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|Commander 2018 (C18)||Rare|
|Commander 2016 (C16)||Rare|
|Avacyn Restored (AVR)||Rare|
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Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Devastation Tide Discussion
22 hours ago
(Disclaimer: My first post, so let me know if I need to make edits.)
Could anyone provide some feedback on my two decks? I’m getting back into this after 15 years. Yay. For now this is just for casual play. I don’t mind spending a few dollars, just not many dollars. Thanks for stopping by and for any and all help!
1 week ago
Hey, hey. Here's some recommendations for some board wipes and spot removal!
Obviously being a creature focused deck, you don't normally want too often to clear the board, but sometimes we have no choice. Which is why I'd look at cards that are either one-sided board wipes, situational/modal wipes or Evacuation type effects.- Cleansing Nova classic modal that works for 2 situations.
- Time Wipe Saves your commander before wiping the board.
- Austere Command bit pricey but very good.
- Evacuation as I mentioned before, super good at instant speed. Highly recommend this one.
- Devastation Tide The miracle doesn't work as well for you, but it's still a good option.
- Curse of the Swine an exiling board wipe just for whatever you want to target.
- Beast Within deals with everything
Hope this helps!
1 week ago
I'm assuming this is a budgetless list, so my first question is why no Mox Opal ? Oversight or intentional?
Next, how do you handle resolved creatures? You have three spells capable of removing a critter off the board, in Chain of Vapor Cyclonic Rift and Toxic Deluge , but that's about it from what I can see. Why don't you run Ensnaring Bridge Humility Damnation or similar? I understand you want to be proactive with counterspells but there's no way you can lock the other 3 players with 1 for 1 trades while you're also building your board. Also consider that bouncing THEN countering a spell is 2-for-1'ing yourself when you could just Swords to Plowshares it. Literally every deck features a creature as the commander so its not like you won't have targets except the unbelievably rare pod of 4 PW commanders.
Are you aware in that you have a wincon with Angel's Grace + Ad Nauseam + Silence + Brainstorm + Windfall + Yawgmoth's Will ? I don't see the line listed despite being a built in backup if both labman + Jace are exiled. I see Yawgill + Grace listed but it doesn't look like you realize you can force 99+ draws to win.
Have you considered running tutor hate in tandem with Scheming Symmetry ? Aven Mindcensor or Leonin Arbiter break parity and are worth running even without Symmetry. I understand this is meant to be a bear-lite build but with how many wheels (free draws for opponents) you're running, turning off tutors may save your bacon. Also works well with Wishclaw which you seem to enjoy (its a Grim Tutor for first activation but being reusable for cheap unconditional tutor is fantastic so I have mixed feelings)
Have you considered miracle cards for Aminatous +1? Having the ability to always get them for the miracle cost is pretty rad. Banishing Stroke Devastation Tide Temporal Mastery Terminus . The timewalk one should be worth a consideration for sure. Miracle cards also make great surprise plays with EOT Vampiric Tutor or Mystical Tutor
Have you played against a discard stax deck like Nath or a mana denial stax deck yet? Your low amount of removal is leading me to believe that a resolved Trinisphere or Oppression makes this deck cry big sad tears.
Why would I choose Aminatou as the commander over Zur for a similar build? Zur can consistently grab Waste Not to kickstart wheel lines or value grinders like Necropotence Rhystic Study . I like the Aminatou interaction with Wishclaw but I don't think that single interaction in your 99 can justify the choice when Zur is going to give you 100% consistency. I normally see Aminatou decks run stax pieces that it can break parity on by blinking your own permanents ( Static Orb shutting the game down but you blink a tapped Mana Vault to get far ahead, blinking a 1 counter Tangle Wire to reset it, untapping your Ancient Tomb while Winter Orb is out, etc.etc.). You could certainly run strong hate cards like Winter Orb without turning off your combo lines. Cost enhancers like Trinisphere or Sphere of Resistance might prove unwise though.
Extremely interesting build, curious to see where it goes. Cheers
3 weeks ago
Good morning, and thank you for the love that you gave the deck. I'm working on some more points for the accordion as we speak and you gave me a few more ideas for addition.
So, the area and venue I play in has a lot of hate toward my deck, and as such focuses me down a lot of the time. This has made the deck be more of a reactivate and adaptive style of deck. With this variant of Lazav I've found that I can wipe an opponent out turn 2 and I can grind out longer games by being reactive to the flow of the game.
- Diabolic Intent - I actually have a copy and had this in the deck for a long time. I cut it (reluctantly) because I found I had too few creatures on the field when it was in hand, for Scheming Symmetry . If budget allows you could also just run Imperial Seal . I plan on getting a copy for Christmas. Intent may be a card I would put back in later honestly though.
- Necropotence - I base a lot of the playstyle of my deck on Discard, Draw strategies and Necropotence is a BIG turn off for me. It is a powerhouse of a card, but I want my graveyard to be filled from my deck, hand, and field and I don't want to have to adjust a major style of play when this card is out.
