Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Printings View all
|Mystery Booster (MYS1)||Common|
|Duel Decks: Speed vs. Cunning (DDN)||Common|
|From the Vault: Twenty (V13)||Mythic Rare|
|Beatdown Box Set (BTD)||Common|
|Promo Set (000)||None|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
6 days ago
Hey, nice start on a budget.
Consider expanding on instants/sorceries trimming creatures? The power of Kess comes from being able to cast an instant/sorcery from your graveyard on your turn therefore you want to take more advantage of this especially draw and dig. Could start by cutting half the creatures from the creature base and adding mana efficient spells that Kess can cast from your graveyard:
- Dark Ritual
- Frantic Search
- Ignite the Future
- Chaos Warp
- Feed the Swarm
- Liliana's Triumph
A powerful repeatable effect on a budget with Kess because she has flying is Whispering Madness. Cipher Whispering to Kess and then when she does combat damage to an opponent everyone wheels their hands for no mana cost to you. A repeatable wheel fills your graveyard up with spells to then cast with Kess. Can even cast Whispering from your graveyard with Kess and then Cipher it to her or another creature you control. The act of discarding a card to Whispering means that if the card has a madness cost you can pay that cost. This is a way to discard a lot of cards with madness while at the same time able to pay the madness bonus cost.
A wheel makes all players discard their hands and draw cards, but you can prevent your opponents from drawing with Narset, Parter of Veils and Notion Thief. Notion is $0.50 not $2. With one of these cards in your control then your opponents don't draw cards after they discard their hands.
For the manabase you would be better off playing more basic lands then lands that always ETB tapped such as the three Vivids, Transguild Promenade, Cinder Barrens, etc. Exotic Orchard could replace Promenade. My advice for the manabase on a budget is build it around more basic lands and include dual lands that have interaction with basic lands or are good budget dual lands:
- Shivan Reef: less than $1.
- Grixis Panorama
- Sunken Hollow
- Smoldering Marsh
- Sulfur Falls
- Dragonskull Summit
- Graven Cairns
- Choked Estuary
- Foreboding Ruins
I offer more advice. Good luck with your deck.
1 week ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
1 month ago
Thanks for sharing jdc . I did not notice these decks in the winning lists for some reason. I do check frequently.
What is most interesting about these lists is that they run all 4 Weather the Storm in the maindeck, which is actually a pretty good move. The other thing they all have in common is that they no longer play Jace's Erasure, which also makes sense in terms of streamlining the deck. Although the deck will mill more slowly, it becomes practically impossible to interact with and also encourages you to play better draw spells (ie. Impulse and Pieces of the Puzzle over Brainstorm and the like).
I think there's some great innovation here and I'll have to change up my own list to see how I like it!
1 month ago
I mean it's obvious that Jori En is a suboptimal choice in cEDH, because there are plenty better commanders in Izzet. I mean Jhoira, Weatherlight Captain & Rielle, the Everwise are way better and to get the max out of Jori, you have to play more cantrips and cards like Quicken, Overmaster, Ponder, Preordain, Impulse, Anticipate etc.
2 months ago
Well met, doughty traveler, and hereupon we must joust! You entreated my presence, and thence thou shalt be remunerated. I shall be oppugning your deck most perfidiously, yet you must fend off my awesome advice!
(Okay, I'm done.)
Let's do this.
Well, I have an artifact build of my own, thus I may be leastway some aid. (See Mr. Scarecrow)
In your deck updates you mentioned cutting Mystic Remora, but I find this card to be amazing whenever it is upon the field. Do you know how many decks run all creatures? Only those obsessed with Umori. Four mana is a severe tax, as this oft draws four or five cards or entirely ends the opponents' plans, merely due to them being afeard of you drawing too many cards.
Come on. Only 33 lands?! (Mine has 25.) I'd actually go down a few. Expedition Map can serve as a land-in-disguise, and Traveler's Amulet, as with Wanderer's Twig, each serve more late-game value just by being artifacts.
Go do your homework, young 'un. Should you not be studying for Tolaria West? This tutors for all sorts of trangams. Need defense for a combo? Pact of Negation! Wish to murder everything? Walking Ballista it shall be. It can also find an Inventors' Fair to find an artifact, and may stomp upon those foul graveyard players with a Tormod's Crypt.
Dispatch is spicy, Swords is just better. Now, as much as I love spicy cards, I find it difficult to justify them when there is just a better option, in this case one that is unconditional. Dispatch may be active turn one on a good day, two or three on a normal day, but Swords to Plowshares is always ready.
Prepared for some bromidic options? Ichor Wellspring draws a lot, being one of the primary engines in my deck. Krark-Clan Ironworks ends the game upon resolution. Thirst for Knowledge is always solid, stocking the bin and sculpting the hand. If you can get ahold of one, Daddy-o does bloody everything.
Now, upon my spicy choices:
I have said afore and I shall say once more, if the deck bears Dimir, you run Unfulfilled Desires. It goes through SO MANY CARDS. It lets you be mana efficient for those bloody turns where you have three just lying about and being indolent, whereat you may filter through three cards instead. This mayn't be card advantage, but it is amazing. Mana-flooded? Lovely! Mana-screwed? Still great! It is better than it reads, and it reads most meritoriously. Oh, and it's cheap, too. My card store had thirteen lazing within their shelves.
Turn Aside is fun, but have you seen the splendid Hindering Light? Of course you have, yet it draws a card, and therefrom I find reason enow to see to its inclusion. Only if you want, but it feels great.
Now, I much enjoy Supreme Will, for it leastwise cycles but may act as a lacking counterspell. Impulse goes in all of my blue decks, for it evermore pulls its weight. Moreover, I am rather fond of Painful Truths, as it draws quite a few cards withal much efficacy.
There are a sparse few things I would foredo.
Spellbook doesn't do anything. If you're drawing enough to be above seven, you should be winning the game instead of maintaining your hand. Call it clemency.
May all luck have you!
Discussing payment, you must see my lovely Hazezon. Thank you very much.
2 months ago
Impulse > Anticipate
Fierce Guardianship is a blue staple
Academy Ruins is nice recursion for an artifact deck
Sensei's Divining Top - Good on it's own, synergy with future sight
Is howling mine needed in a mono blue deck?
2 months ago
So, the best way to determine what to cut is always trial and error. What performs well in some metagames may not perform well in others; so what I would cut doesn't mean the card is bad, I just don't view it as optimal.
Arcane Denial - yes it's an easy to cast counter but it comes with the downside of giving your opponent resources.
All the ramp sorceries - its safe ramp but when you're playing at higher level tables the focus will be on who can be more explosive. 0 mana rocks/positive rocks are the way to go.