Long-Term Plans

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Long-Term Plans

Instant

Search your library for a card, shuffle your library, then put that card third from the top.

Azoth2099 on Naban Wizard Tribal

9 months ago

Wizards were my 1st Commander archetype! Here some recs to help you get to, execute & get more value out of your stated wincons a bit faster:

Creatures: Stonybrook Banneret, Snapcaster Mage, Sea Gate Stormcaller, Micromancer, Archmage of Echoes & Wandering Archaic  Flip

Artifacts: Jeweled Amulet, Springleaf Drum, Pyre of Heroes, Urza's Incubator, Sensei's Divining Top & Cryptic Gateway

Enchantments: Mystic Remora, Rhystic Study, Parallel Thoughts, Kindred Discovery & Virtue of Knowledge

Instants: Long-Term Plans & Intuition (just proxy it, who cares lol)

Sorceries: Personal Tutor, Solve the Equation, Step Through, Fabricate, Merchant Scroll

Lands: Cavern of Souls

Incorporating some of the Tutors and card draw & Ramp here will get you there imho. Let me know what you think!

ASalesman on Unesh, Ultimate Guide (Tribal)

9 months ago

A controversial substitution perhaps, but deserved

Replacing Omniscience with Moonsilver Key.

Why not Omniscence?

  • Omniscence is too mana intensive in this deck. In your opening hand it is completely a dead card 90% of the time. In the 10% you have a line to play it in your opening hand, you are putting all your eggs into 1 basket. Omniscence is too high risk for the reward. If this spell doesn't resolve (and it likely won't at a cEDH table) you lose the game.
  • Even the times it does resolve in the early game, your hand doesn't always have enough steam to win outright.
  • It is important for all cEDH decks to consider how a card will function in your opening hand as well as later in the game. I'll write more about this topic in the current theory module of the guide. This inconsistency in the opening hand is what makes it bad. It is true that other cards in the deck are similar, but they aren't as mana intensive as omniscience. Omniscence in my opening hand has lost too many games.
  • Omniscence is essentially a combo by itself while Unesh is on the field. It is clunky at best because it doesn't always guarantee you get to the bottom of your deck unlike Rite of Replication. Recent powerful revisions of the deck have led to anti-synergy with this card. Example 1, removal of Long-Term Plans. Example 2, the addition of Palinchron makes infinite mana and storm more attainable than with Omniscence due to the reduced mana cost.

Why Moonsilver Key?

  • I think this card might be as much of a blindside to you as it was to me. I knew Omniscence had to go, so I started researching what I would replace it with. And I found this card. This card is the most opposite of a clunky opening hand card I could find. Rather than having a dead Omniscence in your hand, you can spend your early turns playing this card and getting an important mana rock like Jeweled Lotus & Mana Crypt or an Island.
  • The deck has been short on mana rocks. With a mana rock tutor in this slot combined with Virtue of Knowledge and fetch lands I have noticed a significant uptick in ramp reliability in my opening hands. I have been throwing around ideas like Mox Diamond, Mox Opal, and Mox Amber but none of these cards reliably solve Unesh's problems in the opening hand. I also considered Lion's Eye Diamond which seems a little too high risk IMO, because then your fate relies on the subsequent BFOF from casting Unesh. The runner-up contender was Fellwar Stone, essentially a worse Arcane Signet wouldn't be bad. It is important for Unesh to ramp out ASAP, and having a mana artifact tutor in the early game seems to help with that plan, and it thins the deck.
  • Minor point, it enjoys synergy with the adventure mode of Virtue of Knowledge.

What are your thoughts on this sub? Could I be doing better here?

SaberTech on How to utilize Humility?

10 months ago

I think that Shorikai, Genesis Engine is generally seen as one of the better commanders to have when running Humility as part of the 99. Since it is just an artifact until it is crewed it is unaffected by Humility. The tokens that Shorikai produces also help you to pull ahead under Humility's effect.

Blue/White is a good pairing for bounce effects and it gives you Idyllic Tutor, Enlightened Tutor, and Long-Term Plans as ways to tutor Humility up. The Isochron Scepter + Dramatic Reversal combo lets you dig through as much of your library as you want with Shorikai but the Scepter can also just have something like Boomerang imprinted onto it as a way to keep bouncing Humility back to hand as need be. You can also bounce the Scepter itself back to your hand if you draw into Dramatic Reversal later and want to go for the combo instead.

Unwinding Clock is worth considering for the value it can net with your commander and any other artifacts that tap. Meticulous Excavation is a bit limited and mana intensive in its use but is a repeatable way to return Humility to hand. Venser, the Sojourner can exile Humility for the duration of your turn and then bring it back in time for your opponents to enjoy on their turns.

ASalesman on Unesh, Ultimate Guide (Tribal)

10 months ago

BIG REVISION HERE

Here is all the big changes I've made to this list, and an explanation for each. Guide edits will come in a little bit!

