Gush

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Premodern Legal
Vintage Legal

Gush

Instant

You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.

Draw two cards.

Jett2112 on

5 months ago

How do you untap Candelabra of Tawnos? Being a mono artifact it taps when used so unless there is a way to untap it then you wont go infinite, right? I play Candelabra of Tawnos in combination with Bubbling Muck in my mono black storm deck Doom Zenith to generate big mana but I cant see how you have enough islands or untappers to make it useful here. Maybe take out the candelabra tide combo and replace it with low or no cost draw spells like Thought Scour or Consider. that would help you hit land drops with the low land count and also you could put them in the "anything" spots in the doomsday piles in case somebody beats your Gush or Gitaxian Probe or Predict in a counterspell stack.

sylvannos on Mana Crypt is bad

6 months ago

@KL185: I'm pointing out some of the obvious applications to having cheap, fast artifact mana. Going land -> Mana Crypt -> Trinisphere means you get to keep playing Magic while your opponent sits around doing nothing for three turns while you set up a Wasteland/Strip Mine + Crucible of Worlds lock. Mana Crypt was a $100 card long before EDH was a thing, where it could only be played in Vintage.

@Tryptic: Honestly, I agree about EDH's banlist being complete garbage. All of the format's problems stem from the availability of fast mana and tutors. Prismatic had the right idea where it banned fast mana like Mana Crypt and Sol Ring, tutors (ranging from Mystical Teachings to Demonic Tutor), and then any other degenerate cards like Memory Jar, Necropotence, Yawgmoth's Will, or Gush.

There's a reason the format was able to have whacky decks with 4x Darksteel Colossus and 4x Akroma, Angel of Wrath be viable. The only cards that were specifically a problem for the format were things like Sundering Titan and Battle of Wits (both banned). Cards like Biorhythm weren't a problem because it played more like conventional Magic. If you can cast an 8 mana spell, you SHOULD be winning the game.

DreadKhan on [EDH] Tatyova 25$ budget

6 months ago

Have you thought about tossing Harrow in? It's usually better Roiling Regrowth, as long as nobody counters your ramp spells. Stone-Seeder Hierophant has to tap to ramp you, but if you can hit multiple landfall per turn it can be a lot of mana.

This is pretty out there, but Simic Growth Chamber and Guildless Commons are interesting cards, they offer access to an extra land drop as a floor, but technically you can bounce the land itself and replay it if you've got ways to do it, like Skyshroud Ranger for example (there are others, not all low budget, but several are), it can let you hit potentially infinite land drops using a card like Retreat to Coralhelm, which is pretty powerful in Tatyova. Retreat also interacts positively with Tatyova and Dreamscape Artist, which is pretty budget and is a source of tons of landfall over time even without Retreat. Oboro Breezecaller is a nifty way to keep hitting land drops, even if you're not really gaining ground you still draw cards. She can ramp you nicely if you have lands that tap for more than 1 mana, which can be via the Growth Chamber, Commons, or via an aura like Wild Growth or Overgrowth or Fertile Ground, and they are some of the more efficient ramp as long as people don't run enchantment hate/wipes, you can enchant an untapped land often and gain that ramp the same turn, which is usually better/safer than a ramp rock. I also like Soratami Mirror-Mage and Meloku the Clouded Mirror, all three can readily go infinite with Retreat to Coralhelm and a creature that taps to put a land into play, and all 3 make it very easy to hit your potential land drops. Not really sure why, but while everyone agrees Thrasios is amazing, very few people seem to care about Parcelbeast, but it's a good card in Tatyova. If you have Retreat out obviously you can untap when you hit a land, and if you have extra landfall available, you can use a separate landfall to untap the Parcelbeast so you can keep trying for another land, but it's not like 1 mana and tapping your Parcelbeast is a big ask. Also, if you can manage to put a Parcelbeast (or any other Mutate creature, including something like Sea-Dasher Octopus could be decent, there are some huge bodies) onto a Scute Swarm, you'll clone the mutated creature, which can be a 7/7 potentially. Most Mutate creatures seem to just give you a buff when they mutate, but some offer useful abilities that you'd like cloned. This will weird people out, but it's a nice play in budget I suspect.

A bit random, but Tatyova decks should usually be running the card Gush, you might not even mind bouncing the lands, the card draw is a nice perk, with the cost being the main upside of the card. It interacts nicely with Mystic Sanctuary and the aforementioned land-into-play dorks and Retreat to Coralhelm to draw as much as you want, and have other landfall benefits. Even if all you do is draw 2 cards and hit 2 more land drops you would have missed, that's a huge payoff for literally no mana IMHO.

I like having Primal Command in budget Green decks, it's a lot of mana but it can do a lot of stuff technically. If you throw in anything that can recur it, you can keep reshuffling your graveyard back in, which can be useful. Curse of the Swine is a nice juicy removal spell for Simic, it not only exiles, it can hit tons of targets, allowing you to compete with recursive decks more readily.

Cool deck, hope some of this is interesting/helpful!

