Curse of Echoes

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Curse of Echoes

Enchantment — Aura Curse

Enchant player

Whenever enchanted player casts and instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy they control.

carpecanum on

10 months ago

Not using Curiosity to go infinite?

Hive Mind might be funny a couple times, Mirror Sheen if you had more spells that could target yourself. Curse of Echoes also (i usually use it to counter counter spells by copying them).

Ghyrson Starn, Kelermorph

multimedia on Urza’s legion

1 year ago

Hey, good start on a budget with what you have so far. Command Tower is a budget staple land for multicolored Commander decks and Arcane Signet is a budget staple mana rock.

Ramos, Dragon Engine can only be played in a five color deck using it as Commander or another five color Commander. It's activated ability has all five mana symbols and those symbols count toward it's color identity. Urza's color identity is only three colors Esper (black, white, blue). Because Urza doesn't have red and green that's why Ramos can't be played with Urza as Commander.

If you want aggro with Urza lets look at the beginning of the mana curve first, cards spots of 0-3 CMC only then we can look at the higher end of the mana curve. The first changes to consider is to remove all the nonartifact creatures and then later determine if they are worth a spot in your deck because they have abilities that help artifacts or Urza. I think you'll find that you don't need any of these creatures because artifact creatures can take their places. If you want to be aggro with Urza then you want to utilize Urza's artifact creature affinity to cast Urza quicker. To do this consistently Urza wants 0-2 CMC artifact creatures and some 3 CMC artifact creatures more than the rest.

Some of these creatures may be added back in later, most likely not, but for now lets build the creature base with only artifact creatures. For making upgrades lets look at best cards here with Urza and build around them? Arcbound Ravager and Portal to Phyrexia are the two best cards here with Urza because they're artifacts and they're abilities are more powerful compared to most other cards here. Ravager brings the aggro, but if aggro doesn't do it and you need more reach to win the game then Portal can do that. Lets start with Ravager and what makes it better with Urza? Modular and you have some here, more one drops can help toward Urza's artifact creature affinity and Ravager.

Steel Overseer adds to the +1/+1 counter strategy, it's powerful but only for artifact creatures and if trying to be aggro it's a good reason to play very few nonartifact creatures. Silas Renn, Seeker Adept goes well with Arcbound Ravager since with Ravager you want to sac artifacts and Silas lets you cast an artifact from your graveyard. It's deathtouch combined with Urza's menace makes it a creature who opponent is not going to block and lose two or more creatures blocking it. Baleful Strix, Triarch Praetorian, Malcator's Watcher are two drop artifact creatures who fly and who draw when enter the battlefield (ETB) or dies.


Some artifacts here are worse than others.

Think about limiting the amount of nonartifact spells to just the better ones you have here?

Equipment that increases the equipped creature's power equal to the amount of artifacts you control really ups the aggro since then any little artifact creature can become huge which combined with menace can make it a great attacker. I see Silver Myr and it's good here since counts twice for Urza, artifact creature affinity and ramp. Consider adding more artifact creature mana dorks who can make colored mana?

The budget Signets can help for ramp as well as color fixing which is really needed because the manabase here is pretty much all basic lands. Arcane Signet is a staple budget mana rock for ramp in Commander. Chromatic Lantern is fine for color fixing, but you're going to want more than that.

Some nonartifact creatures at the beginning of the mana curve can really help aggro and Urza.

Losheel, Clockwork Scholar is powerful with artifact creatures when attacking is what you want to be doing especially Constructs. Your artifact creatures don't take damage in combat meaning that opponents will have a difficult time choosing to block since their blockers might die, but your creatures will be fine. Losheel is also repeatable draw, once on each players turn when an artifact creature ETB you draw this includes when a Construct is created by Urza if you didn't have an artifact creature ETB before your end step.

Sai, Master Thopterist can be a repeatable source of artifact creatures, Thopters, to be attackers or sac fodder. Emry, Lurker of the Loch is like Silas Renn, Seeker Adept more ways to cast artifacts from your graveyard is good with Arcbound Ravager and other sac outlets.

