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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Counter target instant or sorcery spell unless its controller pays .
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
2 weeks ago
Master of Etherium is a nice good generic Affinity card, as are Thoughtcast and Thought Monitor. Over Buried Ruin you might look at Treasure Vault, it's an artifact land that can make a bunch of artifacts for something like Nettlecyst or Cranial Plating.
I assume the Sol Rings are for THG, because I'm very sure it's banned in Legacy for being completely busted. There really isn't anything else as good you can substitute other than Ancient Tomb, which can kill you, but people definitely run for it's power. There are also Springleaf Drum and Moonsnare Prototype, which can ramp turn 1.
Not sure if it's truly relevant other than as bad 3 mana ramp, but Mirrormade exists. It's harder to cast than Copy Enchantment, but it can copy an Artifact if you want, which is pretty good value sometimes, copying a Land is funny.
In the event of a mirror match, you might like having access to Ravenform to remove opposing bodies that are indestructible or regenerate, it can also hit pesky artifacts, probably worth a look at for a sideboard.
This is going to sound a bit crazy, but you should consider Vault Skirge in here, making a 5/5 flying lifelink is very good vs some decks, and it also plays nice with Cranial Plating. I usually just cast it for the 2 life on turn 1 and try to get a Cranial Plating on it ASAP in my Affinity deck, it has won me plenty of tough games.
I wonder if the Blinkmoth Urns are too slow? I guess THG they make more sense, but if you want to play 1v1 Legacy, you should keep in mind how fast decks tend to be, as this deck packs essentially nothing to spoke an opponent's wheel. I'm not sure you could really fit in counters, but they are great in Legacy if your not going all-in on speed. Of particular interest, cheap/low mana counters can let you protect your indestructible creatures from Exile effects like Swords to Plowshares or edicts like Innocent Blood or Smallpox, these kinds of effects definitely see play in Legacy. I guess in THG you might have a partner packing the protection? I think you either want more creatures or some protection for your bodies. Some counters that are popular include Spell Pierce, Dispel, Swan Song and Flusterstorm, as well as free ones like Force of Will obviously. Good old Counterspell sounds good in theory, but it can be impossible to hold up UU to protect stuff, because getting out a 5/5 is time sensitive, too late and it won't be big enough, too early and the control player can just remove/counter your stuff and win later on.
Cool deck idea!
1 month ago
some other stuff I noticed:
Fynn does not scale with pumping.
Mutagenic Growth is likely better than ruthless instincts.
I would focus more on pumping your creatures and protecting them from removal than just playing creatures on curve. a 2/4 for 4 is not very good in modern. a blighted agent + Scale Up with countermagic up is quite good. you're playing red only for temur charm, lightning bolt, lightning strike. i would look into going straight blue/green and replacing some of the red cards with Spell Pierce, Apostle's Blessing or Flusterstorm.
also - replacing natures claim with Gemrazer could be pretty spicy. the mutated creature keeps infect.
1 month ago
If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.
Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.
Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy
Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).
Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.
Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.
If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.
2 months ago
2 months ago
Miscast is interesting, I have Spell Pierce right now for burn and discard, I was thinking of swapping it for Flusterstorm since it has more potential reach later in the game, but I like that pierce can hit more stuff like planeswalkers, which of the 3 would you go with?
3 months ago
I ran a mono blue aggro list for a very long time that's decently powerful, the win con was Nivmagus Elemental. It involved lots of free spells like Snapback, March of Swirling Mist, Disrupting Shoal and Flusterstorm to grow Blistercoil out of nowhere and some other aggressive critters. Judge's Familiar, Thing in the Ice Flip, and Delver of Secrets Flip are the most notable of those
5 months ago
@ArtPunch: Thanks! Glad to see someone with lot's of experience comment on the sideboard. Are there any cards you would recommend for going broad? I thought that a cheeky Dark Ritual into Rotting Regisaur might catch opponent's off guard, but that isn't exactly going wide... Perhaps Bitterblossom?
I don't, however, see what the value of Aeve, Progenitor Ooze would be in the sideboard? I might be overlooking something, but except for Flusterstorm I believe that most storm-hate cards would also stop Tendrils of Agony or Goblin Charbelcher. I agree that Aeve is a big nonbo with Summoner's Pact, but you never want to pact for it. I also agree that you want to maximise your T1 win rate. But for just 1 slot, Aeve basically guarantees a T2 win on a low storm count.
- Play Bayou
- Cast LED (storm 1)
- Cast Dark Ritual (BBB) (storm 2)
- Cast Cabal Ritual (BBBB) (storm 3)
- Cast Infernal Tutor holding priority and sacrificing the LED for green (BBGGG) (storm 4)
- Get and cast Aeve with the Infernal Tutor for storm 5
The line above is a win on T2, short of an Entreat the Angels of the top of the deck, or an opponent that turbo's out Ensnaring Bridge on T1/2. It's (nearly always) a T2 win. I find this preferable to grabbing a Draw 4 spell, hoping to continue building the storm count. You might get there, but might also not. In this regard, I view Aeve to be similar to Wild Cantor. You don't often cast the cards, but they're in the deck for the few times you need them.
Having said all this, I don't use Aeve that often to win (I usually have a high enough storm count for Tendrills). So, you could argue Aeve doesn't merit it's spot based on the frequency you cast it. Despite this, I still want to have an Aeve in my mainboard.
7 months ago
The deck overall looks pretty solid, biggest thing IMO would just be cleaning up the list a little for consistency.
You have some good draw options already with 4 Expressive Iteration, I don't think you need the Narset, Parter of Veils. I would go one more Teferi, Hero of Dominaria, and one less Nahiri, the Harbinger.
Haven't been following the meta too closely since Lurrus ban, but pre-ban, Prismatic Ending was generally played over Path to Exile. The deck feels a bit light on counters, but one more Counterspell would fix that. Personally, I like Fire / Ice more than Lightning Bolt, but that may be preference. Detention Sphere feels out of place in the main as a one of, another Supreme Verdict would improve consistency.
For the sideboard, I'm not entirely sure what Counterflux is doing. Flusterstorm is better against Storm and Dovin's Veto is better against a control mirror or tempo. You already have enough exile effects that Anger of the Gods feels unnecessary, same with the other Path to Exile. Another Rest in Peace and tron hate like Alpine Moon would work better.