Cumulative upkeep-Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Glacial Chasm enters the battlefield, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
|Have (2)||LittleMy , sachiel2nd|
Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Glacial Chasm Discussion
4 days ago
Most EDH decks I am familiar with play 2-3 'archetypes' with the ability to pivot a bit.
My Millicent, Restless Revenant is primarily aggro, but can fall back to tempo when pushed (a lot of spirits and adjacent cards like tapping things for fun and profit), or combo if necessary if I can't take the easy way out and aggro someone to death.
It's too easy to be disabled by a hate piece or two otherwise (because you can't always guarantee you'll get your removal when you need it)! Millicent would fold in half to a Glacial Chasm in a lot of games if not for the combo angle, and the tempo to keep me alive until I get there.
1 month ago
Hi Lord_of_Cardboard! I've been playing Mizzix for many years, and she is still actually both a budget-friendly and over-powered commander at the same time when played correctly. I have a few expensive cards in my deck (mostly free counterspells to ease the early game), but if you took maybe five pricey and unnecessary cards out it would be around the same budget as yours.
The key to Mizzix, as Josh Lee Kwai pointed out when it was spoiled, is playing mostly spells and playing lots of X-Spells. The rule of thumb for Mizzix is that Syncopate is better than Counterspell every time. Because X-spells can be cast for any amount, we can always add more and more counters on Mizzix. If I counter a spell with Syncopate where x=5 and I have five experience counters, I'll pay only a but will get another counter because the cmc is higher. When I then turn around and cast Pull from Tomorrow for I'll draw six cards and add yet another experience counter. In this way you can always add more and more experience counters and draw your deck for ridiculously low mana costs, and get to your wincon. You have a few of these, but a lot more really makes the deck unstoppable.
The original precon was called Seize Control, and that is also one of the best directions for the deck, namely, playing lots of counterspells and shutting down all of your opponents' powerful plays. In addition to Syncopate we have Condescend, Clash of Wills, and Mindswipe, and while they aren't X-Spells Sublime Epiphany and Mystic Confluence can often increase counters while giving you flexibility. You have a lot of the other X-spell counterspells like Power Sink which are great and you should keep, and without the free spells it is also probably good to play good old Arcane Denial and the like for the very early game. You have most of the Blue Sun's Zenith clones, which are also really great and help with the counters.
Personally, I'd recommend cutting on creatures for more spells, which get the most out of Mizzix. I hate hard-casting anything for more than 3cmc, because I always need to have as much mana open as possible to police the board on my opponents' turns. I'd recommend cutting the splashy creatures like Niv Mizzet and even the token generators like Young Pyromancer as they just distract you from your focus on controlling the board. Reiterate (which you have) plus Turnabout is the best way to win and is easily tutorable. Once you have infinite mana you can just win with Earthquake, Rolling Earthquake, or Jaya's Immolating Inferno. In order to avoid dying to the former and having to worry about blockers (so you can cheat on creatures) you really want to get Glacial Chasm, as well as a couple of ways to tutor it (I play Expedition Map and Tolaria West).
This is just my advice, but I've definitely found the deck consistent and oppressive, and I avoid playing it too much to avoid demoralizing my opponents!
My deck is here if you're curious-
Commander / EDH
SCORE: 1 | 2 COMMENTS | 112 VIEWS | IN 1 FOLDER
1 month ago
ClockworkSwordfish, I have been testing out your deck, and it is a lot more consistent than my own! I think I will test out esper and abzan variants of the Lethal Vapors combo as well to personalize it and see how much I enjoy playing it. It's too bad that such a combo would make Glacial Chasm, the card I built the deck around, obsolete.
Thank you again for your suggestions and help :)
1 month ago
Hey @Spirits, sorry for taking so long to get back to you! You asked such detailed questions, so I wanted to make sure I had time to write out detailed answers :D
Like you said, just a budget consideration. Yuriko is my pet deck so I don’t use any proxies, but I highly encourage it for others! While the bounce effect of Karn's Temporal Sundering is nice, I’m thinking of replacing it with Time Warp or just cutting it altogether for Treasure Cruise.
Since I don’t have any combos, I’m all in on the Yuriko damage plan. So having an enabler at all times is much more crucial for me, which is why I play 15 of them. Comparing my list to others, it seems 15 is on the higher end, so you could probably get away with cutting a couple. You’re correct about Tormented Soul, it can’t be pitched to Force of Will, as well as the mana base being more blue-heavy. As for the flying enablers, they’re included for redundancy (since there aren’t 15 unblockable 1-drops). It’s pretty rare for every opponent to have a flying/reach blocker, and we don’t really care who we attack, so flying does a pretty good impression of unblockable. Plus, many of them have relevant abilities, especially Faerie Seer’s scry 2 and Wingcrafter which can give Yuriko flying. If you’re mainly trying to win with combo, I wouldn’t play any of the 2 mana enablers except Tetsuko Umezawa, Fugitive. But don’t underestimate Augury Owl in the “winning with big spells” shell!
