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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Impulse
Instant
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.
MontaukMonster on
Turbo Budget Competitive Wake Thrasher
2 months ago
I gave your deck a test run.
Game 1, turn 3 merfolk thrasher, turn 4 monolith against no blockers got stopped by a Kor Haven. He had too many threats to counter them all, and bouncing crap like Inspiring Overseer didn't help. By the time I found a second thrasher, I was dead.
Game 2: Stuck at 3 mana, Monolith gets blown up—1 more I could have protected it, and thrasher is forced to chump block to no avail.
There are cheap ways to deal with lands, but the biggest issue I ran into was them drawing more cards than me. Where's the Impulse? Where's Brainstorm? Ponder? Gush? Something! Some kind of way to dig for combo pieces, and more versatile removal.
The 1 damage you get from Vapor Snag is worthless when your whole engine is geared around hitting them with infinite damage.
seshiro_of_the_orochi on
Seasons' Approach: How the seasons go by...
2 months ago
psionictemplar: I could definitely see a blue version of this. The proactiveness of Impulse an similar effects definitely gives a new angle. The problem I see is that it'be be less reliable to get both Approach and Seasons Past when I need them. The deck sometimes operates on knife's edge, and with the possibility of wiffing, it would function a lot worse. I think that's not what I want from it. So definitely a big thank your for the idea. Maybe I'll put up a brew of the Bant version. But for now, I like this version better.
psionictemplar on
Seasons' Approach: How the seasons go by...
2 months ago
Have you considered other color combinations in this? I'm looking at this and thinking it might be better suited as a bant deck where you can use Impulse style cards to get to your approaches quicker. I know you have tons of stall as it is with the Fog effects but that seems limiting and not a good use of Wilderness Reclamation. Wilderness really shines when you can be proactive during your turn, untap and then react to your opponent if you need to. What I'm picturing is early ramp with a mix of some fogs, counters, and draw/scry effects. This way you create a bigger board sooner and can really take advantage of wilderness.
Picture this, ramp early with things like Search for Tomorrow, Planar Genesis, or Rampant Growth until you get to 4 mana. Cast Wilderness Reclamation. Untap and wait for your opponent to try something that you Rewind/Unwind. End of their turn Impulse, Memory Deluge, or maybe a Gifts Ungiven finding 4 different Fog effects to crush their dreams of victory in combat. Back to your turn to do it all again. Six mana available, Seasons Past and watch their face drop as all their hard work is about to be pointless for the 2nd time this game.
I'm just theory crafting here but I feel like it would be a lot more fun and engaging than just draw for the turn, play a land, go. Play fog, my turn again. Up to you though. I'm not sure how you enjoy the game. But if this intrigues you, I can always help you explore the idea more.
psionictemplar on
Mono blue tempo?
8 months ago
I admire your efforts here but I don't think your deck is viable for current day modern. So many cards nowadays that outclass/outwork your creatures that even letting 1 or 2 on board can put you into a losing position. Let me try to explain where I am coming from. I have a mono blue bounce deck that uses Boomerang and Eye of Nowhere to keep opponents from having multiple lands in play until I could cast my bigger threats (little ones were answered way too easily). One of the recurring reasons I lost was using all my cards to just keep my opponent at bay and not having any reasonable way to close out games when their permanents stayed on the battlefield. At that point my things were way worse than theirs and I was left in the position of trying not to lose instead of trying to win. Our play patterns between my deck and this one are somewhat similar.
If you want to try a mono-blue tempo strategy what I might suggest is more creatures like Tolarian Terror or God-Eternal Kefnet (personal favorite) that can compete with other creatures in combat while still being castable as opposed to small creatures. Combine that with some card selection like Impulse and I think you'll be better suited for the modern format.
https://tappedout.net/mtg-decks/u-tempoprison-1/ is my version for reference although it's a bit outdated.
multimedia on Brew my deck for me
1 year ago
Consider High Tide for ramp and/or with spells that can untap your Islands Turnabout, Frantic Search, Snap? Just Tide + Turnabout + you control 4 Islands could give you 10 mana turn 4. Mystic Sanctuary is a fantasic land that's an Island. Castle Vantress isn't an Island, but it's a good land for instant repeatable scry.
