stay, but it does take testing against decks you'll likely face.

As for cuts, I'd go down some removal - keep the kill spells as a way to stick the combo, then remove some redundancy from the combo pieces itself - 1 rev, some dismembers, a charm, etc. The list is really tight on slots, so key cards will probably get stuck at 3-ofs. Draw spell into removal is the same as drawing removal naturally if you don't have anything to play in the meantime, and combo lists do that a lot.

Niko9 on But You Have Heard of Me

5 months ago

You know it's an awesome deck when it makes you hear pirate theme music in your head :) Looks pretty fun, and I didn't even know about Chart a Course That's definitely going to fit into a few decks I've got, so, big thanks!

RebelGenius on No Souls, Only Shadows

8 months ago

magwaaf and wallisface, thank you both for the comments.

magwaaf, here is the explanation for the sideboard cards: Damping Sphere for tron + storm, Fog for any aggro decks, Gaea's Blessing for mill, Negate for combo + control, Tormod's Crypt for any decks that rely on graveyards (Dragon's Rage Channeler and stuff), Void Mirror for cascade decks, and Tombstalker and Gurmag Angler just to change up the threats in the deck.

wallisface in my playtesting of the deck, the mill cards have been pretty consistent. I agree that sorcery speed cards aren't good in a control deck, however I like Chart a Course because I both draw and discard, and it's the only discard effect. I'll do some research on some instant speed looting effects. I run 3 of each of the creatures so I'm less likely to draw them, and for room for other cards. I'm so dumb, I love both Bone Shards and Collective Brutality, I can't believe I forgot about them! You're probably right about the lands. I'll playtest with all the cards you suggested, thanks!

wallisface on No Souls, Only Shadows

8 months ago

You don’t appear to have many self-mill effects, which’ll make getting both those cards in the grave awkward.

  • have you considered Glimpse the Unthinkable as a better way to mill?

  • sorcery speed stuff is generally risky for control decks, as early game it’ll often leave you unable to represent a response. I’d swap Chart a Course for Opt (or better yet the new spell from the upcoming set, “Consider”).

  • running full playsets of the creatures you need to get into the grave seems good to give you better odds. You can minimise the downside of that by playing Bone Shards and/or Collective Brutality

  • everything you cast in this deck is 1-2cmc, you can probs go down to 20 lands, possibly even less given your card draw options.

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