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.

Latest Decks as Commander

Impulse Discussion

BruhYouFarted on Pauper Infinite Artifact ETBs UBG

2 weeks ago

A little jank, but seems very fun! If I could make a few recommendations, at would be to remove Strategic Planning for the much better Impulse and 1 Mountain for an Ash Barrens. I know that Strategic Planning dumps the cards in your graveyard, however i feel removing Exhume and those other yard-matters cards can open yourself up to great draw spells like Preordain, Brainstorm, and Ponder. I guarentee this will make your deck way more consistent. But again, this is just my two cents.

BOXES_O_MOXES on Ardenn-Esior Caw Blade [Pauper EDH] "Contest Deck"

5 months ago


Thanks for the reply. I'm confused though. There is quite a bit of card draw and tutoring in the deck. Granted, this is an older build that hasn't underwent any changes since Commander Legends. This was a contest deck built solely for that purpose with what I believed to be at the time the best cards for this deck in specific.

When you note, "I don't see a lot of draw in this". I'm wondering if you really looked the deck over. I noted in early playtesting that it was lacking draw so I added as much as I could without concentrating solely on drawing cards. Examples below.

Bonder's Ornament

Cartouche of Knowledge

Fall from Favor

Ophidian Eye

Pentarch Ward


Dizzy Spell


Muddle the Mixture

Merchant Scroll



Azure Fleet Admiral

Drift of Phantasms


Pondering Mage

Sea Gate Oracle

Staunch Throneguard

And on top of these, Flicker effects can blink Archaeomancer or Mnemonic Wall to get you back your Ghostly Flicker plus an Anticipate, Impulse, Ponder, Preordain etc over and over.

So I mean, There's plenty of draw and pseudo "draw" with transmute and tutor effects. There have been some other cards printed since that should probably be reviewed but I didn't intend on this being a deck I would really spend a lot of my time on. It was built primarily to showcase partner commanders. Especially those being newly released.

I'd be more than happy to hear out any changes that you think should be made. As far as I can tell the best pauper draw spells that are in this deck's color pie are already included in the deck. (Providing they were available for use when CMDR Legends was released).

multimedia on Spellweaver: The Deck

6 months ago

Hey, you're welcome, thanks for all the upvotes at my decks. Well done with changes so far, but you still didn't add Tower, haha. Good job trimming the creatures and nice Guardianship :)

If you're playing casually, not trying to win the game quickly then in my opinion more lands is better than less lands. Missing a land drop when you're expecting the game to go long is not something you want to have to worry about. Ramp sources are the sorcery speed cards you want to cast more than others since they help you to have mana to cast instants on your opponents turns. Sorcery speed ramp sources with Spellslinger are more important than using that same mana to cast a creature. When instant ramp is available it can replace a creature since then you're ramping at instant speed instead of sorcery speed.

Solemn Simulacrum is a fine card for most decks, but Unexpected Windfall is better ramp/draw with Spellslinger simply because it's an instant that also draws cards right away. Pteramander isn't doing anything until much later in the game, if ever. It would be better if Pteramander was another two drop mana rock such as Fellwar Stone. There's lots of four drops here and Crackling Drake is the least good of them simply because it's just a flying beater who you don't really need. Replacing Crackling with another instant that gives you some card selection and a card such as Impulse would do more.

You've added Young Pyromancer which is good especially for blockers because the tokens are created by you casting instants not creatures. Saheeli, Sublime Artificer is another blocker creator and the tokens she creates are artifacts which has excellent interaction with Galazeth Prismari.

Interacting with opponents by casting a spell or spells during their turns is what Spellslinger is all about. Instant draw are the cards that keep you engaged on each players turn with cards in hand to potentially interact at instant speed with an opponent. If you think a creature is filler such as Academy Drake and Skyclave Sentinel, instead of playing them play more instant draw spells such as Brainstorm and Thrill of Possibility.

Burn spells such as Flame Spill that have only one target, a creature, are much less impactful in Commander because you have multiple opponents who are going to have many different kinds of permanents, not just creatures. Versatility is important to have with instants if you're strategy is to interact with your opponent on their turns. Chaos Warp is an example of an instant speed removal spell that is an upgrade for Flame Spill because Warp removes (tucks) any permanent you target. Into the Roil is another example of a versatile removal spell.

In my last comment I mentioned to streamline the creatures and you can do the same thing with instants. Flame Spill is an example of an instant that's not needed because you have other burn spells that are better such as Lightning Bolt and Lightning Strike because they can target any target not just a creature. Draw spells don't really need to be streamlined since they draw cards which theoretically helps you to draw into more impactful cards, they trigger Niv and chaining draw spells also gives you a big advantage with magecraft.

I haven't played Veyran, Voice of Duality as Commander yet, only as a card in the 99, but Spellslinger would be much different with her as Commander. Sorceries are just as important as instants with Veyran because you want to pump her on your turn to attack. Lethal Commander damage is possible and should be a strategy for winning with Veyran, but you can only get to enough power with Veyran to do lethal Commander damage by casting instants and sorceries on your turn, not on opponent turns. One drops spells that draw a card while giving Veyran evasion such as Shadow Rift, Leap, Crash Through, Slip Through Space and Expedite are good for Spellslinger with Veyran as Commander, but these same cards are not needed with Spellslinger when Niv is Commander.