Consider Thought Vessel and/or Decanter of Endless Water? Mana rocks for ramp that can also potentially give you no max hand size before you control Nezahal. Reliquary Tower is a land for no max hand size.
Consider Forensic Researcher, Kelpie Guide, etc.? They can untap a land or a land that can make more than 1 mana Arid Archway, Guildless Commons even the same turn the land ETB. They can also untap a mana rock or even better a mana rock that can make more than 1 mana Sol Ring, Worn Powerstone, Palladium Myr, Thran Dynamo, Hedron Archive
, Gilded Lotus
, etc. They can also untap Nezahal to be a blocker.
A spell advantage blue has are instants that let you look at top X cards of your library and put one or more of any of them into our hand (any card(s) into hand is the advantage). Consider Impulse, Memory Deluge, Dig Through Time, Supreme Will, Thassa's Intervention, etc.? When you're casting instants on opponents' turns then Wavebreak Hippocamp is repeatable card draw. Being a 3 drop you can more safely play it and leave up mana for instant opponent interaction.
Azoth2099 on
Green/Black toxic/proliferate need recommendations
3 years ago
Balvron Thanks, man! Happy to help, really.
So the core of the / presence in the deck should be devoted to Dorks, Ramp and Tutors so that you can quickly get the deck engine up and running. Getting your commander on the field and geared up as quickly as possible is everything in this new context. Some cheaper options for Tutors are Diabolic Tutor, Profane Tutor, Mastermind's Acquisition and Increasing Ambition. I'd really recommend just biting the bullet and slotting in the more efficient ones like Demonic Tutor, Vampiric Tutor, Diabolic Intent & Wishclaw Talisman though. Cheaper card draw options like Phyrexian Arena & Dark Tutelage are also pretty solid. Necropotence, Black Market Connections & Dark Confidant are up there, but worth it.
The only thing you need for is for card draw and interaction, with a few key Proliferate pieces that you'll be able to Tutor for when the time is right. Spells like Brainstorm, Ponder, Tolarian Winds, Impulse, Preordain & Serum Visions provide decent gas for cheap. Classics like Counterspell, Delay, Negate, & Dispel protect your game plan. Flux Channeler & Tekuthal, Inquiry Dominus are probably the only Proliferate pieces you'll need, but I'd Throw a Serum Snare in there too. Mystical Tutor, Rhystic Study & Mystic Remora are always nice to have as well.
The few things you'll need for here is to Tutor up gear for your Commander with cards like Enlightened Tutor, Idyllic Tutor, Steelshaper's Gift & Open the Armory, and occasionally control the board with Swords to Plowshares or Path to Exile. I'd also recommend some Stax pieces like Silence, Grand Abolisher, Smothering Tithe, Esper Sentinel, Archivist of Oghma & Drannith Magistrate for good measure, & some more Commander protection with Mother of Runes & Giver of Runes.
Some good pieces of gear to retrieve slap on could be Swiftfoot Boots, Mask of Memory, Conqueror's Flail, Bone Sabres & Mask of the Schemer, for example.
Yesterday on Does stacking multiple convert triggers …
3 years ago
In a 4-player game, I control a Soundwave, Sonic Spy Flip and three 2/2 Boar creature tokens. I attack each opponent with a Boar and they all connect.
Each Boar triggers Soundwave and each opponent has an Impulse in their respective graveyards.
Pretending for a moment that Soundwave, Superior Captain has no text, if two of the original triggers resolve, will Soundwave convert to its back face and then convert again to its front face? I assume not since there is a rule in place to prevent that from happening with classic transform cards, but I figured I'd double check first.
Now, assuming that it works the same as transform: if Sonic Spy triggers three times, and the first trigger converts it into Superior Captain, then the second trigger causes Superior Caption to convert back into Sonic Spy (because of Superior Captain's own triggered ability), will the third original trigger cause Sonic Spy to convert into Superior Captain yet again?
I don't know if the transforming rules prevent a ‘dangling’ transform trigger to fail if the permanent has transformed in the meantime at all, or only if it prevents the permanent from transforming if the permanent is sitting on its other face from when the trigger was initially put on the stack.
WhatInTheWhoNow on
Cut-CO knives are ehxpensive!
3 years ago
I agree about Thoughtcast. It definitely seems though that digging will be important since the deck needs a decent variety of each kind of card, so I went with Impulse instead of Consider.
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