That's it for this comment, but if you're still interested I'll give advice about the high end of the mana curve here to take more advantage of aggro into mid game and Portal to Phyrexia late game as well as some budget land options for the manabase. Would you like more advice?

Good luck with your deck.

zapyourtumor on Curse Deck

2 years ago

You only have 4 lands that can make red or blue mana, and even if you can tutor out Curse of Echoes with Bitterheart Witch or Curse of Misfortunes, I don't know how you're gonna cast Captive Audience or Act of Treason or Claim the Firstborn.

Accursed Witch and Bitterheart Witch definitely fit with the curse theme, but I'd cut all the other Witch stuff. It goes flavor wise but not mechanics wise. Bogbrew, Cauldron Familiar, Festering Newt, Witch's Oven should all be cut for some more control and removal cards imo to give your curses more time to kill the opponent. I'd also cut most of your sorceries besides Sign in Blood since you can't steal creatures and then sac them to oven anymore.

Curse of Misfortunes is probably the best card here so I'd run 4. Curse of Surveillance is another good 1 of curse to help draw you tons of cards. Curse of Death's Hold + Overwhelming Splendor is a hard creature lock, so I suggest one of each (you can't cast splendor but you can tutor it out).

I probably suggest going UB instead of mono-B if you can. Victim of Night is ok removal, or Go for the Throat. Drown in the Loch is a good counterspell and removal. Fatal Push is another good removal spell.

I don't really know what else to suggest rn

HalbrechtHalbrecht on Blue Ectoplasm [Modern W/U Spirits]

3 years ago

+1 for spirits!

Alright. So my main concern with this deck is that you have nothing to do on turn 1 and very little to do on turn 2. Conversely, you have over half of your spells vying for turn 3. So my main recommendation would be to convert some of your CMC 3 and higher spells into 1 and 2 drops. I know you purposefully stuffed the 3 CMC slot for Drift of Phantasms' transmute ability.... but honestly, you don't need a LOT of cards at 3 CMC for the transmute to matter. You just need the most important cards (notably, Drogskol Captain). Quality vs quantity. :)

So some nominations!

I'll be blunt on this topic: 20 lands (or even 21 lands counting the double-faced one) is not enough for a deck with these mana requirements. I'd recommend 23. A synergistic land to consider is Moorland Haunt. Since you're primarily blue, the colorless mana shouldn't hamper you too much, and importantly, it gives you a mid- to late-game mana sink that makes creatures out of removed spirits. (Wait.... Is that like giving a second un-life to a being that was the second life of a prior being???)

Another possibility is Celestial Colonnade. It doesn't make a spirit, but a 4/4 flyer is still formidable, and it'll get pumped by Empyrean Eagle. The land also produces both colors of mana, which is nice.

Whichever you choose, I'd only add 2x.

  • Mausoleum Wanderer is on-board countermagic. As you play your anthem effects like Supreme Phantom, the Wanderer will naturally get bigger and make it harder for the opponent to pay the cost. But also, when combined with flash spirits, its power can grow out of nowhere, making the calculations not in your opponent's favor.

    Now, the downside to an on-board counter is that the opponent knows about it.... but is that actually a complete downside? Unless you're playing against experienced players, an opponent will often durdle and hold back out of fear of your counter. Which is, in effect, allowing you to "cast" the counter for free every single turn that they DON'T play the thing they're worried about you countering. Now, a good player will "bait out" the counter so that they don't have to worry about it anymore.... but that still sometimes means they're playing suboptimally. In addition, the Wanderer will also attract their removal spells, meaning your anthem effects and other important spirits are safer. And you're fine trading a 1 mana spirit for their removal spell!

