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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Vedalken Wizard
, : Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.
4 weeks ago
wallisface, hello & good morning. I appreciate the feedback!
I agree, 75 cards is a lot for a typical Modern deck. I originally built this back in 2017 when I first forayed into MTG, and never revised it like some of my more competitive decks in 2019 when I started heavily playing 1v1's.
For group games of 4 or more it mainly worked due to my friends also playing thick, fat as heck cards, or if my politics ("I'm not a threat I promise") kept me going for enough turns, heh.
Your feedback is helpful because I would like to orient this into more of a streamlined, 60 card machine, though I am unsure what direction to take it. I already use Jace's Archivist in my Mill deck Competitive Modern Mill - Spite your Friends <3, but I really like the combo potential with Prophet of Kruphix, and she would stay no matter what.
I would certainly like to trim this down to 60 cards, as is the norm, but have the ability to throw my sideboard in and play with all 75 if I group up with my old MTG friends again. Which brings me back to my main issue.. what do I sideboard / remove and what direction should this deck go?
If you have any suggestions for cards aside from adding lands, I'm all ears. This deck has purely been maintained as a 'Oh, this card looks cool. Into the deck you go' mindset.
TL;DR - Kruphix has been my biggest winner in group games, but it would certainly be nice to have it be consistent for when someone wants to throw down for the 1v1.
Thank you for your time! :)
2 months ago
My thoughts on the Brothers' War:
One of the things going into this set I was concerned about was how they were going to take Pre and Post Mending Power levels into account without making it overpowered compared to the more recent sets. From what I've seen they seem to have done an alright Job. Urza, Planeswalker Meld Meld is overpowered, but the Meld requirement makes enough sense of both design and flavor.
Cards like Teferi, Temporal Pilgrim, The Temporal Anchor, and Saheeli, Filigree Master are set in the present so the post Mending Power levels apply. I think the newest Teferi is a bit underrated. If you're looking to make him look formidable, Teferi's Ageless Insight in non-standard formats is your best bet. Combine this with Jace's Archivist or another draw engine and let the shenanigans begin.
The whole flavor seems to imply that yes, All these cards are powerful, but the power level displays raw power over refined skill. The best example is One with the Multiverse. While it is cheaper than Omniscience, manawise, and let's you cast from your library, the limit is one card per turn. Since the lore states the development of the academic study of Magic didn't happen until after the war, it helps explains this.
However, despite it making sense design wise, I'm a bit at a loss on how powerstones entering the battlefield tapped works from a flavor point point of view.
Once people realize how good Calamity's Wake can be against control, flashback and stax for mono-white decks the price will go further up.
It just occurred to me as I write this that they could have done a whole 10 card cycle of Surveil land cards like the "Temple of..." Scryland cards that originated in the Theros block.
Oh, Awaken the Woods, if you only weren't hovering around $16.
Alloy Animist would make more sense if the artifact became an Elemental in addition to its other types.
Some people seemed surprised about Tocasia, Dig Site Mentor making Surveil available in Bant, but it makes sense considering Surveil can be an oppressive ability. If I were going to create a GWUB aligned faction for a set. Surveil would be my mechanic and not just my keyword.
That's pretty much it with this set. Thank you for reading me out. May you draw well.
4 months ago
Yeah needs more ramp def. Whispering Madness, Dark Deal, Jace's Archivist are very good. and some good mill cards are def. Psychic Corrosion, Maddening Cacophony, Mesmeric Orb, Fractured Sanity and of course Bruvac the Grandiloquent but hes a little expensive...
5 months ago
This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".
At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.
The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.
Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.
Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.
I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.
The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.
The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.
More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.
If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.
Kwain, Itinerant Meddler + (any of the above) == even more nuts
There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.
8 months ago
The synergy with Induced Amnesia is fantastic!
I like the idea of the deck - seems very unique and fun. A couple suggestions you could consider: it looks like you're dabbling in the wizard synergy but you could go a bit deeper for even more synergy with cards like Cyclone Summoner, Docent of Perfection Flip, Minn, Wily Illusionist,Patron Wizard, Trophy Mage,Tribute Mage, Trinket Mage, Jace's Archivist and Azami, Lady of Scrolls
I think the above additions would help you keep the theme of your deck while offering more synergies all around. If you take this approach, you could also look to include Stonybrook Banneret as a budget medallion.
The rest are just decent control/draw.
