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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 |
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 |
Fading Hope
Instant
Return target creature to its owner's hand. If its converted mana cost/mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
nuperokaso on
4 months ago
- Your mana curve is missing 1 mana drops, which is a problem in your aggro deck.
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Merfolk decks usually play a lot of creatures, since the lords add up. Each creature you play also taps something with Merrow Reejerey, acting as a removal. 25 creatures is thus a low number.
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Play Tide Shapers - it's a one drop creature which enables Islandwalk on your creatures and disrupts enemy mana.
- Play Lord of Atlantis and Vodalian Hexcatcher if your budget allows it.
- Svyelun of Sea and Sky may be better than Tempest Djinn since it's a Merfolk.
- Silvergill Adept is still somewhat playable.
- Unsummon was made obsolete by Fading Hope
- Sinister Sabotage is too expensive. Replace it by some 1 mana spells such as Dismember, Spell Pierce, Mist-Cloaked Herald.
- AEther Tradewinds - Don't play this at all. Your only permanents are creatures anyway.
- Boomerang - Don't play this. If your target is not a land, there are better options. And the only time you want to target a land is turn 2, on which you want to play creatures.
xtechnetia on Bounce creature with benefits
4 months ago
If you're specifically looking for mana after bouncing a creature (via Treasure token or whatever), there's Depths of Desire.
If you want any benefit in general, there's stuff like Fading Hope, Brazen Borrower (you get the creature on adventure), Baral's Expertise, Absorb Identity, etc. Just search Scryfall for cards with "return" and "creature" in their text.
wallisface on
8 months ago
Some thoughts:
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20 lands is extremely low considering how steep your mana curve is. I’d suggest going to at least 24.
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you’ve got 11 cards that let you assign combat damage with toughness, and while you obviously want that effect, you’ve currently got such-high density of these cards that you’re bound to draw into multiple redundant copies. I’d drop the number of these effects down to 8-9 (ditching 2-3 of the enchants).
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Glaring Aegis seems like a really bad card. You’ll almost never need the extra 3 toughness, and this just lets the opponent 2-for-1 you with a killspell.
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Skeleton Key is cute, but imo not particularly strong. You never want to draw a second copy of it. I’d suggest running an absolute maximum of 2, if at all.
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Fading Hope is almost always just giving you card disadvantage (the opponent still has all their cards, you just lost one).
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I know i’ve just dismissed all your 1-mana cards as being bad, but I do think you need some actually playable 1-mana cards so that you can do something turn 1. Spell Pierce, Preordain, and Utopia Sprawl are all good options.
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you really need more ways to interact with the opponent, your only viable option at the moment is Mana Leak… you need more options!
Andramalech on Shadow Clone Jutsu
8 months ago
BotaNickill Simic has provided me with the capability to guarantee my Priest sticks around, or at the very least we're avoiding traditional "dies to this" mentality, whether that's harsh blockers (we go flying and pick Thrummingbird) or were out classed in Beef ( we choose Bloated Contaminator ) but for the majority of the interaction, it's nice to have them lose a 2 to 1 type interaction with removal when you hold up a Fading Hope or something similar like how I hold up March of Swirling Mist. I'd strongly recommend you look into Bant Infect shells in order to see what handles best for you, but I promise Infect works best as a two color shell, because once we've hit three it tends to favor a Midrange style of play. Hope this was helpful! Best of luck building. :)
TheoryCrafter on The Drowned Perished
10 months ago
Personally, if I were going for redundancy in this deck, I'd have 3 copies of a lesser cost card, like Eaten Alive and Poppet Stitcher Flip and 2 copies of a greater cost card, like Hero's Downfall and Geralf, Visionary Stitcher.
I don't think you have enough instants with a mana value of 2 or less to justify Discover the Impossible in your deck. May I suggest replacing them with either Fading Hope or Joint Exploration? Yes, you won't have any green to pay the kicker cost for Joint Exploration, but your opponents don't have to know that. >:D
May I suggest replacing Revenge of the Drowned with two more copies of either Crawl from the Cellar (for easier access to Poppet and Geralf) or No Way Out (for extra controlling aspects for the deck)? If these do not appeal to you then my next suggestion would be to replace Revenge of the Drowned with more zombie cards to feed into Archghoul of Thraben. May I suggest either Bladestitched Skaab or 2 more copies of Tainted Adversary? If you go with Bladestitched Skaab, I'd recommend replacing one copy of Champion of the Perished with it.
I hope all this helps. Thank you for reading me out. Happy Hunting!
Azoth2099 on Chun - li countless tokens
11 months ago
Ohh yeah man, Crystal Shard is great here for sure. As many economically feasible ways to reset Chun-Li as possible is a must here, certainly. Unsummon, Vapor Snag, Fading Hope, Rescue, Curfew, Chain of Vapor, Alchemist's Retrieval, Unsubstantiate, Familiar's Ruse, Geistwave, Call to Heel, Snapback & of course Capsize (so much utility here) are all worth a thought here imo, seeing as how they are also instants that can easily be recurred via the Commander's ability.
Other less synergistic synergies like Vedalken Mastermind, Waterfront Bouncer, Trusted advisors, Shrieking Drake, Faerie Impostor, Seal of Removal, Turbulent Dreams, Aether Spellbomb, Otawara, Soaring City & Sanctum of Eternity could potentially help the deck push through to victory as well!
And then there's Intuition, which is obviously just insane lol.
legendofa on Dredgeless Dredge
1 year ago
Welcome to the club, spgscarrot!
What do you think about replacing Fading Hope with another mill card? I'm not a Pioneer expert, but the bounce + scry doesn't feel like it accomplishes much in this deck.
Cheesus2112 on Blue Raspberry Mill
1 year ago
Balaam__ Thanks for the advice!
When I ran a version of this deck in Arena, I found that without any control in the deck I was just getting rolled because even though I was milling well, if the other player got creatures onto the board I had no way of dealing with it (especially if they managed to get a planeswalker out early). So many times I'd run out of life before they ran out of cards because they got a 3 power or a flyer out early. Once I added in that removal/control I saw my win rate go way up. That's one of the reasons I added Brain Freeze so when I play something like Strangle/Fading Hope I'll Dual Strike Brain Freeze and mill 21 cards in a turn. If Bruvac is on the field when I do that, that's 2/3 of their deck gone in a single turn for 6 mana (5 mana if fortell spells count for the storm keyword on Brain Freeze.
But I'm definitely willing to reconsider if there's another avenue for removal/counter while maximizing my mill power.
Thanks again!
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