- Mystic Remora - I'm going to just come out and say it. I'm a vain person that is very picky what cards I put in the deck, and I don't like the old-styled backgrounds. I didn't get Rhystic Study until the Judge Promo came out. I know, I know. So this comment will go for Necromancy as well. However I have never been a fan of the cumulative upkeep. I understand it's function as an early game deterrent , however when I choose an enchantment or artifact I think of the longevity of it all. How long will it be on the field. I don't want to put an age counter, pay the cost, then draw in to gas. Feels bad.
- Necromancy - So the reasoning you put for this card just seems like a trick to keep the card from getting exiled. My question to you is, why not just add another counterspell?
- Echo of Eons - I believe this is a card for a different style of deck. Niv-Mizzet, Parun possibly. If it was instant speed, I could definitely use it as a trick.
- Devastation Tide - So, the thing about D Tide is, you ALWAYS, ALWAYS want to know three things. 1. What's on the board, that's targeting you, your permanents, or your style of play. 2. How quickly your opponents can rebuild and. 3. How quickly you can rebuild. This was a card added early on to deal with my opponent's boards that were just, smashing me or turning my deck off completely. Either by Rest in Peace , Silent Gravestone or just beating my face in with creatures. With the aforementioned enchantments, the only thing the colors UB has is bounce and counter to deal with them. We're not in green or white to destroy or exile them. With the go wide or tall strategy of creatures it's easier to make them set up again. However you can combo D Tide with any Windfall esque effect and just get rid of it. Setting up the Miracle is fairly easy as well when we have Mystical Tutor , Vampiric Tutor and Scheming Symmetry .
- Key to the City - Key adds a lot of versatility. It throws a card in my hand like Phyrexian Dreadnought or Kefnet the Mindful that are otherwise useless to me if I have to cast them. If for some reason, you need it to you can have an opposing creature that's swinging at another opponent be unblockable. This is a major swing in our favor. Key also sets up the non-Lazav combo like Crackdown Construct and Basalt Monolith to get in unblocked. It also helps Lazav get in that extra swing when we don't have Invisible Stalker . These alone are good enough for the inclusion, let alone when it is untapped you may pay 2 and draw a card. Winning.
- Diabolic Intent - Putting in the Maybe section as it may find it's way back in the deck.
1 month ago
2 months ago
Heck, even GREEN has a sweeper.
I bring these up because I want it to be perfectly clear that sweepers exist in all domains. And while yes, it is true that blue does have others: Whelming Wave , Devastation Tide , Engulf the Shore & Curse of the Swine , it is equally true that in the grand scheme of things Cyclonic Rift isn't actually all that powerful; It's just really annoying and sets you back a turn or two. Here, let me explain from the perspective of a Timmy :)
- I have 5 cards in hand, 7 creatures on the battlefield, 3 stones & 2 enchantments
- My opponent casts Cyclonic Rift
- My turn comes around, I draw for my turn and now have 18 cards in hand in total
- I may now evaluate my position based on what I know
- I can rebuild my mana base with my stones, knowing I need the mana thanks to take care of the incoming threats my opponents will be replaying
- I can rebuild my creature base, being first to take hold
- I can bring back out my enchantments and begin to synergize and combo off of them appropriately
- When it comes time for my end step, I may discard cards which are not impactful, cost too much, or simply are in excess
In this situation, I am able to craft and rebuild specifically to the standards required of me. I may also choose what my hand looks like at the end of my turn. I am in complete control of my own game play.
Now, consider the following with a minor alteration:
- I have 5 cards in hand, 7 creatures on the battlefield, 3 stones & 2 enchantments
- My opponent casts Merciless Eviction , choosing creatures
- I lose all of my creatures to the aether
- On my next turn, I draw
- 6 cards in hand
- I play maybe one spell? Maybe two?
- My boardstate is forever in shambles
- I do not regain any position
- I can not regain any of my cards
- I have no control over what happened
Between these two, I leave on the best possible footing when hit with a Cyclonic Rift because it gives me a chance to rebuild - and here's the most important factor - IN RESPONSE to the knowledge of what everyone else has in their hand.
If my opponent played a Ravenous Chupacabra , I know full well playing my Etali, Primal Storm is probably not a smart option. If my opponent had an Acidic Slime out on the battlefield, I'm most likely not going to be playing my Argentum Armor , because why would I spend to put it into my graveyard just a turn later, knowing full well it's been causing some serious problems?
Cyclonic Rift gives you a lot of information on your opponent's because it lets you know what their hand mostly consists of, which means you can determine how those spells might affect your decisions.
TLDR - Cyclonic Rift me all you want; I'll rebuild appropriately in response to what information I now have about the other players. Don't Merciless Eviction me and give me zero chance of ever recovering.
And the same holds true, by the way, for any boardwipe if you don't have recursion built into your deck. If you don't have recursion, Wrath of God / Damnation are just as bad as Merciless Eviction because you still lose all of your creatures. This is true that they are in the graveyard and not in exile, but if your deck can't interact with your graveyard in any meaningful way (Or any way at all), they are just as far out of your reach.
