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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
3 months ago
flowersforjane the current build looks a lot better than what you had before. These are my current notes.
is the FNM Modern or Legacy? I see you’re now playing a bunch of cards that aren’t Modern legal - but if you’re intending in playing this in Legacy you’re going to have a much, much harder time achieving anything, as the power level of cards there is significantly stronger.
you shouldn’t need dodging spells like Aqueous Form at all. Your own deck goes pretty wide with the tentacle tokens, and even having to swing for a turn or two with your big creature with it being blocked should still result in a win. If your opponent ever has more than 2 creatures in play anyway, you’ve failed as a control deck. You should be focusing on making sure you can control the game long enough to present your wincon, not worrying about how quickly it’ll kill once its there.
i wouldn't run more than 2x Archmage Emeritus. It’s kindof a clumsy card to resolve effectively in a control deck without gifting your opponent some free tempo.
3 months ago
You don’t have any kind of reliable way to ramp lands. Dreamscape Artist is insufficient for this because the mana investment he requires will put your opponent too far ahead on boardstate. Because you’re not a ramp deck, i think all those cards you have costing over 4 mana are unrealistic, and should be ditched.
The Magic Mirror also feels unrealistic because you just don’t have enough instant/sorcery density to get its cost down. Though this feels like something that could be addressed if you really wanted to run this card.
other cards i’d suggest ditch are Dreamscape Artist (requires too much mana to do anything, likely to mess up your own tempo more than help you), Swiftfoot Boots (opponents can always kill your creature un response to the equip. But also these would be better served as more countermagic), Artful Dodge (there’s zero reason to run this), and Wall of Frost (casting it just leaves your shields down for the opponent to cast what they want, and as this card does nothing, it can be dealt with at your opponents leisure, or just ignored if they go-wide or use flyers).
I think overall you need to focus a lot more on the control elements of your deck, and less so on the gimmicks. At the moment your deck looks too slow to be able to establish a presence before being run-over.
5 months ago
Some easy ways to add interaction to this deck would be to add some enchantment and creature removal spells. Krosan Grip, Return to Dust, Rapid Hybridization/Pongify, Arcane Denial to replace Dissolve, Anguished Unmaking, Damn, and Swords to Plowshares/Path to Exile are all clean and efficient methods of interaction. Saryth, the Viper's Fang, Lightning Greaves/Swiftfoot Boots, Shalai, Voice of Plenty, and Veil of Summer/Heroic Intervention are solid protection options for your creatures as well. Right now you're running Anger with only 2 Mountains in the entire deck, so that means either the mana base needs to be reworked or Anger needs to be replaced. Some easy ways to rectify the mana base a bit is to swap out some of your duals for the Red/x options (i.e, Blood Crypt, Stomping grounds, etc.). We can also make the deck more efficient by changing up the ramp so that it has utility or generates more than one color of mana. Cards like Deathrite Shaman, Kiora's Follower, Noble Hierarch/Ignoble Hierarch, Faeburrow Elder, and Birds of Paradise are all decent options. Right now Anger and Chainer, Nightmare Adept are the only cards that can give Garth haste. Since we only have a few creatures that actually benefit from the haste, cards that generate value outside of simply providing haste would be beneficial. Rhythm of the Wild would not only give our creatures haste, but would make it harder for opponents to counter the creatures and combos with the persist creatures in the deck by giving them +1/+1 counters. Temur Ascendancy is another decent option since we can draw cards even when our creatures don't benefit from haste and it synergizes with our Flicker and Undying/Persist effects. An infinite combo option would be Jeskai Ascendancy + Garth One-Eye + Any haster + Deadeye Navigator and even if we're not comboing, we can still generate value from each card individually. I personally feel that cards like Frantic Search and Careful Study are too good to not have in this type of deck, since a good majority of our cards benefit in some way from being in the graveyard or we have easy ways of getting them back. In tandem with this idea, I think that cards like Regrowth (even though Garth One-Eye already has a Regrowth) and Eternal Witness are musts, especially since Eternal Witness generates value with the Flicker effects and other revive effects in the deck. An honorable mention that didn't quite make it into my comment but could be effective is Spark Double since it would allow us to have multiple versions of legendary creatures if we so chose, 2 Muldrotha's could lead to quite the turn! Unfortunately, however, Commander has a deck maximum, which means that cards must be let go to make room for all the new fun stuff we want to play with. For this deck I suggest cutting Diamond Lion, Thespian Stage, Dark Depths, Kroxa, Titan of Death's Hunger, Arixmethes, Slumbering Isle, Kitchen Finks, Desperate Ravings, Nim Deathmantle, Harrow, Magus of the Will, Gaea's Will, Scapeshift, Chronozoa, Raving Visionary, Thought Courier, Dissolve, possibly Twilight Shepherd, possibly Rampant Growth, possibly Seize the Spoilsand possibly, Purphoros, God of the Forge. At the end of the day, this deck is yours and you should play it and build it in the way that best suits you! Have fun gayming!
1 year ago
1 year ago
Have you considered spells with the Awaken ability? All you'd have to do is pay a little extra mana and they become land creatures with +1/+1 counters on them, Spells with Awaken include, but are not limited to, Earthen Arms, Rush of Ice and Scatter to the Winds.
One card you may want to consider is Emergent Sequence. It's essentially a more powerful Rampant Growth.
Also, May I also suggest adding in Nissa, Steward of Elements? Not only can you scry with it, but if you already know what card is on top you may be able to use the second ability to put it straight onto the battlefield.
For targeted Removal, I think a proactive approach is what you should work with. Spells to accomplish this with include, but are not limited to, Counterspell, Decisive Denial, Dissolve, and Voidslime.
As for lands, you may want to consider lands that allow you to search your library. These include, but are not limited to, Bant Panorama, Fabled Passage and Terramorphic Expanse. This, combined with Ramunap Excavator, will give you a basic land card search every turn. They will also feed the landfall abilities. Yavimaya, Cradle of Growth will give Nissa, Who Shakes the World some mana support. It is a tad expensive so make sure you add it to your to buy list for a later date.
Thank You for reading me out. I hope all this helps.
1 year ago
Sevelantis: Teferi, Master of Time can't go in a BW deck, and 5 mana for Teferi, Hero of Dominaria isn't too much in commander. i also wouldn't consider Dovin's Veto one of the most powerful counter spells in magic. better counter spells that come to mind that i don't see in this list include Force of Will , Force of Negation , Archmage's Charm , Absorb , Sinister Sabotage , Dissolve
1 year ago
1 year ago