Imperial Seal

Sorcery

Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.

Hapapapa195 on The Dancing Vampire

2 weeks ago

king-saproling ,

I was totally unaware of Strike it Rich until now, so I'll be considering that card moving forward!

In short, paying 4 mana to Bag of Holding was too steep. Shadow of the Grave was too conditional because it was often drawn into from a creatureless hand.

Cards like Shadow of the Grave and Bag of Holding increase the consistency of the deck, but also require precious mana. Right now the stats for the current build are as follows:

Turn 3 Combo: 47%

Turn 4 Combo: 30%

Turn 5+ Combo: 23%

The sample size is 46 Games so far.

I suspect that adding those cards should reduce the number of games above 5+ turns that end up being complete misses. Although, I found that when I was drawing into those cards, I was not very happy to see them. The build you see above is a result of influence from my personal playgroup, so it may not be optimized. Running cheap interaction in the slots previously taken by Street Wraith, Bag of Holding, and Shadow of the Grave are now filled by cards like Feed the Swarm, Imp's Mischief, and Vandalblast. Cheap graveyard hosers were pretty common to see after a few games of running the build.

I hope that makes sense. Optimally an Imperial Seal would be in the decklist, but I'd rather keep my kidneys, thank you.

Spirits on Yuriko (Optimized) Primer

1 month ago

azja,

I've only played 5 cEDH games so far (won 2 lost 3).

If you ignore the ninjitsu ability on Thousand-Faced Shadow, it's really a better Mothdust Changeling.

Any thoughts on Wash Away? I really can't tell, to counter a commander, or anything impulse cast like s Jeska's Will or Dauthi Voidwalker etc.? Multi-use at MV3.

I'm at 29 lands, hasn't been an issue yet, thinking of going to 30? I'm also short an Imperial Seal really need that card in here unfortunately.

I run Doomsday only tried to win that way once, was counterspell though (too bad).

Temporal Mastery and Temporal Trespass have been great, is there any way to turn them into an immediate win though?

azja on Yuriko (Optimized) Primer

2 months 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

Karn's Temporal Sundering vs Capture of Jingzhou:

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.

Enablers:

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!

Kaito Shizuki

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.

Win-Cons:

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

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.

Mutavault

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.

Colourless Mana

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!

Spirits on Yuriko, Shadow of Fate EDH

2 months ago

Wow thanks Virlym!!!

Agreed Thrasios, Triton Hero or a Kess, Dissident Mage way more value for Fish-Consul, was hoping for some flavor, along with the easiest win in commander today. Goal is to build a fun, rogue style deck, but that I can play in High power format games, 8+. I'll think on the fish overnight, certainly is powerful (and lots of interaction in the format to deal with it, a couple you identified). Doomsday without fish wouldn't be good either, too much work and weird cards would have to be put in without it. I defintely want a focused strategy not just play stuff for needing to play it.

Agreed Mana Vault is wrong, not on curve, going to replace that one with something. Dark Ritual I think I might need, a T1 Opposition Agent or Nashi, Moon Sage's Scion, maybe an Arcane Signet into an Unblockable with a Sensei's Divining Top lots of scenarios I can see using that {b}{b}{b} Dauthi Voidwalker that grabs me a fetchland I can use to not miss my T3 land drop, etc.

For Mox Opal I haven't done an analysis "yet", i have calculated the hypergeometric probabilities and charted them, see Kaalia Deck, but it's generally low, even lower with no Mana Vault.

The land selection supports the Thassa's Oracle + Tainted Pact, if you have any duplicate cads (including basic lands) then Tainted Pact doesn't work as a Tutor or a win enabler. I included the basic & it's snow-covered counterpart for maximum coverage there. I'm prioritizing lands that 1) Never enter tapped, 2) are T1 useable lands. Spire of Industry might not be right, similar argument to Mox Opal what is it's activation probability. Could go back to Tarnished Citadel or Ancient Tomb maybe? I dont like the colorless, or maybe just an Island like Cephalid Coliseum. I've tried finding another dual colored land that meets the criteria but can't which is why I landed on Spire of Industry. If I abandon fish-pact, can add more basics.

