Draw two cards.
|Have (3)||orzhov_is_relatively_okay819 , abritt , GuNDanU|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 month ago
The very large issue I see is that your deck is slow and will run out of gas veeeery fast.
1) Let's talk about speed first. The YouTube channel known as the command zone ran a study on hundreds of commander games to find some stats. One of the stats they found if the average length of a game: around 10 turns, with a 3 turn standard deviation. So around turn 7 for quick games and turn 13 for long games. Another stat they found is that most players only play on average 1-2 7+ mana value cards in a game, no time for any more. Thus, we start to see the issue of speed in your deck. Your deck is glacially slow with sooooo many cards at 5, 6, or 7 mana. This could be circumvented if you had more ways to cheat mana cost, but you don't.
2) The other big issue I see is that your deck will run out of resources fast. Because EDH is a multiplayer game, every deck needs to have ways to generate more resources than your one land drop per turn and your one card drawn for turn, otherwise you won't be able to keep up with 3 opponents. Thus, it's pretty standard to play around 10-12 ways to ramp (have more mana available than just 1 land drop per turn, think Sol Ring) and around 10 ways to generate card advantage (have access to more cards than just your one draw per turn, think Divination).
It's totally reasonable to want to run a deck with really big creatures, you just have to build the deck a certain way so that it doesn't lose to itself. You'll want to run even more ramp than the standard 10-12 if you want to play more big things. Alternatively, you could find a way to cheat the big things into play. Stuff like reanimation effects (Late to Dinner, Emeria Shepherd), effects like Sneak Attack, effects like Transmogrify, etc.
3 months ago
Braids is always fun! Considering that braids empties your hand pretty quick, consider adding a bit more draw effects than a normal deck might have. Blue Sun's Zenith is a good way to make use of a lot of mana, or creatures with draw effects like Mulldrifter . You can put mulldrifter into play with braids, but also have the flexibility to play it as a Divination .
3 months ago
4 months ago
Faithless Salvaging tech: If you cast it while hellbent and then play what you drew, it's like casting a cheap Divination spread over two turns in red. Please, contain your arousal.
5 months ago
Mtg_Mega_Nerds If you want to post pictures in a thread - like your mtg.designs - you can ask a moderator for the profile permission.
I know Caerwyn have been a moderator. Maybe you can ask them.
As for the card itself, I think the Coiling Oracle effect on an instant is a bit much. Instant ramp/draw is a wet dream for blue, as you can keep your mana open for answers and then if not necessary, you can potentially get some ramp or a cantrip. This removes the need for decision making on whether or not to advance your own board or keep open for answers.
Divination is one of blue's most basic draw spells and it is sorcery speed, because you need to make a choice between keeping up the defenses or advance your options. Now Divination does provide card advantage and not just a cantrip, but the Coiling Oracle effect does provide the chance for incidental ramp, so it cannot be viewed as just a cantrip. The alternative would be to increase the CMC of this card to feasibly grant it the instant speed, which makes the Snakeskin Veil mode very inefficient.
Snakeskin Veil however needs to be instant speed so it can function as a protective measure against removal or it loses a lot of its function.
The two modes are at odds with each other. I would advice to find another pairing of effects.
6 months ago
While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .
Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .
Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.
If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.
I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.
White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .
What if we made other mechanics that combines with White's strengths and ideology?
Now we're just entering brainstorm mode
Remove three Scout counters: Draw a card.
This plays well into white board wide strategies and plays fairly well with their ability to protect their creatures through indestructible and with Reconnaissance .
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on WhatsHisFace.
Remove X counters: gain card advantage (draw, scry , self-mill)
At the beginning of your turn, if there are X counters on WhatsHisFace, do A. If there are Y counters, do B (instead or in addition).
It could be
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on Lawmaking.
At the beginning of your upkeep, if Lawmaking has at least 2 counters on it, you may have each player mill three cards. Then if it has at least 5 counters on it, you may draw a card. Then if it has at least 10 counters on it, you may return a permanent card from your graveyard to the battlefield.
There's some milling to enable white's reanimation tools, there's straight card draw for a moderate amount of effort, there's a large payoff for having it stick around for a long time that also ties in with the self-milling.
It would be better to restrict the condition to only count combat damage dealt to you, so you cannot just be kept out with a Pestilence or afflict or any kind of non-combat damage that white has limited means to counter. But then again it would require the opponents to play white's game of creature combat to counter this enchantment. That is not necessarily a bad thing, having a card that "forces" the opponent to play at a game white is already pretty good at, and if they don't you reap some benefits.
It could be more interesting if the opponent had to do something to get their benefit.
You draw two cards and target opponent draws a card.
That opponent may pay or have you create a Treasure. If they do, you and that opponent each draw three cards instead.
This means if they want the goodies, they'll have to pay up or grant you some additional benefits to get their part - both prosper the most when they are willing to give fair compensation.
The catch-all with the Treasure could be removed so the White player can choose to just draw 2 and have an opponent who can't or wont pay the draw 1. Pretty similar to Divination but that card is already seen as poor in blue - at least in the Commander format.
However the Treasure token does present itself as a possibility for white early mana ramp in addition to the card draw, if you target someone who cannot pay the mana. The choice between giving the caster a Treasure and netting two cards for yourself is a deal that most players would take.
Anyhow, that's just a brainstorm on ideas how to give white some card draw/advantage mechanics that ain't just plastering high costs on a card draw engine. I would love to see some more creativity in that direction.
Not to discredit your suggestion Mcat1999, it is a strong card for multiplayer formats, but I also feel like it is a trap. Both in terms of gameplay and in design. The latter mostly because simply gating card draw behind mana requirements is just attempting to fix one of white's issues by forcing them to do something else they are poor at performing.
6 months ago
For the longest time, Commander players have bemoaned the state of White's card draw abilities. And for the same amount of time, they have said that just making a colorshifted Divination wouldn't be enough.
In Strixhaven (link here), we see a card that is very similar to Divination. and it's colorless. This same idea is repeated with a removal spell--for as long as the Earth has spun, 7 mana is the amount colorless cards must cost to remove any permanent (see Spine of Ish Sah )... but apparently that doesn't matter anymore.