I haven’t tried him out yet, so I’m also unsure whether he makes the cut. Normally I wouldn’t consider playing a planeswalker, since we’re not very good at blocking to keep them around for longer than one turn. But with Kaito, we’re guaranteed 2 activations since he phases out eot, so I think he’s worth testing out for sure.
I think the wincons you described are all totally viable. Most of the cEDH Yuriko lists win with Thassa's Oracle + Demonic Consultation or Tainted Pact since it’s only 2 cards and 3-4 mana (and tough to interact with outside of counterspells). Doomsday is significantly weaker than fish-consul, but its also a reasonable win-con. It’s convenient that cards that would go in the doomsday pile such as Gitaxian Probe and Street Wraith are already good cards for the deck anyway. When I first built this deck, I didn’t include doomsday for power level considerations. Now, I doubt doomsday would be too powerful for my playgroup to handle, but I decided to leave it out since I prefer to win with Yuriko’s ability.
Scheming symmetry is pretty much my budget replacement for Imperial Seal until we get a reprint. It’s true that you can do some cute plays with Nashi, Moon Sage's Scion or Fallen Shinobi. But most of the time, I save it until someone is below 16 life, choose them to tutor with me, put Draco on top of my library, and eliminate them before they can use the card they grabbed.
I’m a big fan of Mutavault since it allows me to rebuild a turn earlier after a boardwipe, or just to have an extra ninja that usually goes unnoticed by your opponents. Unfortunately, colourless lands are really, really awkward in this deck, so I wouldn’t play more than 1 or 2 at the most.
Drowned Catacomb, etc.
Since I’m currently playing 10 basics, I usually don’t have any problems with Drowned Catacomb and Sunken Hollow entering tapped. As for Mystic Sanctuary, it definitely sucks when you draw it and have to play it as a tapped island. But, imo it makes up for it in the late game when you can grab it with a fetch land and put an expensive spell on top of your library in response to a Yuriko trigger. If you’re including Tainted Pact, or just playing less basics in general, I would definitely cut those lands for City of Brass or River of Tears, like you mentioned.
I touched on this a bit in the Mutavault discussion, but you definitely want to stay away from colourless lands as much as possible. Although Ancient Tomb and Gemstone Caverns are really powerful lands in a vacuum, the early mana they provide isn’t worth it imo. I definitely agree with you that Reliquary Tower is a trap. I wouldn’t play it in very many decks in general, especially not in Yuriko. As for Glacial Chasm and Maze of Ith, they aren’t played enough in my playgroup for me to need an answer for them. But if they did become more popular, my plan would likely be to cut Mutavault and include Strip Mine/Wasteland instead.
I hope everything I explained made sense and was helpful to ya! Don’t hesitate to ask me more questions!
1 month ago
This is a very creative take on a lock deck! It's always nice to see the powerful-but-balanced Glacial Chasm given another look.
An alternative to Phyrexian Unlife that might prove more powerful is the classic Soul Echo. It still pairs with the Chasm to make you invulnerable, but as it happens, it singlehandedly protects you from all life loss if you can skip infinite turns. After all, it only checks to be sacrificed during your upkeep, and likewise your opponent only gets the option to start removing counters from the thing once you have an upkeep with it in play. So the Echo and Chronatog alone are all you need!
While we're on the topic, Delaying Shield is another option that might create interest. It's not free to play the way the Chasm is, but it combos with Phyrexian Unlife (or Soul Echo) to make you invincible even if you don't skip all your turns, and it does just as good a job as the Chasm does if you do. Plus, you can grab it with Sterling Grove!
For support cards, I do like the idea of Robe of Mirrors to protect Chronatog, but you might prefer Diplomatic Immunity in its place. One extra mana is a pittance for ensuring the enchantment won't go anywhere either - after all, your opponent is expected to draw his whole deck before you win, and it's not unlikely he'll find a way to blow up the Robe followed by the Atog.
2 months ago
Couple early questions if you don't mind. Let me know if I'm a bother :) My Yuri Deck
You have 15 enablers, I read the notes on them, couple questions. What's the critical mass on this, like would 10 be deterimental. When I did a rough pull in had the following questions:
Kaito Shizuki thoughts? I'm worried that the CMC3 for the -2 is the wrong tempo/timing, but, he does come in, make a unblockable, then phase out to also get the draw next turn. If you don't need the unblockable, it's draw 2 for CMC3, tough to see hitting his ultimate at 7. 3CMC planeswalker are usually good, some I'm tempted to think this one will be too? But I have no play experience on this deck.
I just can't get my head around the flying evasion guys though, Faerie Seer, Spectral Sailor, Wingcrafter, Augury Owl, Sage Owl. They feel "sub-optimal" to me and difficult to include, but as I said what's the critical mass here? I was considering Baleful Strix in the 2CMC drop, just because he replaces himself in hand (which may just be discarded anyway, but looting never that bad anyway), with deathtouch less likely to be blocked by flying/reach, and he can be an effective (deathtouch) defender.
I've roughed in "12" for the timebeing.
