|Commander / EDH||Legal|
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|Future Sight (FUT)||Uncommon|
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Counter target spell. If the spell is countered this way, remove it from the game with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.)
3 days ago
2 weeks ago
First of all, this list has been retired for a few months. If I was still updating it, I would for sure take out Mox Amber , Copy Artifact , Snapcaster Mage and Daze , as well as most of the card draw stuff like Dig Through Time . However, there are cards I stand by that you listed to cut. The fetches don't matter, except I have them and I can flex. There may be no reason to run them but there's also no reason not to. Power Artifact is a backup plan with the monoliths and Walking Ballista , in case Arcum gets shut down. Strip Mine is actually fine, and Merchant's Dockhand is just a 1 mana sac target, one that just so happens to have an ability that isn't useless if it gets to that point. Guardian Idol is a rock that can be a creature of necessary, and Everflowing Chalice is just a rock, it doesn't need to be searched, and I don't see why it would ever need to be. Metalworker is very good, it can get a ton of mana to hardcast your combo pieces if they get stuck in your hand. I don't see why you say the creatures are slow, the main sac targets are 0 and 1 mana, which is what most decks usually play. I used to play Darksteel Forge and Mycosynth Lattice but I took them out because I found that it's useless to tutor for them. I would rather win then durdle around with indestructible. In most cases your stuff wouldn't be destroyed, rather countered which indestructible doesn't help with much. On the contrary, Delay and Flusterstorm are both must haves. A combo that wins on turn 1-4 90% of the time is useless if you can't protect it. I don't know if you've played in a real cEDH game, but if you haven't, I suggest watching a few videos on the YouTube channel Laboratory Maniacs. They play cEDH games. Most of these games don't end on turns 1-4, as everyone has some kind of response to the other's important spells. If you can't protect your stuff or take out your opponents key pieces, you lose.
2 weeks ago
I play an Arcum Dagsson list that combos off between 1 and 4 in 90% of games. I would ditch the fetches, you don't need to thin the deck as you aren't topdecking you are searching so you don't need to thin out the lands you draw. I run Codex Shredder in mine as a way to A. Infinite mill when the deck goes infinite any way and it's a safeguard for Paradox Engine . Ditch some of your spells and focus more on combo as earlier as possible, I feel this is split between a control edh and combo edh and you want to focus it as much as possible, I would ditch Strip Mine because it's a dead draw if you topdeck and pretty dead in start hand, you want your land base mostly blue as most arty ramp is colourless, ditch Mox Amber as it's mostly useless to you, ditch Snapcaster Mage as it's not worth it, it holds up an opponent but will mainly hold up you more. Tolaria West is definitely worth running as is the land that gives a creature haste, Hall of the Bandit Lord or something (the name escapes me), Flusterstorm isn't worth running, Power Artifact isn't worth it - that's not the direction the deck is going, I'd ditch Daze , Metalworker , Merchant's Dockhand , Guardian Idol , Everflowing Chalice , Copy Artifact , Dig Through Time , and Delay . The creatures are too slow, Everflowing Chalice can't be searched for with Arcum Dagsson so is a waste, Copy Artifact is neat but too slow and uses your precious blue mana, Dig Through Time is slow and clunky, and you likely won't have enough stuff in the graveyard to cast it cheap. I run Mycosynth Lattice in mine, Arcum Dagsson can sac himself if desperate, you can remove all opponents critters, and sac any of yours, also stops blue mana being an issue, and Darksteel Forge protect all your stuff then. I run an Eldrazi titan in mine (ramp into it early most people will freak) and it's useful to shuffle your grave if stuff gets hard, surprised not to see Junk Diver as a backup combo piece, and Aetherflux Reservoir is your biggest asset and yet wasn't in the list, I'll add a link to my list in a moment.
3 weeks ago
You are certainly on the right path here, +1. As far as cards I would recommend. Cyclonic Rift is a blue staple for a reason. Simic dosen't have many field wipes and rift certainly helps out with that. On that note I would recommend more interaction like Counterspell , Swan Song , Delay , Negate , and Krosan Grip . Burgeoning helps with landfall and is an amazing turn one play. Oboro, Palace in the Clouds returns to hand to make sure you don't miss a landfall trigger. Training Grounds works wonders to make Moonfolk's abilities cheaper to activate. Of course Azusa, Lost but Seeking , and Oracle of Mul Daya but those go without saying. How has Trade Routes been in this deck? I've thought about running it in Simic Moonfolk Landfall but have been on the fence about the card. Good luck in your games and happy deck building!!!
3 weeks ago
Deck seems...okay overall? Could still use some optimization, but you've got some neat tech.
Your interaction seems relatively lacking here - You're running Disallow and Arcane Denial , neither of which really sees any cEDH play, but no Spell Pierce , Dispel , Delay , or even Counterspell proper.
It lacks Timetwister (I'd expect it given that you ARE playing Tabernacle, so price doesn't seem to be a concern) and I'm not sure why Mindslaver is in here. Shrine of the Forsaken Gods should be a Strip Mine , and I'm honestly rather astonished at the lack of powerful stax pieces such as Grafdigger's Cage and friends.
(I also generally don't tag my decks as a primer until, you know, the primer is written, but...)
1 month ago
Daedalus19876: Thank you for putting this together.
I see you are also in favor of cutting Izzet Charm and Stifle . I pretty much agree on that, and will probably doing that myself shortly. I haven't used Stifle in the past 15 games I draw it and it sits pretty dead.
I'm surprised you cut Counterspell for something like Delay , do you find it to be too color intensive? I rank Counterspell above it in terms of things I'd personally include, especially since we have a lot of access to blue mana in this deck, and it's only a two color deck.
Another card I would put over Red Elemental Blast maybe is Gamble , though it's meta dependent if you're running into a lot of blue players. I think we have just enough interaction to deal with them though, so we don't need both Pyroblast and Red Elemental Blast . Gamble is a decent tutor that usually gets us what we want.
I'm probably going to be adding Blood Moon to the deck. A few times when someone else has played it, it hasn't really disrupted me, and it absolutely destroys more complex mana bases. I've cut the number of mountains I run to 3 (as we have 3 fetches that can only get mountains), and I run 8 islands to ensure I don't get hosed by it myself. I am just figuring out what to cut for it.
And yeah, I'm working on getting a Volcanic Island ...eventually. I've paused my spending on MtG at the moment haha.
1 month ago
1 month ago
Unfortunately, since I'm mostly in black, I run the risk of not having the right Mana available for those spells. Once I get a more stable manabase I think I will be able to utilize those cards more effectively.
Delay occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%