  • Not as awesome, but Spectral Sailor has the important Flash mechanic, which is especially good when it only costs 1 mana. This can be anything from a surprise blocker to a buff for the Wanderer's countermagic to a surprise tap-down with Nebelgast Herald (which is extra good against decks with hasty creatures). Finally, it gives you a mana sink if the game goes long and you need to draw some cards.

  • Speaking of drawing cards.... the weakest of the bunch is Dreamcatcher, but since you'll be casting spirit spells all game long, there'll be plenty of chances to trade in this early game blocker for a new card whenever it seems best.

  • I would replace Geist of the Archives with Kaijin of the Vanishing Touch. Yes, it has 1 less toughness, but it's 1 mana cheaper than the former, with a potentially more potent ability (gives a small amount of bounce!), and that toughness will easily rise with all the anthem effects you have.

  • Not a new recommendation, but I would run the full playset of Supreme Phantom. The anthem effects will be the key to sealing your victory. I would replace your 2x Mindshrieker with the Phantom, since you don't have enough top-deck manipulation to make Mindshrieker reliable.

  • Spell Queller is an amazing sideboard card. It can replace one of your counterspells, and notably it "counters" uncounterable spells. Yes, the opponent has a chance to get the spell back, but combine Queller with Drogskol Captain, and good luck with that!

  • Geist of Saint Traft doesn't have the acclaim he used to, but I still like him, and combined with p/t boosts, he likely won't die in battle. And he always brings a 4/4 buddy with him! (Which also gets buffed by Empyrean Eagle). The hexproof also makes him hard to remove.

  • Probably another sideboard card, but Kira, Great Glass-Spinner is a very strong tax against removal-heavy decks.

  • Callow Jushi  Flip: Probably not as good as the other counterspell options, but kinda fun! Note that you don't have to flip him with just 2 ki counters on him, so you can save up the ki counters until the more crucial turns of the game. You can also have one flipped with a couple ki counters while you build up another one, because the legend rule doesn't apply until it's flipped.

  • Anthem effects: Like with Supreme Phantom, I see no reason not to run the full playsets of Drogskol Captain and Empyrean Eagle. The hexproof provided by Drogskol Captain is particularly important, and he would be my first two things to transmute for.

I already mentioned Geist of the Archives.

I also already mentioned Mindshrieker, and for a similar reason, I don't feel Callous Deceiver is good in this deck. Without anthem effects, the best it can be is a 2/3 flyer for 3 mana.... not that great. Its abilities don't help with anything else in the deck.

Another 3 drop I'd cut is Uninvited Geist  Flip. Its skulk ability doesn't synergize well with anthem effects, as pretty soon most creatures can block it. If it started as a 1/1, skulk might be better.... but then it's 3 mana for a 1/1 that takes 2 turns to transform into an unblockable 3/3. Eh. It also doesn't have flying for the Eagle to buff.

As to higher CMCs, I'm personally not sold on Dungeon Geists. Maybe you have good luck with it, but I'd rather have 4x Nebelgast Herald and cheap flash spirits than the 4 drop.

I'm loathe to suggest cutting Celestial Messenger because I know you like your Yanling package.... but honestly, the Yanling package will work without this over-costed spirit. It's 4 mana for a 4/3 flyer, IF Yanling is out.... and that's it. The only thing it's got going for it is that gorgeous art. Too bad it doesn't have mechanics to match.

Curse of Echoes's inclusion confuses me. If you like to play multiplayer games, this card can actually be BAD (you might not want your other two opponents getting copies!). But even 1v1, it gives too much control to the opponent. First, they have to have a deck with enough instants/sorceries to matter, so at best this would be a sideboard card. But even then, they can play around it too easily by not casting any devastating spells until they've found a way to deal with it.

Also not sold on Sturmgeist. At best it's an 8/8 flyer, but that's if you can keep a full grip of cards. But aside from Mu Yanling, Sea Gate Restoration  Flip, and Sturmgeist itself (4 cards total), you have no ways of refilling your hand. More likely it'll be a 3/3 or 4/4 flyer that sometimes draws you a card. Not that great for 5 mana. Doesn't feel like the right deck for it.