Satoru Umezawa I had a hard time. His CMC4 activated ability is useless, I was more evaluating on the following 1) Whenever Yuriko, the Tiger's Shadow commander ninjitsu, I get to a) Look at the top 3 cards of library, b) Choose one for my hand (a counterspell or land or something), c) was a ninja lol. Looking again, his ability isn't a "may" so he's actually going to break the sorcery speed top deck manipulators like Imperial Seal or Personal Tutor, so he's bad, needs to come out, the draw isn't worth disrupting the synergy of the deck.

Viscera Seer has goldfished ok with me so far, why i've liked him a) He is CMC 1, so could be an early swing unblocked to commander ninjitsu and doesn't cost much to recast, b) He can put Yuriko, the Tiger's Shadow back into the command zone, so that she can commander ninjitsu in "unblockable" again, dont want her stuck on the board with no way to attack, c) The top deck manipulation helps drawing what you need when you need it or getting rid of a card so that you can connect with a bigger spell. He also protects my stuff from exile effects, or effects that might turn her into an indestructible insect or a land or whatever all those things want to do! d) Can block and sac against lifelink (if that matters, probably not), not giving their footing back when I'm trying to kill with my Yuriko ability. He's not critical value, but having a way to consistently cast that unblockable, commander ninjitsu, replay the unblockable and get Yuriko back in command zone, is good isn't it? Cunning Evasion dpes this for all ninjas where Viscera Seer only works with Yuriko.

Praetor's Grasp probably wrong. Reevaluating there thanks.

I don't like that Grazilaxx, Illithid Scholar only triggers once, thought he was for each creature. Hmm. If unblocked draw a card. If blocked return to hand vs. if blocked return to hand. Grazilaxx, Illithid Scholar gives them additional incentive to block, but not much more, it's an extra card per turn, with the unblockables it should be anyway, so like a Phyrexian Arena with a second ability? Easier to remove. Cunning Evasion really just de-incentifies the block, especially if Yuriko on the field, but most stuff is unblockable or will draw a card. So point taken, is the extra card here or there worth the extra mana, and making it easier to remove, hmm. Maybe both are good?

Opposition Agent agent certainly is good stuff, but it has so many benefits a) It's a CMC3 instant speed tutor (for a land, any card, multiple lands, etc). It's going to get you something you want b) It's an essential stax piece, the higher power you get, the more value he is, essentially it stax locks down oppoents lands (too many fetches not enough basics the higher you get), finding an answer to you board (no looking for a board wipe for your ninjas (high power usually have 1 or 2 and rely on tutors to find it when needed), or even looking for an answer to Yuriko. Opponents durtle under Opposition Agent unless they have a removal "in hand" forces them to draw into a solutions, under a restricted mana base, decks playing 10-20 tutors shuts down 20% of their deck, slows them down etc. Until they ban this card that should never have been printed, or at least printed in White instead, have to play him. In Mid>High games or lower, he's far less useful as you see more basic lands, or more enters tapped, more draw effects and fewer tutors understandably.

This is really fantastic discussions, appreciate it, hopefully not consuming too much of your time :)

Thousand-Faced Shadow, I got hyper focused on his CMC4 ninjitsu for a "lack luster" ability and didn't even consider he's a CMC1 with flying evasion built in, that's also a ninja! Who cares about his dumb ability! He's going in 100%.

Mist-Syndicate Naga he's really just a 3/1 for 3 (bad), no evasion (bad), ninjitsu is CMC3 (bad, why not CMC1?). He replicates and then exponentially populates, but you can't bounce the copies to hand to protect them, and as with exponential growth, it's the T1-3 growth that kills you, the game isn't going to go long enough for him to deliver the value he could, let's say on T14 of a game, his T4 swinging. It's extra draw, but how is this guy getting through all these times to draw the cards, and why would I even Ninjitsu him lol. Can't get there on this guy.