Additionally, in keeping with the bounce theme you may want to consider Into the Roil, Blink of an Eye, Disperse, and maybe even Capsize or Snap the former three will let you bounce your own targets for more ETBs/protection and in a pinch they can bounce those pesky enchantments blue has so much trouble dealing with.
For counterspells, the lower the mana cost, the better the counter. there are some great budget options if you find you've always got a handful of cards for free counters (Misdirection Disrupting Shoal) but one of the classics that isn't too pricey isArcane Denial but I'm quickly growing to loveAn Offer You Can't Refuse and Swan Song
For removal, the bounce theme is always great but for those pesky indestructible creatures I auto-include Resculpt in every blue deck I make.
Overall your deck looks like a ton of fun to play already, just adding in my thoughts.
9 months ago
Some cards to consider, some don't exactly fit the wizard theme, but definitely fit the draw theme
9 months ago
There's going to be one big issue this kind of deck is going to face - you're constantly putting yourself at a large card-disadvantage, which will mean in the long run, you'll run out of resources, and your opponent will rebuild.
I get that you have Jace's Archivist as a way to get more cards, but with the sheer quantity of 1-mana killspells in modern, it feels like it'll never resolve its ability.
Note also, that because of fetchlands, your opponent can play-around what you're doing (i.e. only fetch when the mana is needed, or if targeted) - meaning that most opponents will be able to cast any spell they want in their deck with relative ease.
As one final point of problem, you have no current way to close out the game. Without a way to quickly win, your opponent is almost guaranteed to stabilize at some-point, and then beat you.
There's no easy answers to these problems, but here are some thoughts:
Bounce cards inherently put the caster at a disadvantage, because they're losing a card, and the opponent by-default isn't losing anything. To provide you some staying power, and a chance at an actual lock, I'd recommend running Isochron Scepter. While this card is fairly risky to play in modern (due to the chance of getting 2-for-1'd), I think its your best bet for being able to set up a continual source of bouncing.
You need a reliable way to actually win the game, before your opponent stabilizes (because, they will). I think a good candidate could be Deep-Sea Kraken, as it's very hard to remove (doesn't die to Prismatic Ending, Fatal Push, or Lightning Bolt. Admittedly Unholy Heat does pose an issue, but it's still pretty resilient)
I think you need a few more 1cmc cards to prevent getting overwhelmed right at the start of the game. Void Snare is decent, so I'd think you'd want a playset of that, alongside something like Unsummon or Vapor Snag. I do get that you want to focus on lands, but there are a LOT of 1-drop creatures that could blow you out of the water if left unchecked.
I think Remand is better than Counterspell here. You don't care that your opponent will get the card back in hand, because you're hoping their hand will be full anyway. And Remand helps you keep cards in your hand, so that you can keep the momentum up.
I don't think you need Radiant Fountain. The extra life is never going to swing the game either way imo (if you can't get the lock, you're screwed whatever your life total). I think a bigger threat is drawing too many lands and so running out of options. I'd suggest just playing 20-21 islands, and no Radiant Fountain. You'll be able to do more with the extra 2-3 spells than some lands that offer the wrong colour.
9 months ago
Since landfall is featured heavily in your deck, you may want to consider any combination of Evolving Wilds, Fabled Passage and Terramorphic Expanse. This will increase the number of cards milled every turn.
May I suggest replacing Glacial Grasp with Skyline Cascade? This can open up some space for other card draw options or Sage's Row Denizen, which will cause an opponent to mill every time a blue creature enters the battlefield. Another reason to replace Glacial Grasp is any mill you do should mill no less than 1 card for every one mana spent. Permanents that trigger mill are okay since the mill will eventually pay for itself. As the deck currently stands, you'll only break even on GG if you have Sphinx's Tutelage on the battlefield. If you wish to continue to rely on Instants and Sorceries may I suggest a full set of Mystic Sanctuary? This will allow you to be able to use them multiple times.
To get mill through card draw accomplished sooner, you may want to consider having three copies of Jace's Erasure and two copies of Sphinx's Tutelage. If you go the Sage's Row Denizen route, you can add in Jace's Archivist and accelerate the number of Counters on Ominous Seas. Another card to Consider is Teferi's Ageless Insight.
If most or all of these options aren't to your liking a playset of Contentious Plan would be like putting two foreshadow counters on OS.
Thank you for reading me out. I hope this helps. Happy Hunting!