Impromptu Raid

Impromptu Raid

Enchantment

(2)(R/G): Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card into play. That creature has haste. Sacrifice it at end of turn.

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Impromptu Raid Discussion

nbarry223 on Glittering Company

1 week ago

Well, I never expected Quillspike to make it mainboard, first of all. I tried including spider and haptra, but they ended up being more of a 'win more' card as other cards covered the slots more or less, and they didn't synergize enough for inclusion main.

The reason I didn't include Eternal Witness is because you can basically use Endurance + Renegade Rallier for the slot. For Blood Artist, it doesn't really do enough on its own, so it's basically a combo piece, where you'd much rather have the other pieces of the combo (for infinite life) and be missing the wincon. At that point you can wait to draw into Glittering Wish or a scry tool/tutor for one to set up Glittering Wish if it wasn't already part of the infinite life combo (which most of them have access to).

To your point with Devoted Druid and only 2 Vizier of Remedies - I actually forgot to note that Melira, Sylvok Outcast doesn't work with Devoted Druid in my notes, so I did math assuming she does. In that case, I would -1 Melira, Sylvok Outcast and +1 Vizier of Remedies from the suggestion, so keep Vizier of Remedies at 3. However, if you see a lot of infect, you need to make the hard decision of Melira, Sylvok Outcast / Anafenza, Kin-Tree Spirit / 2nd Heliod, Sun-Crowned - removing 2nd Heliod would decrease your overall Collected Company hit rate from ~14.8% to ~13.3% which jumps you to basically 1/7.5 instead of 1/7.

As far as no (instant) infinite mana wincon, I felt you had enough other outs built in. There's of course Lair of the Hydra and now you also have Quillspike which you can attack with next turn (shouldn't really worry about the 'dies to removal' aspect, because they'd just remove one of your infinite mana pieces if they could). You also still have 4x Glittering Wish to find Impromptu Raid as well. None of the big creatures have trample now, but it's a trade-off. You could replace Endurance with Rhonas the Indomitable main, but I felt I needed to keep one form of gravehate mainboard, since you were kind of heavily invested before. If they are just nice options, then move Endurance to the side and you'll have the slot for Rhonas the Indomitable which is actually quite useful on its own as well, so it isn't a terrible inclusion. I just didn't have the space because I tried to use as many slots as I could for the 'better' combo pieces while trying to cut as few aspects that you had covered as possible.

nbarry223 on Glittering Company

1 week ago

Okay, this is what I came up with for the 26 creatures + sideboard and it looks way different from what I expected honestly. It's more focused on getting good 2 card combos with Collected Company while maintaining most of the synergy. I was able to get a "game ending" hit with Collected Company to ~14.8% or a little better than 1/7 from its current ~7%.

If you already have some kind of combo piece on board, this of course would go up significantly, since a lot of the combos are 3 pieces. I also am not including strong synergies in this, like Quillspike + Kitchen Finks which would probably be enough to win in a lot of cases honestly, since they have to somehow remove the Quillspike first or you'll just keep generating value.

I think Renegade Rallier is a sleeper in here, and may be justified as more than a singleton, since he synergizes so well with fetchlands just guaranteeing value. Unfortunately, I just couldn't justify Saffi Eriksdotter, even with the infinite combo potential.

I found that having the more narrow "wincons" mainboard didn't make a lot of sense in most cases, since you could scry straight for Glittering Wish or get infinite life (allowing you to find Glittering Wish or slowly chip away at them) whenever you actually 'needed' the wincon.

4x Birds of Paradise
1x Carrion Feeder
3x Viscera Seer
3x Devoted Druid
3x Kitchen Finks
1x Anafenza, Kin-Tree Spirit (allows good synergy with a lot of cards for the anti -1/-1 slot)
1x Melira, Sylvok Outcast
2x Vizier of Remedies
2x Heliod, Sun-Crowned
2x Quillspike (surprisingly valuable because of Devoted Druid)
1x Renegade Rallier (nice recursion or ramp)
2x Spike Feeder (kind of undervalued this initially, but with correct support it can be really good - blocking combat tricks against things without trample too if needed)
1x Endurance (grave hate and psuedo-recursion if needed)

sideboard notes:
Cartel Aristocrat (sort of flex because Dina, Soul Steeper almost covers the slot)
Quillspike (sort of flex because Impromptu Raid almost covers the slot)
I'm thinking -1 Revival / Revenge (only card you'd want to bring back that you can't just wish a psuedo-version of is Devoted Druid or one of its pieces and at that point, having access to both pieces and not having ended the game sounds a little unlikely)

You could now fit specific hate cards you plan to side in like:
1x Dauthi Voidwalker

because I basically cut them from the main to add more consistency to the combo(s).

nbarry223 on Glittering Company

4 months ago

So to me, that means that:

Cartel Aristocrat, Good-Fortune Unicorn, Kitchen Finks, Impromptu Raid and to a lesser extent Revival / Revenge, Fiend Artisan, Knight of the Reliquary are win-cons.

I'd say the first 4 in that list are definite staples that need to stay. Revival / Revenge seems to do it's job well too. Everything else does its job, but doesn't have haste or has some minor downside, so there's potentially room for improvement.

