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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to him or her.
4 months ago
Thanks ObserverWill! I agree, I've seen a lot of Nekusar, the Mindrazer decks and such that go way too all in and then get confused when people target them, I built this deck as a way to make it more "obvious" what you're doing so that people think of you as a lower threat and let your stuff stay around.
As for your question, I'd like to phrase it in a different way, because it's not necessarily preventing all of your stuff from being targeted, but keeping your plans under the radar. For example, Vial Smasher the Fierce can be scary, and so people think of that as your main plan, so they do everything they can to remove her. I just let them, because it makes them feel more comfortable and realize that Ludevic alone isn't too bad, in a sense you let them give and take.
In terms of keeping my plans under the radar, this deck always makes it to the end of the game and rarely is removed early. At the end of the game I do tend to have quite a few options open, since the extra card draw lets me gradually filter my hand into good removal and burn. Usually for me when the game ends it's not always a win, but the games tend to be very close, which is my favourite way to shut things out. For example I've had games where 3 players were under threat of losing to Triskaidekaphobia.
As for the midgame I usually do have at least one engine going that people let stay, for example Fevered Visions usually stays on the board for a very long time. You'll need to play a few games to gain your group's trust that you're not about to spring a huge trap, and you'll need to figure out how people assess threats before you go too hard on something like Xantcha, Sleeper Agent in the wrong situation for example. The good thing though is that this deck is designed for you to be able to play in a fairly genuine way without causing too many issues for people, so even if people do notice that you play a huge threat, they'll remove it and feel comfortable that your biggest threat is gone despite the fact that you still have a lot of good stuff on the board.
Anyways, yeah, I'd say that it's good at flying under the radar, it doesn't have too much "momentum" so people don't feel a huge sense of urgency when you play synergies. The key is to let them lose resources on their own terms, or in a way that is a good deal, and let their own greed get the best of them. I recommend letting people look through your deck before playing so that there's no surprises haha, that trust lets you get some big swingy turns even though people felt like you weren't a threat.
Hope that you have fun! Let me know how it goes if you do get it!
11 months ago
TL;DR: I want to make Turbo Fog better, but I'm not sure how.
I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.
Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.
Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.
Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.
For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.
Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.
I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?
1 year ago
Font of Mythos is another draw spell for the table. Coveted Jewel, Fascination, Teferi's Puzzle Box, and Frenzied Saddlebrute are also valid options. I like making people draw themselves to death, that is my favorite. haha. so I use group draw effects plus things like Ob Nixilis, the Hate-Twisted and Fevered Visions to punish my opponents. You also have things like Nekusar, the Mindrazer and Psychosis Crawler that do the same thing...i am looking for both for my build. Also threw a Triskaidekaphile in as an alternate win con for fun. It is worth noting that i am in Grixis colors only, not all 5 though
1 year ago
For clarification. There is no intervening if in Ludevic, Necro-Alchemist, it will trigger every turn, checking for life loss only on resolution. From the gatherer:
(2020-11-10) Ludevic’s triggered ability triggers at the beginning of each player’s end step, including yours, even if no player has lost life that turn. Whether or not a player has lost life is checked only as the triggered ability resolves.
As their controller, you determine which order they will resolve, so you can have Fevered Visions resolve before Ludevic's or after. If Fevered Visions is the only damage or life lost by any player other than you (and resolves first), that player may draw a card.
1 year ago
So, if I have Fevered Visions in play, and Ludevic, Necro-Alchemist, can the triggers be placed on the stack so that Visions triggers, drawing the player a card and dealing 2 to them, and then Ludevic's triggers, drawing them a card because they took damage and they're not me?
1 year ago
Pikobyte I'm going to my LGS today to pick up Xenagos, the Reveler, Minds Aglow, Mass Hysteria, Guardian Augmenter, Whirlpool Warrior, and Spellskite. I think all of these are going to be great additions to this deck for the time being until I can find another Phyrexian Altar to slot in. I have one in Resurrection Insurrection but can't justify pulling out to put into Wheely Snakes just yet, I'd like to playtest with it first. Xenagos will replace Fevered Visions. I feel like the mana advantage that Xenagos will provide outweighs the extra card draw and 2 damage. I rarely play Fevered Visions anyway, I usually get it later in a game and have no need for the forced card draw since I'm usually wheeling by t4 t5 or t6. Minds Aglow will replace Prosperity, because exactly what you said in a previous comment. Mass Hysteria will replace Temur Ascendancy. It's easier to cast, and is the same haste enabler. I only have 4 creatures that would even trigger the 2nd ability of Temur Ascendancy so its gotta go! Guardian Augmenter and Spellskite will replace Niv-Mizzet, Parun and Niv-Mizzet, the Firemind. The Niv-Mizzets are hard to cast so I find more often than not, I don't cast them because I have a better option in hand that isn't going to cost nearly as much to cast. They are great when they are on the field, but I feel like protection and +2/+2 for Xyris is going to benefit me more often than the Nivs would. Lastly, I think Whirlpool Warrior is going to replace either Psychosis Crawler or Tribute to the Wild. Both are good in their own right. Psychosis crawler can be massive after a wheel or 2 and can put down some serious damage and Tribute to the wild is just fun, especially if an opponent's only artifact or enchantment is a combo or deck engine piece. Thats going to be the hardest cut decision on this round. Thank you again for your suggestions!
Hardhitta7 on None
1 year ago
Just some u/r cards that I really like. None of them are expensive or need reprints but I would like them with a cool border or new art.
1 year ago
Opt doesn't really thrill me though. I like a more interactive play style. You got me hunting out something better though.