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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Deliberate
Instant
Scry 2, then draw a card.
thefiresoflurve on [Needs Trimming] Blue Fliers Budget EDH
1 year ago
Hey there!
I would go for slimming down each category, rather than just creatures/control.
Some low drop creatures can be worth running in the right context, but some of yours can probably be cut: turns 1-2, I'd much rather be casting things like Ponder or Brainstorm to prepare for future turns than drop a Faerie Seer which isn't terribly impactful. Some of your low CMC creatures can stay, like Cloudfin Raptor which is an absolute beast, but if I were you I'd just playtest some of them and see what you like best.
There's no such thing as "too much card draw", as long as you don't deck out or die due to not doing other things that actually win you the game. A good thing to do in blue is make sure your card draw spells are instants, so you can hold up mana for a counterspell if you need it, then if your opponents change phases to their end steps without doing anything crazy, you can cast a Brainstorm / Deliberate.
Draining Whelk can be really good, depending on what you counter. It's a 6 drop Counterspell & 4/4 + flier in one card slot. Only downside is the steep CMC.
Some things you could trim: Wingspan Mentor - a bit slow and win-more: if you have enough creatures out for its counters to matter, you were probably dealing good damage without it.
Charix, the Raging Isle - same CMC as your commander, so you'll probably want to cast your commander instead 9/10 times you draw it.
Floodgate - as above, also you have better control options.
Sludge Monster - slow, not quite a fit here.
Thryx, the Sudden Storm - a bit better of a fit, but still not quite worth it.
Windstorm Drake - small toughness boost is not worth the cost.
Sphinx of Jwar Isle - sometimes it can be nice to know what's coming up next in your library, but this isn't worth the cost and top deck manipulation doesn't really have much synergy here.
You could cut a few of your worse counterspells: Intervene, Crypsis, Nullify.
lastly, with your average CMC, I think you could comfortably cut 4-5 Islands.
Hope that helps. Sorry for the wall of text, but I wanted to explain some of my reasoning on cuts and such.
GL, HF!
9-lives on Question about cards that utilize …
1 year ago
And I'm sorry for being cross. I have one more point: One of the things that gives me a plus to the loss of having 80 cards is how much I invest in card draw: The Inward Eye (15) 3x Archmage Emeritus 4x Deliberate 1x Divination 3x Hindering Light 4x Opt
I might remove some cards and make more room for card draw just for the heck of it.
wallisface on Question about cards that utilize …
1 year ago
The strongest card with this effect is probably the one dominating Standard at the moment - Sheoldred, the Apocalypse.
However, assuming you're trying to make tweaks to this deck of yours, you have much bigger issues to worry about:
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Ponder is banned in Modern, you can't run that card.
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You're running 79 cards, which is waaay over the 60 card limit, and will lead your deck to being very inconsistent and clumsy.
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Dialing your currently landbase to 60 cards, you're only running the equivalent of 18 lands, which is WAAAY too low considering your mana curve. Burn decks run 19 lands and only play spells costing 1-2 mana. Your deck looks like it needs to be able to reliably hit 3-4 lands to be able to do much of anything. imo you need to be running at least 23-24 lands in a 60-card deck (that's 30-32 lands in a 79 card deck).
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You're running some really suboptimal spells here. In modern you never want to be spending more than 2 mana for a counterspell - Essence Backlash and Ionize are both severely underwhelming (control decks never win by dealing 2 damage. They will however often lose by not being able to counter an important spell in the first few turns of the game). There are also a ton of much better drawspells than Deliberate (like Serum Visions or Consider)
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Your deck has no clear direction. Cards like Basri Ket and The Wanderer are both really weak and have no real purpose here. It's very hard to tell what this deck is actually trying to achieve, and that is going to make it play really awkwardly and make it harder for you to secure wins.
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Harmonic Prodigy and Spellweaver Eternal both want to be in aggressive, pro-active decks, but that's not what they've been allowed, as the rest of the deck looks like it wants to be playing super defensively. However, if you're aiming to be playing something more controlley, you're running waaay too many creatures, and waaay too little interaction.
Chasmolinker on Consider vs Gaze
2 years ago
Deliberate combined with a mana reducer like Haughty Djinn is the best of both worlds. But requires some set-up. (Pseudo Preordain)
I would say a mix of the 2 is your best bet. There are times where the Cantrip is needed more than the deck manipulation.
TheOfficialCreator on U/G Bogles
2 years ago
Ophidian Eye and Helm of the Ghastlord appear to be the only Pauper-legal Curiosity enchantment effects, but they're a little high mana value.
I might recommend Tandem Lookout maybe, or Entourage of Trest if you think the game will last long enough for you to play it.
Deliberate, Opt, and Consider are some standard card draw spells you could use.
9-lives on
2 years ago
Great deck! I would suggest Deliberate as it's one of the best draw cards there is. Perhaps the burn card Lava Spike?
9-lives on
2 years ago
Got rid of Lawmage's Binding. Need a wincon with all of these counterspells. Hardly ever had in my hand Thing in the Ice Flip early enough. Izzet Charm was great for draw, and Deliberate has amazing art as well as great for drawing. Azorius Charm I'm not sure about. Senate Guildmage was lots of fun, but is really not that great.
Grubbernaut on Impending Horrors
3 years ago
I like the idea; I'd consider subbing out Quench for Censor and/or some Jwari Disruption Flip. I also like Frantic Inventory , and more importantly with Mystic Sanctuary , Tragic Lesson is an absolute house. I also think that without looting effects, 4x Mission Briefing is a little much; honestly, card advantage is probably more important than recursion, as you're not looking to max out big spells so much as play a lot of them. If you mainboard some mass-bounce, it could be worth it to run a couple Briefing, but I think things like Behold the Multiverse , Chart a Course , etc could be more helpful overall.
I also think 3x Spell Pierce seems high - Negate or maybe Neutralize could be better. Curious Homunculus Flip also benefits more with extra spells with colorless in their cost.
Also: since Anticipate doesn't trigger Chasm Skulker , it may be worth swapping for Deliberate or one of the other mentioned draw spells.
I also think with the full playset of Sanctuary, 4x Castle Vantress is too much as they don't add to island count; I think going down to just one or maybe two would be better, especially since by the time you'd be using them for value, you're generally either already winning or already losing.
I think Unsubstantiate is decent, but especially if you swap the other soft counters for hard ones, it may be worth changing out for Into the Roil to have a spell on four that clears the way for Skulker and adds to your draw count.
Finally, another card to consider (probably over Homunculus) is Jace, Vryn's Prodigy Flip. Especially with lots of draw spells, you're likely to flip it early, and it both adds to draw count for Skulker and once flipped won't be bounced - though it would be better in a build with Frantic Inventory or other graveyard synergies to get it going ASAP. I think this swap is more of a tossup compared to the stuff suggested above, though.
I want mono U to work in pioneer, so I love this. Cheers!
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