Keiga, the Tide Star: While stealing a creature is fun, Control Magic-effects usually cost less (4-5 mana), and with Keiga, you don't even get the effect until Keiga dies! If you want this effect in the deck, there's other more efficient ways to achieve it.

Finally, at the top of the CMC charts is Sea Gate Restoration  Flip. And hey, if it's a pet card, keep it. But hear me out on my concern. As stated above, this deck isn't designed to draw cards, so by the time you have 7 mana (turn 8-9), how many cards do you think you'll have left in hand? I'd bet 2-3, assuming you've been playing out cards on curve. So you'll draw 3-4. Is that worth the 7 mana? That's up to you, but since the going rate on a base draw effect is 4 mana to draw 3, you should be drawing more like 5-6. (This is also comparable to Mind Spring, which would draw you 5 for 7 mana.)


P.S. I am gonna go ahead and state this for the record: Your hunch that the 3-turn idea won't pan out so well is sadly going to be correct. It involves skipping a turn and getting a planeswalker to a (scary) ultimate — the former dangerous, the latter near impossible. It would be easier to spend 1 less mana and cast a 5 CMC extra turn spell or two. That said, the idea of taking THREE turns in a row IS truly fun, so by all means, play around with it until you tire of the strategy!

I know that was a lot of words to convey a few additions and cuts, so it was probably easy to get lost in it all. Here's one possible updated decklist; use the explanations above to season to taste!


Cut

-2 Mindshrieker
-2 Geist of the Archives
-2 Uninvited Geist
-1 Callous Deceiver
-3 Celestial Messenger
-3 Dungeon Geists
-1 Curse of Echoes
-1 Sturmgeist
-1 Keiga, the Tide Star
-1 Sea Gate Restoration


Add

+1 Prairie Stream
+2 Moorland Haunt
+4 Mausoleum Wanderer
+4 Spectral Sailor
+2 Supreme Phantom
+2 Drogskol Captain
+2 Empyrean Eagle


Sideboard

+2 Spell Queller
+2 Kira, Great Glass-Spinner

(Sideboard cuts up to you)

I'd personally replace some of the mainboard counters with Spell Queller and Kira, since they're also spirits. But there's obviously pros to running unconditional counters like Dissolve.

I know that was quite a lot, but the more I dug into the available spirits, the more things I came up with! LoL. I hope at least something in all that helped.

99LandOTK on The King's Sets

4 years ago

Careful, Curse of Echoes is a may ability. They don't have to copy your pacts.

Ziusdra on Card creation challenge

4 years ago

Rebounding Spellburn

Sorcery

If Rebounding Spellburn would be cast or copied by a player who isn't its owner, it deals 3 damage to its caster/controller.

Draw a card for each copy of Rebounding Spellburn.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)


Few rules reminders: copies are not rebounded; only the original. So what would you do with this card outside of Hive Mind ? I think it could easily fit in a Storm deck ( Thousand-Year Storm comes to mind), as well as spells like Doublecast and Bonus Round and permanents like Chandra, Pyromaster and Cloven Casting .

The first line of text really is for Hive Mind and spells that your opponent plays that would make them either copy or cast spells of yours. ( Curse of Echoes could be fun)

The card itself does nothing if it is not copied or stolen. But if it is copied even once, it grows exponentially: one copy means that the original draws you 1 card and the new copy draws you 1 card. Two copies means that the original draws you two cards, the first copy draws you two cards, and the second copy draws you two cards (six cards!). Echo Mage wants you to play this.

Wildcard!

ZendikariWol on Random Chaos

4 years ago

Vial Smasher the Fierce and Ishai, Ojutai Dragonspeaker could make a very... unique deck. It could become a sort of anti-spellcasting deck- running stuff like Rhystic Study , Kambal, Consul of Allocation , Curse of Echoes , and Hive Mind .

It’s a fun color combo for chaos! If only it could run Heartwood Storyteller .

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