Moon-Circuit Hacker and Ninja of the Deep Hours I keep thinking about though, their Ninjitsu costs are reasonable, but can't decide what they take the place of, a control card? a tutor card? That tutor finds me a win-con piece, a big spell for Yuriko to hit with, or a Ninja that delivers more advantage. However, if Yuriko is offline for whatever reason, they can draw into a solution themselves. In reconsidering mode on those. Thought I was close to having the list, your points have made me reconsider so many things.

The other low-cost ninjitsu are a little too situational and for like Mid>High games where board state matters more. The higher you get, the less important a board state is, and other than disrupting 1 player at sorcery speed (since Ninjitsu is on your turn, during attack, and only unblocked) it's utility is low. If the games are 5-7 power level, things tend to come out, wait around a turn before they do their thing in 7+ "usually" the thing comes out and it's already done it's thing Dockside Extortionist or a creature with haste that activates, etc. There are some exceptions like an Esper Sentinel or something, but in general Destroy/bounce are usually bad, want Exile at instant speed to have more "interaction".

Doomsday isn't really necessary, it's just an easy T1 win-con that tutors all the cards in combo. I haven't figured the stack but probably 1BBBB (5CMC T1 win), 1BB with a dark ritual. I'll build the stacks but that seems right. T2 win with lots like Lotus Petal, Chrome Mox. I'm just not 100% sold if it's needed and also means can cut Plunge into Darkness as well, although I think Night's Whisper would still stay even without Doomsday. Fish-consul is UUB T1 or Fish-pact 1UUB, so there are more efficent lines than Doomsday. There is a BBB Doomsday win-line but too many cards that don't synergize well with the commander in the deck.

Thanks so much, a bunch more modifications to the decklist coming tonight! Was extremely helpful.

Metroid_Hybrid on Perfecting Vintage Yawgmoth combo

2 months ago

As the title suggests, I am trying to make the strongest Yawgmoth Undying combo deck that I can manage. However, after the release of the "Time Spiral Remastered" (TSR) set I decided to convert said deck into a "PreModern" one. Now one look at the combo itself would indicate that this goal would be technically impossible, as only one card was originally printed before Eighth Edition (Vengeful Dead), and at this point only two have been "Timeshifted" (Yawgmoth, Thran Physician & Zulaport Cutthroat). But with a few exceptions aside, anything that isn't a part of the main Undying-loop combo must be either PreModern/pre-(8ED) or "Timeshifted". This has obviously limited the resources available to me, but I've been off & on working on this by myself for some time now, and I think I have honed this to be as strong as possible given the aforementioned restrictions. I've even gone so far as buying my first & only copies of Mana Crypt, Mana Vault, and Yawgmoth's Will, as well as including all four of the original Mono-Black "Tutors" (Demonic, Vampiric, Grim, & Diabolic), and no, I am not about to drop four figures on a copy of Imperial Seal..

The only other viable option that I consciously haven't included, which someone suggested since I'm running Leyline of the Void (and now Dauthi Voidwalker) is Helm of Obedience. But I'm hesitant to include the Helm, as it would be worthless distraction without the Leyline or Voidwalker..

This is where you, the T/O community, comes into play.

A) Should I buy a copy of Helm of Obedience, and if so, what should it replace?

B) Are there any other PreModern/"Timeshifted" cards that you think would improve this deck's chances at a high-powered/competitive table, and if so, what should it replace?

and/or...

C) This deck originally had Infect as a secondary WinCon, but what would you think about the original five PreModern proto-Infect cards available? (Swamp Mosquito, Pit Scorpion, Suq'Ata Assassin, Crypt Cobra, & Serpent Generator) Would you include any of them, and if so, what should it/they replace? (Personally I think it would be hilarious)

Obviously I would rather replace any "post-Modern"/post-(M15) cards before any Modern/post-(8ED) cards, and to maximize the number of PreModern cards as much as possible..