Still TLDR - Returning to the hand is far better than destroying / exiling.
And yes, I do realize Cyclonic Rift sweeps opponents and not you - You are the only one left in tact.
The fact is, Cyclonic Rift isn't all that powerful unless you build around using it - and the same holds true for all cards in the game.
TLTLTLDR - Cyclonic Rift should stay. It gives blue viable and valuable interaction, protection from aggro, resets tempo, keeps games going, makes the game fun and interesting, and overall is relatively weak when compared to others that do similar things because you can recover from it easily.
2 months ago
Hey, nice budget version of Kess.
Consider cutting many of the high CMC creatures? Sphinx and Docent are the only two I would keep since they have synergy with Kess. Less creatures and more spells since spells are what you want with Kess. The only creatures I would keep are ones that have interaction with spells you cast or draw you cards.
Budget lands to consider adding:
- Exotic Orchard
- Shivan Reef
- Underground River
- Graven Cairns
- Smoldering Marsh
- Sunken Hollow
- Grixis Panorama
- Choked Estuary
Can add all these for about $20. For the manabase I suggest less Swamps and Mountains to give you more chances to draw an Island. An Island is more important to draw than any of the other basic lands. Make the majority of the red and black sources come from dual lands not from basic lands.
Lands to consider cutting:
- Swamps and Mountains
- Dimir Guildgate
- Izzet Guildgate
- Rakdos Guildgate
- Shimmering Grotto
Other cards within this deck's budget to consider adding:
- Windfall : wheel, can potentially draw a lot of cards for three mana.
- Mystic Remora : one of the best sources of repeatable no mana cost draw in multiplayer Commander.
- Narset's Reversal : copy a spell you cast from your graveyard, bounce that spell, it goes to your hand not into the graveyard thus it's not exiled.
- Talisman of Creativity
- Talisman of Dominance
- Mind Stone
- Narset, Parter of Veils : denying your opponents drawing multiple cards is good in multiplayer Commander.
- Dark Petition
- Devastation Tide : budget alternative for Cyclonic Rift .
- Jace, Wielder of Mysteries : can be a win condition or just a nice source of repeatable draw.
- Ashiok, Dream Render : denying your opponents from tutoring for cards in their libraries is good in multiplayer Commander.
- Rakdos Charm
- Chain of Vapor
- Dig Through Time
- Reality Shift
- Liliana's Triumph
Can add all these for about $35.
Cards to consider cutting:
- Red Sun's Zenith
- Barter in Blood
- Obelisk of Grixis
- Consume the Meek
- Clever Impersonator
- Crypt Ghast
- Talrand, Sky Summoner
- Noxious Gearhulk
- Massacre Wurm
- Steel Hellkite
- Wurmcoil Engine
- Cruel Ultimatum
- Vedalken Orrery
If you like some of these suggestions I offer more help. Good luck with your deck.
2 months ago
The wraths won't buy you time if you can't cast them in time. Maybe if you had some ramp - the first two creatures I suggest don't bounce anything back to your hand. For the AVG CMC here, you probably need 2 more lands to avoid missing a land-drop.
Quicksilver Fountain would be very janky here, but it might be useful. Depends on the meta. I'd suggest playtesting with it (or a proxy if in paper) in place of Spreading Seas and see how it compares. One very slight function would that lands that got counters after a Blood Moon hit would turn back into islands for you, which would grant you some license to incorporate more non-basics.
Halimar Depths will speed things up here. Slow-lands like Tranquil Expanse are pure junk and only for the most budget-tight decks. Halimar Depths isn't that. It's a utility you build into your mana-base. You have more spells at 4CMC or more than you have less, and an AVG CMC of almost 4. You'll likely have turns you won't have enough mana to cast anything anyway, so Halimar Depths won't slow you down. Also, it can help with Devastation Tide , which is kind of important given that Serum Visions cantrips before it scrys. Besides, I only suggested you add 1 copy. You probably won't even notice it's there.
My rule of thumb for draw card is the same as it is for tokens - as close as possible to a 1 draw or token per 1 mana spent. So Chart a Course is darn good, provided you can meet the conditional. And in trying to meet that conditional, you'll probably be helping your deck out anyway, because those early bodies will be more effective at keeping you in the game on turns 1-4 than 2 Remands and 3 Vapor Snags. Following my rule of thumb, Divination is considerably better than Jace's Ingenuity - costing 1.33 mana per draw vs 1.66. The artifact route also offers a nice draw card spell in Thoughtcast , but you already said you don't want to go that route. The other draw card that's a great deal in mono-blue is Visions of Beyond . And while you do have 3x Search for Azcanta Flip, that seems too slow to work in the long run. Also, I'm generally not a fan of cantrips, as they're essentially just deck thinning, and very few decks are reliable enough to have open slots to thin with. Finally, I don't see any major advantage to instant-speed draw card spells. Sorcery is the common speed for draw-card.
Devastation Tide occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%