  • Replaced Burnished Hart with Mistwalker. Burnished Hart feels too slow, Mistwalker is a cheap sphinx that makes the deck go fast. Mistwalker is a nice addition because it benefits from the full 2 cmc reduction from Unesh. 1/3 and flying on Mistwalker makes it the best changeling when it comes to combat.
  • Replaced Guardian of Tazeem with Aetherflux Reservoir. Aetherflux Reservoir is a new win condition in this deck. With all of the added changelings and ability to bounce changelings to your hand, it is easier than ever to play a lot of spells on your turn. In addition to being a 50 lifepoint cannon at instant speed, it is the only lifegain in the deck. It can make up for all the health you lost from Mana Crypt and Ancient Tomb. Guardian of Tazeem's effect is underwhelming most of the time. Having the other cheaper sphinxes there is still 20% sphinx, and are easier to play.
  • Replaced Leyline of Anticipation with Narset's Reversal. Leyline's effect is honestly underwhelming at 4 CMC. It's great if it starts in your opening hand, but it is Force of Will fodder otherwise. Debatably it is worth for synergy with Sphinx of the Second Sun, but adding emergence zone (description below) gives you a cheaper Leyline effect at the cost of it only being one turn. One turn with the effect is all you need to win the game though, or to get very far ahead with Sphinx of the Second Sun. Narset's Reversal is a great card because it can be great in a counterspell war, but it can also be used to augment your other cards such as Frantic Search or High Tide or Ghostly Flicker. I love Narset's Reversal because it is great on it's own, but also sees some great synergy.
  • Replaced Myriad Landscape with Emergence Zone. Myriad landscape is noticably too slow, similar to burnished hart. The utility from Emergence Zone can be outstanding. Emergence Zone is a more easily accessible Leyline of Anticipation essentially. It is less mana to use at the price of using it for only a turn. Presumably the turn that you would use it you would also win the game, so you don't need it more than once anyway.
  • Replaced Treachery with Cloudstone Curio. Treachery is a clunky card that rarely resolves. If the mana doesn't untap after this card is played, it feels very bad. Cloudstone Curio is an engine in this deck. It really keeps the BFOF's coming. Playing this card with Universal Automaton on the field means you get to double all of your BFOF's that you play. Additionally, it works particualrly well with the newly added Aetherflux Reservoir.
  • Replaced Long-Term Plans with Chain of Vapor. If you are playing the deck right you are seeing enough of your deck to get your game winning cards without using long term plans. Long term plans also scuffs one of your BFOF's because your opponent knows which card it is. Chain of vapor has many uses. As well as being spot removal, it can be used to protect Unesh, and to return other cheap sphinxes to your hand to be played again which grants additional synergy with the Aetherflux Reservoir win condition.
  • Replaced Sphinx of Uthuun with Sakashima of a Thousand Faces. Sphinx of Uthuun is expensive for what it does. It will normally be chaper to play Sakashima, and it becomes a second Unesh which doubles all of your BFOFs rather than getting you an extra regular FOF. Having a second Unesh on the field also grants you protection from spot removal targetting only one Unesh.
  • Replaced Riddlemaster Sphinx with Bloodline Pretender. Riddlemaster Sphinx's ETB isn't as good as the others (Enigma Thief and Dream Eater). Bouncing one creature isn't super great because your sphinxes already have combat superiority most of the time. It feels expensive for what it does, which means it is too slow. Another cheap sphinx in this slot speeds up the deck, and provides extra synergy with the other added cards.
  • Replaced Island with Lotus Field. I want to try this out. I am skeptical that it is actually better than an Island, but we will see! Let me know what you think here.
  • Replaced Island with Sea Gate Restoration  Flip. Becasue why not really? Worst case scenario, you pay 3 life to have it enter as an untapped island. Having it your hand later game can get you a lot of cards in a pinch.
  • Replaced Imprisoned in the Moon with Gilded Drake. Gilded drake is 1 mana cheaper. It not only takes your opponents creature away from them, it also gives it to you, at the cost of them having a 3/3 flyer. In cEDH this trade is insanely good for you. Imprisoned in the moon can be removed to return the creature back to their side. Nothing happens when Gilded Drake dies. He can also be easily blocked by one of your sphinxes, which means it might be chip damage to a different opponent. To me Gilded Drake is a no brainer here.

GodOfBullshit on Pramikon, The Wall of Stall

1 year ago

SufferFromEDHD Made some swaps, most of your suggestions have been put in.

Long-Term Plans fits with the deck theme far too well, had to find a slot for it.

Peacekeeper doesn't exactly fit with my rough plan. It's not that I don't want any attacks, I just don't want any attacks at me.

Orim's Chant is perfect, put it in.

Teleportation Circle doesn't really work for the plan I have for the flickers. All the one's in the deck are instants, so that I can use Pramikon as a pseudo Deflecting Palm. Swapping directions and forcing someone trying to attack me to attack another opponent instead. They can also be used to save a creature from targeted removal in a pinch.

SufferFromEDHD on Pramikon, The Wall of Stall

1 year ago

Retribution of the Meek would be another upgrade to the 8 and 9 cost removal.

Peacekeeper too much?

Orim's Chant the white time walk. Only suggesting this because you are running the neat Mandate of Peace. I think both fit the theme of the deck.

Long-Term Plans has potential.

Are the flicker effects for Pramikon? Clever. This list has graveyard recursion for enchantments via Hall of Heliod's Generosity so maybe Teleportation Circle?

meowCat1234 on [EDH-2] Noyan Dar's One-Punch Griffin

1 year ago

Thanks! I'll try to give out my thoughts in those cards:

  1. Vesuva - ETB copying a land may be a liability when it's made to copy Griffin Canyon. You'd want to put off on getting canyon out until you are confident you can pull off the combo and eliminate at least 1 player.
  2. Wings of Velis Vel/Shields of Velis Vel - these used to be in the deck. However, I've since moved to things that give changeling that are not necessarily single time use spells
  3. Elite Arcanist - you really want some specific cards to be in your hand when you cast this one. The problem I see is that Isochron Scepter is a lot better as it is not a creature but alas I had to remove it. It either becomes a removal magnet or you don't have a decent card to imprint it with
  4. To Arms! - we really don't animate a lot of lands to make this worth a slot
  5. Long-Term Plans/Dizzy Spell - these tutors used to also be in the deck. I just removed them in favor of having more card draw/filtering effects
  6. Cerulean Wisps - 1-mana cantrips may be good but I'd want them to do something else other than just replace themselves

Hope that helps!

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