Honestly my first thought was this is a turbo-draw to tutor, fish-pact/fish-consul strategy. I was looking at Tatsunari, Toad Rider instead, but I think I like "big splashy spells" more than the aristocrats method. So that got me thinking, what the heck do I win with, is this viable or am I off-base here:
Tertiary Maverick 'Turn and Burn': Temporal Trespass, Temporal Mastery, Temporal Manipulation, Capture of Jingzhou with perhaps something like Sea Gate Restoration Flip or Dig Through Time as possible damage enablers in addition to the 'turn'.
I skipped Secondary intentionally, is there no room here for a Doomsday? I can think of multiple stacks with varied CMC, E.G. if devotion to blue 3 + Doomsday + Thassa's Oracle (BBBUU) is a win, if you don't have Thassa's Oracle, somethig like Doomsday + Gitaxian Probe/Street Wraith into a Night's Whisper or something could be around CMC7, Gush kinda useless here for a CMC3 (BBB) stack.
Thoughts on that? I see you intentionally don't run the fish, but this seems viable for this deck?
For Scheming Symmetry doesn't the player just pull a counterspell to stop your win, does it really "win on the spot", if you have to pass it feels useless, but with Nashi, Moon Sage's Scion or Opposition Agent it does work. Reliability? I "should"? run it?
Has Mutavault been enough value for a possible swing vs. the downside of the colorless mana? It dodges board wipe and is a ninja, so kinda-of makes sense to me, but I'm on the fence?
I do have TOO MANY potential colorless mana Ancient Tomb, Gemstone Caverns, Reliquary Tower, Strip Mine. I feel like Reliquary Tower is a trap and I should remove, where I feel like, what's my strategy vs. a Glacial Chasm or Maze of Ith.
It's still a work in progress, I think I need more Ninjas then I have, still evaluating them one by one, and trying to figure out what each tutor gets me, but first I need to know what my win-con plans are to know what i'm looking for!
Thanks for any feedback you can provide.
4 months ago
Hi Profet93 and thank you so much for your valuable input on my Norin deck! He is by far one of my favorite commanders. I get t he impression you have been running Norin for some time considering all of the recommendations you have provided me.
I will do my best to address each item:
Yes the Hero's Blade was in there just for that reason but in recent play I have found that it has not provided me with enough value to warrant it remaining in the deck. I also was running equipment protection with Lightning Greaves and Swiftfoot Boots, but again the value was not there. Sure they would protect the extra creatures in the deck but did not provide a step forward in the game. I have since removed these and have added one of your recommendations. Heat Shimmer and Dualcaster Mage. These two plus Imperial Recruiter seemed like the right changes considering the Recruiter can fetch virtually half of the creatures in the deck . The additional win con is a nice touch as well.
I find with such a low mana curve I have not run into mana issues. I will also be removing Shadowspear as well adding in Smoke as well as Gauntlet of Power. the mana ramp will assist with the low mana rate as well.
So far out of 18 games I have played Norin as won a Whopping 14! This has come from a variety of ways with ETB Purphoros, God of the Forge, Genesis Chamber, Repercussion + Blasphemous Act or mass creature damage with Glacial Chasm on board. nominal creature damage and of course politics. Norin never really feels like a threat to anyone until he goes off. Evenly depleting everyone for damage without being the aggressor.
some of the items you recommended like Lightning Bolt / Outpost Siege do not tickle my fancy due to the singular damage. I prefer equal damage for political reasons and the simple fact that 1 damage per ETB is not enough for my liking.
Now Terror of the Peaks is on order for me already and Ruby Medallion and Sensei's Divining Top are both great suggestions that I will be scouting out additional copies to add to Norin. Very valuable recommendations!
I Prefer the Curse over the Sword due to the low CMC and lack of equip cost. The Wheel of Misfortune is also a quality suggestion and an extra wheel effect that could prove valuable mid to late game. Light Up the Stage and Ignite the Future do seem good. I did consider them during my initial build but leaned towards Stolen Strategy for the repeat effect. Most games I hold onto Warstorm Surge and Confusion in the Ranks for both their high CMC and lack of board utility. I might give your two suggestions another kick at the can!
I do have an extra Crucible of Worlds on tap that I could use and that coupled with fetches could trim down the deck thoughout the game. I like your idea on this.
I have no budget for this deck so i am also considering the better more powerful Gauntlet of Might but having trouble locating one! My playgroup is ULTRA aggressive hence the style of this build.
All in all I am having loads of fun with Norin. He is slowly becoming my most played deck and with some of these suggestions I am looking forward to seeing how they fair in battle!
I thank you for your beefy comment and time you took with the recommendations my friend. When I have some free time I will check out your profile and decks. Return the favor you gave me :) Cheers!
4 months ago
The oldest commander I built is Kumano, Master Yamabushi which is basically a burn deck with a few useful equipment for deathtouch and other on-damage effects. It's a mono red deck that tries to win without combat, even included Ensnaring Bridge and Glacial Chasm to make sure I don't die with the lack of creatures in the 99. That, and the secret commander who is also a 5drop from Kamigawa, Heartless Hidetsugu, great with lifelink and damage-doublers, but "for some reason" gets hated out of the game real fast when you put him in the command zone.
Double your mana, your damage, kill everthing you can and don't die. Then Fiery Confluence everyone in the face for 24 damage or something. Sick burn :P