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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Whenever you draw a card, you may have target player put the top card of his or her library into his or her graveyard.
3 months ago
The idea of combining ninjas and removal makes sense. However, I fail to see the connection between the ninjas and the deck's milling cards (which seems to be your main source of removal). If you're dedicated to combining ninjas and mill, I'd recommend adding cards that allow you to draw cards based on ninja's damaging players (examples include Bident of Thassa, Coastal Piracy and Reconnaissance Mission) and then using other cards to force mills based on your draws (Jace's Erasure, Psychic Corrosion and Sphinx's Tutelage).
If you're interested, I've built more of a toolbox ninja deck with the same commander: (Stealthy Interchangeables)
5 months ago
10 months ago
If you're looking for a decent draw Fascination maybe?
Folio of Fancies plays well into your draw and mill theme.
1 year ago
Okay, gave it a test pilot against my Faerie deck. The most interesting part of playing against it is figuring out which version of Tron this is. Usually when playing Tron I run land destruction and counter crop rotations to stall, leaving my opponent with big creatures they cannot play, but against eggs the targets are very different.
If you can counter Golem Foundry, Jace's Erasure or Makeshift Munitions you can beat this deck on deck-out or damage attrition. The hard part to that is when the eggs player knows they're fighting counterspells and intentionally runs life gain to out-heal the beaters, but then does basically nothing for most of the rest of the game.
I wonder if it's worth running more copies of Frantic Salvage so you can play more than one in a turn. If you can Storm your life total to 150+, then wait around while Gurmag Angler nibbles your toes, then storm off again & get all your combo pieces back, I don't think control could stop you.
1 year ago
A quick glance reveals some concerns. I think this can certainly be shaped into a solid deck, but for now it seems a bit too unfocused. I believe the main strategy is to grow powerful creatures through +1/+1 counters, which is totally viable, but the concerns arise from a lot of spells in the deck that either don’t contribute to that gameplan or else are simply outclassed by similar spells in the format.
Cards like Jace's Erasure have no synergy with anything else, while Wash Away is outclassed by Counterspell. Djinn Illuminatus is simply far too expensive (mana wise) to ever see play, and the Replicate ability will be useless.
My recommendation would be to firmly commit to one thing you’d like the deck to do very well, and then only include cards that synergize with your strategy. Lastly, instead of 1 or 2 of a bunch of different cards, settle for 3 or 4 copies of a particularly good card. It’ll improve consistency.
1 year ago
Some cards to consider, some don't exactly fit the wizard theme, but definitely fit the draw theme
1 year ago
Balaam__, I know you mentioned a couple of cards you thought should be taken out. If you have some time, I'd love to hear all of the cards in the deck you think should be removed. This would be a big help, and I greatly appreciate it.
Admittedly, I'm not a competitive player at all. I just like sitting around the kitchen table and playing with my friends. If something isn't finely tuned enough to play in a tournament, it certainly won't be the end of me.
I have some things like Curiosity and Eternal of Harsh Truthsthat allow me to draw cards, which would synergize with Jace's Erasure to mill opponents cards by drawing my own. Do you think that this method is too roundabout in getting opponents to mill?
Thank you in advance for your help.