You may return an Island you control to its owner's hand rather than pay Daze's mana cost.
Counter target spell unless its controller pays .
|Have (2)||, TheAnnihilator|
|Want (2)||Darui , 2yysforyou|
Printings View all
|Mystery Booster (MYS1)||Common|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Eternal Masters (EMA)||Common|
|Duel Decks Anthology (DD3)||Common|
|Duel Decks: Jace vs. Chandra (DD2)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
2 weeks ago
Otherwise, I think you're playing too many protection spells. I would not play Dive down. Maybe think about replacing it maindeck Mutagenic Growth. It can still protect your creatures from burn spells but it also has better offensive ability and is free to cast. Other cheap/free spells you could play are Gut Shot and Lava Dart, which can either ping the opponent or potential blockers.
I don't think you need 10 ways to give double strike. Raking Claws doesn't seem necessary. I could see more card draw like extra Ponders instead.
3 weeks ago
Any burn players here, Modern or Legacy?
What do we think of this one? Although we already have Klothys, God of Destiny, this at least is a lot closer to Sulfuric Vortex that we can play in modern. In legacy, this punishes diamonds, petals, FoW, and Daze players. However, it's a nonbo with Fireblast.
Wayward Guide-Beast (sorry, can't link this card yet)
How about this one? I initially thought the drawback was huge but someone in another forum pointed out that this triggers Searing Blaze repeatedly. That this makes up for it?
1 month ago
Hi 0rc! I think I didn't explained myself good enough. The thing I don't like about Daze, besides the alternate cost, is the fact that reads "Counter unless the opponent pays 1". On the other hand, Flusterstorm reads at the very least "Counter unless the opponents pays 2", usually storm count will be three (you play High Tide, they counter, you counter back). And when you're comboing off, it's very important to resolve a Time Spiral or a Brainstorm to keep going, and Flusterstorm protects your spell with a storm count of 7 or 13 and Daze probably does not. Because it will always read "Counter unless the opponent pays 1", and 1 mana is very easy to pay, specially with one or multiple High Tide resolved.
The fact that Daze is more versatile is not worth the inclusion. Generally speaking you don't care about what your opponent's doing, you don't care about creatures or Planeswalkers even! You're worried about you opponent's interaction when you're going off. I'll give you an example, if my opponent plays Oko, Thief of Crowns on turn 2, that's fine! Oko won't kill me fast enough if I combo on turn 4 or 5! :D However, if I have a Time Spiral on the stack and one card in hand, and 37 blue mana floating, I'd rather that card be Flusterstorm than Daze a million times!
Another reason I like Fluser a lot is because many Miracle and Snowko lists run Flusterstorm, and the only hay to counter a Flusterstorm is with either a lot of mana or your own Flusterstorm. I'm more confortable having both options in my deck :D
I hope this comment clarifies things! By the way, the Kobold list is hilarious! I love it! :D
1 month ago
I get it. I only play 2 legacy decks: Fish and my Kobolds (it’s here on T/O— it’s weird), but I’ve played against quite a few archetype decks, however. I’ve never seen a High Tide deck before. Kinda interesting.
I hope this helps.
1 month ago
Hi Flooremoji! To be honest, I haven't played the deck a ton, but it's been alright for me! I've seen people have a similar distribution of counterspells, adding a proper Counterspell or a Pact of Negation in the mainboard. If needed, you can always Cunning Wish for a Pact!
The Search for Azcanta Flip can be fairly powerful, but the thing is that it's slow. I like it in the Control matchup, and as I mentioned in the description, my meta is fairly Control heavy. A really cool thing to do with it, is to activate it (sometimes with just one Island, if you've cast multiple High Tide) and untap it with either Turnabout or Time Spiral! :D
Hi 0rc! The thing about Daze is that it's very good on curve, on turn 2 or 3, for the early stages of the game, specially if you can afford to bounce an Island. But unlike Flusterstorm it's not a hard counter, it's in fact a pretty soft counterspell! And when you're comboing off, paying one mana is fairly easy for any opponent! Specially if they have Islands as well, because High Tide also increases their mana. Flusterstorm is mostly a protective counterspell in counter wars, for when you're comboing off, and the Storm count is at least 3 or 4. The deck can pretty handedly combo with 4 Islands and a good hand, more securely with 5 Islands, and if you have a great hand, even with 3 Islands! Having High Tide, Turnabout and Time Spiral you can cast Tide, untap with Turnabout, cast the Spiral, draw 7, you have six mana... if you haven't played a land yet (turn 4+ then) it's awesome...
Oh! I love this deck! hahaha Thanks to you both for commenting!
1 month ago
I don't think I'm running Daze, this deck is a combo deck that wants to have as many Islands as possible on the field before going off. In that sense, Daze delays you a whole turn! On the other hand Flusterstorm is great when you're going off and Storm count is 12 or 15! As for Stifle, maybe, idk. I see it quite okay in the tempo decks such as Delver, but in all in combo decks, I don't see it as much. Maybe as a sideboard option, against Storm to Stifle the Tendrils of Agony storm trigger. That would be spicy!
Still, thanks for the comment! I appreciate it!
1 month ago
Is Blue Sun's Zenith your win con?
2 months ago
The best end game wincons so far: Angel's Grace/Ad Nauseam, Field of the Dead or Valakut, the Molten Pinnacle with Scapeshift or on their own. Dark Depths/Thespian Stage also is amazing in the format. Remember to use manlands, like Creeping Tar Pit or whatever you find fun. I know I'll look at Mutavault heavily for the format. Tokens can also do well, Commence the Endgame seems great!
Engines outside of it that can grind games are Mystic Sanctuary and Cryptic Command/Tragic Lesson/Daze/Gush, Life from the Loam and Horizon Canopy/Tranquil Thicket (Or any other cycling lands, but honestly Lftl works amazing on it's own).
What cards are really good to know about? Unsummon and effects like it should really be good, as all non-land permanents are tokens. Sinkhole and land destruction must be realized to be a very powerful effect, and Thoughtseize style discard is great!
Remember that Negate is just a cheaper Cancel and Miscast is a cheaper Mana Leak. Additionally Muddle the Mixture can both be a Counterspell or a Life from the Loam, and can be returned with Mystic Sanctuary.
Veil of Summer, Lightning Bolt, Silence, Stifle, Miscast, Flusterstorm, Dovin's Veto, Surgical Extraction & Cling to Dust (Amazing against Loam decks and some Sanctuary decks, as well as shutting off backup combos from recursive loops)
Currently Noxious Revival, Echoing Truth, Divert/Misdirection (against discard and burn), most discard, burn, Merchant Scroll, Entreat the Angels (Works well with Brainstorm, Mystic Sanctuary, etc.), and more are all strong.
Overall, it seems like a format where blue dominated, with green engines and tutors like Crop Rotation or Sylvan Scrying can set up the easy combos. Entomb for Life from the Loam, maybe Mission Briefing can do well too.
The best decks seem to be Bant Control, Simic Scapshift (sultai?), Sultai Loam Depths, Golgari Depths (Hymn to Tourach style list), Azorius Control (Entreat Sanctuary style) and Dimir+ Control (No idea the wincon, but a 2-4 color list, aimed at Miscast, Cling to Dust, and Thoughtseize as a base). A ramp build for field outside of Scapeshift, perhaps running it as only a backup, or perhaps a Sultai Loam Field Ramp list could work.
Sadly if you memorize the 6ish real wincons, the 4 bases, and understand the few counterplays the format is solved