PreModern > Timeshifted > Modern/post-(8ED) > post-Modern/post-(M15)


Yawgmoth - mk_I (Vintage Phyrexia)

Commander / EDH Metroid_Hybrid

SCORE: 25 | 11 COMMENTS | 3507 VIEWS | IN 9 FOLDERS


richardrorty69 on Mishra's Jank Machine [Primer]

3 months ago

Interesting--I can see how Blood Funnel leaves us more vulnerable to disruption than our other stax pieces.

I've swapped Void Mirror for Dockside, which also lets me swap Pyroblast for Fierce Guardianship. I also removed the flash subtheme, swapping Shimmer Myr for Metalworker and Emergence Zone for Mishra's Workshop. The additional ramp is almost always useful, whereas flash is game state-dependent; if I wanted to play at flash speed I'd want more than just the two flash enablers, though that's probably meta-dependent. I also swapped an Island for Seat of the Synod, which lets us grab a blue source with Tezzeret the Seeker's -0. Finally, I removed Karn, the Great Creator for Cyclonic Rift, which feels more flexible than Karn's narrow stax static.

Mycosynth Lattice and Vandalblast is undeniably cute--honestly I'd keep it for that reason alone, it's just fun to pull off--but if we think of it as an 11cmc two card wincon I think it's worth running in a deck that 1. usually needs at least three cards to win and 2. can't draw cards particularly well. My meta is fairly high-powered but there's only one other combo player so the lack of card draw here can really hurt (I hope that Brothers' War and Commander Legends 2 give us more of that); especially with the extra ramp it can be helpful to force a scoop by blowing up the world.

Speaking of card draw, it might be worth considering Jeska's Will. We're not particularly hungry for red mana, of course, but it can fuel our artifacts and at least I'm hurting for draw fairly often.

What do you think about Imperial Seal vs Gamble? I'm torn on whether taking the card directly to hand is worth potentially discarding a crucial combo piece when we have an unrestricted option. We paint a target on our back when we tutor in combo so the sorcery speed on Seal really hurts but this deck wants to have Sensei's Divining Top out fairly often, which might mitigate the downside.

It's a shame I haven't the room for Deflecting Swat but I'm glad you found it, the card is imo still underrated.

Serious thanks for putting this list together. This is the first combo list that's really spoken to me and I'm having a ton of fun piloting it. Coming from linear, proactive lists like Kaalia of the Vast and Nekusar, the Mindrazer it's a breath of fresh air to have so many real decisions to make every turn.

Grubbernaut on New Format: Supplemental?

4 months ago

I can safely say we're going to need a banlist.

UB Necro - Supplemental Format

Twin - Supplemental Format

Turns - Supplemental

Other archetypes that jumped out at me: Najeela/Derevi, stax, MLD, lands (dark depths/vesua/thespian's stage/crop rot), burn, delver, grixis control. Likely bans off the top of my head: Lotus Petal, Rite of Flame, Ancient Tomb, Tinker, Necropotence, Mystical Tutor, Vampiric Tutor, Imperial Seal, Demonic Tutor, Mox Diamond, Dark Ritual, Sol Ring, Mana Drain, probably more.

I'd be down for some of this degeneracy on spelltable if someone wants to play this week.

TypicalTimmy on New Format for EDH: Rule …

5 months ago

Basically the only "rule" is that there is no rule.

Does your table prefer Infect killing at 20 over 10? Legal.

Want to use any Planeswalker as a Commander? Legal.

Want to add a pip outside your color identity? Legal.

Want to run Partners that don't have Partner? Legal.

Want to play EDH with a friggen Black Lotus? Legal.

Wanna start the table off at 100 life each and really hurt for that grind? Legal.

The issue is that when there are no core rules to follow, it becomes a mess when someone begins to introduce all kinds of crazy things like asking if they can partner up Nyxbloom Ancient and Nexus of Fate as Commanders, or if they can add WUBRG to Kozilek, or if they can begin to run playsets and then toss in 4x Imperial Seal.

Just ask your table first. If your table says yes, you're good.

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