You technically need less lands and ramp with Veyran as Commander than Niv because she's less mana to cast and low CMC instants/sorceries are priority cards to play to pump her. With Veyran you would also want less creatures and unlike Niv she's only a three drop who can be cast much earlier in the game. Birgi, God of Storytelling  Flip, Storm-Kiln Artist, Dualcaster Mage, Young Pyromancer are the kind of creatures you want with Veyran as Commander. Once you get her on the battlefield you want to spend your mana on spells that interact with her or protect her. Since she can be cast early then it doesn't leave many turns to worry about casting other creatures.

multimedia on Spellweaver: The Deck

6 months ago

Hey, I'll first comment here then at a later time at your Zombie deck.

The theme you have here is called Spellslinger and with Spellslinger you want less creatures than normal, more instants as well as sorceries. Spellslinger is essentially control in Commander therefore the cards you tap out for need to be impactful. If you're new to the Spellslinger idea then overall with less than $200 budget you've done well so far, but you forgot Command Tower. You have several really nice cards, but also some stinkers that could be upgraded on a budget.

Consider more lands and ramp? To keep mana open at all times when you cast noninstant spells. 31 lands is low, not really enough land when you want to be making your land drops each turn. My advice is try 36 lands and 12 or more ramp sources. If you don't want to add more lands than instead add more low 1-2 CMC draw or best a combination of both.

If your primary win condition is Niv enchanted by Curiosity then you're going to want ways to shuffle all the cards in your hand back into your library. You'll want this effect to be able to keep drawing and doing damage with Niv since Niv only does damage to one target for each trigger. Ophidian Eye is another Curiosity. Each opponent will have 40 or more life thus you won't consistently have enough cards in your library to end all your opponents with Niv's damage without having more draw. Psychosis Crawler can help since it makes each opponent lose 1 life each time you draw a card.

Curiosity/Ophidian Eye is a may, you don't have to draw when you do damage with Niv. Because you can stop the combo then you can stop drawing so you don't draw from an empty library and lose the game. Stopping the combo also lets you cast a creature or sorcery to shuttle all cards from your hand back into your library to keep drawing and continue the combo. Whirlpool Warrior has this effect at least twice and Whirlpool Rider is only two mana.

The better cards for this effect are not budget options: Valakut Awakening  Flip, Winds of Change and Echo of Eons flashback. Awakening is an instant and Winds is only one mana.

Consider streamline/cut the creature base down to the 10-15 best creatures, less creatures the better and use the other spots for more instants?

A streamlined example of the current creature base (sorted by CMC):

  • Goblin Electromancer
  • Birgi, God of Storytelling
  • Guttersnipe
  • Veyran, Voice of Duality
  • Palladium Myr
  • Archmage Emeritus
  • Galazeth Prismari
  • Talrand, Sky Summoner

I'm also suggesting some creatures upgrades who most have better interaction with Niv:

Tandem Lookout soulbond to Guttersnipe/Electrostatic Field can draw a lot of cards because Lookout cares about any damage that the paired creature does and Guttersnipe does 2 damage to each opponent. You draw a number of cards equal to the number of opponents you have each time Guttersnipe triggers. Lookout is Curiosity, but the draw is not a may, you have to draw and Lookout can change who it's soulbond unlike auras.

Tandem Lookout can be soulbond to Niv, but it's risky because you can't stop the combo because you can't stop the draw without help. You'll need an instant way to shuffle all cards from your hand back into your library or an instant way to kill/bounce Lookout before you draw the rest of your library. If you don't do this you will lose the game from trying to draw from an empty library since you'll draw your entire library. Drawing your entire library can enable a win condition of Laboratory Maniac or Jace, Wielder of Mysteries and Jace has the advantage that he can draw card/cards to trigger Niv.

I've suggested a lot of card upgrades and hopefully given you advice to think about. Let me know your thoughts and if you would like me to continue in another comment including more cuts to consider. Good luck with your deck.

Asmoeus on Veyran, Voice of Cantrips

8 months ago

Flood of Tears to replace Cyclonic Rift - budget replacement.

Impulse instead of Jeska's Will - budget replacement.

Leap vs. Shadow Rift

Reality Shift vs. Expansion / Explosion

Highland Lake instead of Steam Vents - budget replacement

Polaris on Impulse

9 months ago

The only time a spell fizzles is if none of its targets are legal. Impulse doesn't have targets, so you will just look at as many cards as you can if you have fewer than four.

If you have no cards in your library, it will still resolve but you won't look at any cards or out one in your hand. It also won't make you lose, because it doesn't have you draw a card.

DarkMagician on Impulse

9 months ago

If I cast Impulse with fewer than four cards in my library do I look at all cards, take one, then put the rest back in any order or does it fizzle due to having fewer than four cards left?

PalaCannito on Kykar Polymorph

10 months ago

In my opinion, you need more token generators for the theme of the deck. You have plenty of ways to poly into a big beater, but you only have three and a half generators of which all are 4 MV or above:

My suggestion would be to change two of the filter draw cards for token sorceries:

Other suggestions that may make this more consistent:

If you follow through with these, you may need to rebalance the number of Islands you have in comparison to Plains, maybe a two-for-two swap.

I do not believe that these changes will overpower your deck, but it should let you durdle more successfully.

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