Personally, my top choices of everything I'm going to throw out there is as follows:

Liliana, Heretical Healer  Flip (maindeck recusion/utility)
Sigarda, Host of Herons (potential side anti-removal)
Dragonlord Dromoka (potential side anti-counterspell)

I also see a lot of cards in here to counter control/removal. Have you considered a bigger hexproof/shroud creature, or something that's just uncounterable and a threat? There's also recursion, which Revival / Revenge does a pretty good job at, but some other options I can think of for that are Liliana, Heretical Healer  Flip, Lurrus of the Dream-Den, Necropanther, Vesperlark or Nethroi, Apex of Death.

Also, I know you don't have red, but General Ferrous Rokiric seems like it would be a good consideration for that type of a slot. Hexproof agaianst most removal and it synergizes with all of the multicolored you have going on.

Better fits as far as colors go are Reaper of the Wilds, Sigarda, Host of Herons, Thrun, the Last Troll, Witchstalker, Carnage Tyrant, Loxodon Smiter or Dragonlord Dromoka. Some are wish targets while others aren't, figured i'd throw out anything that had potential though.

To me, a wish target has to either be low enough that you can cast it same turn, or big and strong enough that you can cast it next turn and it turns the game around/seals the deal.

I just think you have a lot of slots in the sideboard that accomplish the same basic thing and you might be able to get away with condensing it a bit more to give more versatility for broader answers like psuedo-board wipes, silver-bullets, etc.

So if all that rambling somehow allows you to free up maybe a slot or 2 and still cover everything you need to cover, then maybe you will have the space to consider a broader selection of counterplay instead of just furthering your own strategy.

There's also things like Vindicate that hit lands too, which could help with the tron match as well as covering basically everything.

JacobAGrossman on Glittering Company

4 months ago

Ok, well let me take a step back and go the other direction, and explain my current sideboard choices:

Cartel Aristocrat, Good-Fortune Unicorn, and Kitchen Finks are the combo pieces.

Dina, Soul Steeper replaces Murderous Redcap, Conclave Mentor, and Cruel Celebrant as m, "what to do if infinite life isn't enough," card.

Abrupt Decay and Despark cover literally all single target removal possible.

Humiliate is the best hand interruption, and sometimes that counter placement can be the next piece of the combo puzzle.

Fiend Artisan and Knight of the Reliquary are my big beaters that also can look for other pieces if they're big enough to survive, which is why I would wish for them. Especially the Artisan, if my opponent is blowing up my creatures.

Athreos, God of Passage is if I can get ahead of creature removal and punishment my opponent for it.

Revival / Revenge is for when removal or mill or counterspells have gotten the better of me.

Vexing Shusher is so counterspells don't.

Impromptu Raid is for when I have infinite green mana on the board, and a Wish in my hand. Made all the more confident by the inclusion of Endurance. Also replacing a want for Wheel of Sun and Moon.

Dromoka's Command is for the Blood Moon slot, when fetching for basics isn't working and I don't have a Swamp for Abrupt.

Kambal, Consul of Allocation is for control or artifact decks thinking they're fancy.

Hopefully that will shed a little light on my thoughts, and why I went with what I went with. Sorry if I was a little abrasive earlier, didn't realize what you meant. Now hopefully we are on the same page :D

nbarry223 on Glittering Company

4 months ago

I suggested Manamorphose because you can use the mountain aspect of Blood Moon and pay to get any two colors you want, without losing card advantage. It does conflict with Collected Company a bit because of the fact that it isn't a creature, but other than that it is fairly solid.

For example, you can save a Manamorphose in hand and your turn after the Blood Moon resolves, you can play Manamorphose + Skyclave Apparition without needing a single white manasource, since you can filter your red mana into what you need.

You can even go Manamorphose into Collected Company or Birds of Paradise and further your boardstate and ignore the moon. Heck even Glittering Wish into Impromptu Raid seems viable after Manamorphose because you can then use your red mana to further your strategy potentially.

the only other suggestion I would have is Destructive Revelry in the sideboard, but that would only be useful strictly in the Blood Moon matchup, which is why I don't really see it as a serious option.

KindredDiscovery on Mayael EDH Primer

1 year ago

@Klapmeyer94 Thanks for the kind words! This deck has been a labor of love, and I'm glad to see someone else enjoy it as well. This is the first time I've ever even seen Impromptu Raid. I think I like it, though it's a bit difficult to evaluate. Left up to chance, you'd have to pump 9-12 mana into the ability to grab a creature. But of course, we have plenty of ways to manipulate the top of our library. If you set it up right, this could even create a huge blowout turn. Overall, I think that if I were going to run this card I would want to tweak the build to support it a bit more. As is, I'd be too reliant on random chance to make it work.

Klapmeyer94 on Mayael EDH Primer

1 year ago

Hello KindredDiscovery,

I must say that your decklist is by far the best I've seen. And your explanation on how to build a deck around Mayael the Anima is greatly appreciated. Made me think long and hard about the one that I just made. I recently watched a Star City Games video with Danny West's Mayael deck and he kept talking about a card named Impromptu Raid. I was wondering if that would be an ideal addition to a Mayael Deck?

If you could take a look at my deck and maybe give some feedback on it; I would greatly appreciate it! Mayael the Anima Creature Showdown

griffstick on Yasova end the turn

1 year ago

Basically just "endstep". do a gatherer search for "endstep" in and see what you can find. Here are a few other good ones.

Elemental Mastery

Flameshadow Conjuring

Impromptu Raid

Killer Instinct

Planeswalker's Mischief

Psychic Vortex

Purphoros, Bronze-Blooded

Sneak Attack

Underworld Breach

And that's just Enchantments I searched.

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