Gattison on Millton, Massachusetts

10 months ago

Henchman31: First of all, unfortunately you really need 12 or more Petitioners for it work right. The more the better, within reason.

Secondly, also unfortunately, Gush is actually banned and needs to come out. So ideally just add four more Petitioners and you'd be good to go.

As for a sideboard, Tormod's Crypt or Relic of Progenitus for graveyard decks (which are good sideboard cards for ANY deck, really). Hydroblast against burn/mono red. Echoing Truth for extra removal and for fighting token decks. Boomerang to bounce permanents... and then Counterspell them when the opponent tries to recast it. And lastly if you need more counterspells, try something like Deprive.

Hope that helps too, now on to the last one...

Spirits on Yuriko (Optimized) Primer

10 months ago

azja,

Couple early questions if you don't mind. Let me know if I'm a bother :) My Yuri Deck

Karn's Temporal Sundering hitting an opponent for 6 is good, but wouldn't Capture of Jingzhou be more efficient for CMC1 less? Perhaps its a budgetary/availability consideration?

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:

Why is Tormented Soul excluded, is it just as simple as the Force of Will? He still not better than the 2CMC options like Augury Owl?

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:

Primary: Thassa's Oracle + Demonic Consultation or Tainted Pact ASAP / Draw for tutors

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?

Also, would avoiding the enters tapped lands be better? E.G. Drowned Catacomb, Mystic Sanctuary, Sunken Hollow be far better as say City of Brass, Urborg, Tomb of Yawgmoth, River of Tears, Etc.?

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.

bushido_man96 on Close the beaches #seamonsters

1 year ago

If you're looking to capitalize on the landfall theme more, I recommend more land ramp to get the triggers. I'd ditch the Simic Signet for another spell like Nature's Lore or Kodama's Reach/Cultivate. I'd ditch Jungle Basin and Coral Atoll for some other fetch lands like Bant Panorama and Naya Panorama. Gush is a fantastic draw spell in a deck like this. Psychosis Crawler is a great payoff for drawing a bunch of cards.

DreadKhan on Aesi or Tatyova land

1 year ago

This post is going a bit long, but I wanted to give some constructive feedback, and this is an archetype I love to play around with.

Infinite Turns is probably the best thing you can set up in your build with almost no changes, most cEDH decks run that as their primary win con. You can easily tutor for the lands needed (people use Strip Mine I understand), and blue tutors can find the infinite turns spell, making it pretty easy to set up. Because you need so many Islands out to make Sanctuary work, I feel like the oddball cards like Cultivate/Kodama's Reach make sense, as a land in hand is very good early, and you will almost never be stuck on 2 mana, the main weakness of those 3 mana ramp spells. With Aesi, you automatically get a bonus land drop, so you just need a way to bounce Mystic Sanctuary and you're ready to combo. I think Trade Routes is about the best option, but Meloku the Clouded Mirror is decent, giving you flyers to win with if he's bouncing Sanctuary. Bounce also dodges graveyard hate like Rest in Peace that would otherwise neutralize your combo, not sure if you face such decks.

Aesi wants ramp rocks compared to Tatyova, with 5 feeling much cheaper. Jeweled Lotus is worth considering for the speed, and you're right, Mana Crypt and Vault should both likely be in to rush out your Commander.

I could be completely wrong on this, but I feel like you probably want more lands, I run 45 in my Tatyova deck, and I do not feel like it's too many. I honestly suspect the deck would play more smoothly with even more, since I like opening hands with 4 or more lands, and despise ones with 2. Aesi will probably need to play 5 lands (and have played ramp) before getting a card, and from my math you should expect to hit 5 lands at 12 cards. Aesi feels pretty clunky if you can't pretty much guarantee an extra land drop the turn you play it, but I admit 42 sounds like a lot. To double check, I recommend running it through a hypergeometric calculator, that's how I figure out my land count for more optimized decks.

Gush is generally a good card at higher levels. In your deck, I guess Gush is going to be good for 4 cards, and perhaps 2 extra mana that turn. That is good enough to run I'd say, and you shouldn't struggle to get out 2 islands to bounce.

Cursed Totem is a reasonable card (and worth running), and Collector Ouphe is a big nuisance for sure. You might consider Energy Flux as it's sometimes a bit better, though other times worse. A stax card I've always wanted to try out in Tatyova is Freyalise's Winds, which hopefully won't affect you as much as other people since you are putting extra lands into play. Most higher level decks set up a ton of mana at once, and Winds will make that a bad strategy arguably, giving opponents many dead turns if they can't hit land drops consistently. I never have tried it because my Tatyova deck cannot handle the attention that card would attract, and I don't have any other decks that can really make it work. Not really sure if it'll work for you or not. Mana Web is pretty interesting, it could be good enough, especially if people like to hold up instant speed interaction and run duals, they likely will have to choose.

Well, I feel like looking through your deck has helped give me some good ideas for my own Tatyova deck, so thanks for posting this! Infinitely Inevitable Combo is my work-in-progress infinite combo deck, and it mostly uses land bounce, if you want to see how that works.

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