Counter target spell. At the beginning of your next main phase, gain an amount of equal to that spell's converted mana cost.
|Have (3)||metalmagic , , Redbeard09|
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|Commander / EDH||Legal|
Latest Decks as Commander
Mana Drain Discussion
6 days ago
Competitive all the way
Botanical Sanctum > Wooded Foothills
Darkslick Shores > Scalding Tarn
Darkwater Catacombs > Verdant Catacombs
Grand Coliseum > Misty Rainforest
Path of Ancestry > Dark Confidant
Counterspell > Mana Drain
1 week ago
1 week ago
Daedalus19876 Hey there! I LOVE your primer; it's well-written and it has inspired me to look at running Araumi as my next commander choice!
Quick preface before going into some questions; I'm a pretty new Commander player (coming from Modern and Pioneer background) and I've been looking at a few decks to make a small "commander stable" over time.
Using this deck as a template (and also your Fresh Fish for Cheap ($250 Budget Araumi) as another reference), I wanted to ask you a few questions about how to tweak/modify this deck in case I wanted to modify for certain rules.
1) No infinite combo(s) rule: Let's say I'm playing in a more casual pod where this rule is instituted. What would you immediately sub out from this decklist and what would be good options to put in that would allow you to play a more relatively "fair (even if it's still graveyard shenanigans!)" game? Bonus points if the sub-in options are sub $20 at max!
2) Tailored budget considerations: For that matter, what would be some good options to sub out the >$20 cards in this list? The most obvious ones that I can tell, from quick pricing, are:
- Gilded Drake , Hullbreacher , and Spellseeker
- Entomb , Mana Drain , and Fierce Guardianship
- Mana Crypt and Phyrexian Arena
- Naturally, the expensive lands (fetches, Volrath's Stronghold , etc.)
3) General theme of "powering down/creating more flair": I'm a huge fan of the 75% deck mentality, and I'd love to be able to modulate the deck to power up or down (mostly down based on this current decklist). Taking out the pricier cards is probably one of the most obvious ways to "power down" the deck, but what would you recommend in terms of other card substitutes (i.e. if I wanted to be able to side out/in certain cards just to add more flavor)? This whole theme is generally tied into the previous two questions, but this is just more picking your brain at this point!
Thanks so much for your work!
3 weeks ago
Romanowski13, the best upgrades would include improving the mana rocks. I’d replace any that enter tapped with the following (depending on your means): Arcane Signet , Jeweled Lotus , Mox Opal , Chrome Mox , Mox Diamond and Mana Crypt .
I’d add better removal spells such as Cyclonic Rift . This would probably be the first change I’d make.
4 weeks ago
Daedalus19876 Thanks for the comment! I’m considering taking out Ajani's Pridemate , and God-Eternal Kefnet for some draw. Definitely gonna replace it with some card advantage/draw cards. I would love to put in a Mana Drain , but unfortunately your definition of “burn a little money” and “Cheap”is not the same as mine. :)
4 weeks ago
Hello, I'm back for another comment! My first cut here would likely be Ajani's Pridemate (he doesn't do much in EDH), followed by Serra Ascendant (he doesn't do much without evasion of some kind), then God-Eternal Kefnet (he's a cool card, don't get me wrong, but it doesn't feel like you have a high enough density of instants/sorceries for him to work right).
1 month ago
Still open to suggestions, and I will check out cards under $10.
Does anything seem completely out of place, like Blustersquall for instance?
1 month ago
I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.
I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:
- Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
- Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
- Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board
Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.
I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.
Cards I think you want:
Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.
Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.
Mana Drain - The much better counterspell
Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.
Cards I think you might not want:
Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.
Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.
Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?
Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.
Sylvan Awakening - why for?
Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.
Nissa, Vital Force - eh...
Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.
Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.
Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.
Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.
Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.