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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Counter target spell. At the beginning of your next main phase, gain an amount of equal to that spell's converted mana cost.
2 weeks ago
This deck is cool! It's nice to see someone else with a full foil Atraxa Walkers deck lol The only opinion I have on it is that Kasmina, Enigma Sage, Primevals' Glorious Rebirth, and two of your lands should probably be counterspells of some sort. You have Eerie Ultimatum so Primevals' Glorious Rebirth is kinda redundant. If you really need to use mass resurrection twice in one game, you probably want to use direct spell/card recursion to get Eerie Ultimatum back instead. Kasmina, Enigma Sage basically does nothing for you but take up a card slot and let you scry (potentially) multiple times. You even listed in your reasoning that you don't use her ult much and without using her as a means to put a "better ult" on other walkers, you could just add a Counterspell to get rid of removal. Additionally, I'm betting with 37 lands that your late game can sometimes involve mana flooding in your card draws. 33-35 lands is more than enough to secure a decent chance at a 3 land opening hand and leaves room for control - which it looks like would be handy. Mana Drain, Force of Will, and Pact of Negation are all great picks since two are "free" and one GIVES you back mana for using it. Just a tip!
1 month ago
Cards to remove for more interaction, protection, and draw:
Looking at adding the following:
1 month ago
Thanks to the both of you for your thoughts and Squee_Spirit_Guide! There's no shortage of other things I want for other decks atm such as a Mana Drain, Scalding Tarn, Sheoldred, the Apocalypse, Smothering Tithe, Black Market Connections to name just a few so I think I'll be doing that. And hopefully if I ever need copies of it for some / Pioneer deck or something they'll hopefully be a bit cheaper later sometime and not a case of something like The Great Henge which remains quite pricey.
I have had a few regrets with a few cards in the past like a masterpiece Feast of Famine and Chalice of the Void which in hindsight I wish I maybe had kept (even though I got a fair price for them both in past times).
2 months ago
Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.
You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.
I'd suggest going for some fetches, checks, and shocks like:
I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!
Don't tell Rett I gave you so many suggestions XD
2 months ago
so first thing: your deck's not Modern legal. not that this should deter you, but basically some cards are printed in sets meant for other formats. if you're wedded to Modern, you'll have to make some substitutions. Counterspell instead of Mana Drain, for example.
that said, I'd encourage you to just call it a Casual deck. there's nothing wrong with it. you're not powergaming; for example, Fishliver Oil isn't a gamebreaking card by any means, but it's fun and whimsical. I don't think you're doing any harm to your playgroup by running the cards you're running here, even if a few like Rhystic Study are quite powerful!
is there a big payoff for cards like Temple of the False God and Spreading Seas? That Spreading Seas is a cantrip certainly works well with Nadir Kraken. But it seems to me you don't have any big "I want to sink a lot of mana here" cards in this build. consider substitutions if you're not particularly attached to them!
3 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.
SniperFrog on Oona
3 months ago
Alright. So there's a couple things I would change, but I don't want you to think it's better or anything, just what I would do. I'll give budget suggestions and non budget suggestions so you have a variety of choices without hurting the wallet.
I think I would go for mono blue so I can get Bruvac the Grandiloquent's effect in my command zone. It seems actually nutty to just be able to get this guy going. That being said, I like a lot of the black spells you have here, namely Mind Grind and Nightscape Familiar, so I would consider something like Phenax, God of Deception or maybe Mirko Vosk, Mind Drinker to stay in dimir. Not really sure the red is helping much at all, though. Only four red cards is a bit of a bad look, though they seem cool in theory. I've never played any of them, so I don't really know how good they actually are.
So there are a few optimizations I would consider as well. Three mana rocks are a bit slow for my tastes and there are a lot of decent options at two mana, I'd recommend Fellwar Stone, Mind Stone and Arcane Signet to name a few cheaper options. There's also Sapphire Medallion, Chrome Mox and Mana Vault, though those are strictly non budget.
More optimizations for interaction seems good here as well. Maybe drop some of your three mana counterspells for some one or two mana spells. Counterspell is a mainstay and at very good price as well. I like Swan Song, An Offer You Can't Refuse and Drown in the Loch in this slot. There are a plethora of non budget options as well, particularly free counters like Force of Will and Force of Negation or other heavy hitters like Mana Drain and Cryptic Command. Plenty of cool things to do with this, however, so you have options.
Your lands look rough. I personally will always go with untapped lands with so many options, but that can get really pricy, really fast. Of course, if you didn't have to worry about a red splash, your landbase gets A LOT better.
If you're having trouble with hitting enough lands, consider lowering the curve a bit or even adding a couple more to try to smooth things out. I generally try to have around forty-two to forty-five mana sources, though my curves are usually around 2-2.5, so you might want a little more than that, maybe. I don't know. That's something you can figure out with playtesting.
Now comes the fun part. As it stands, including the above mentioned cards, I would try to find room for these:
Into the Story for some card draw.
Rhystic Study and its baby brother Mystic Remora are both excellent card draw spells with humongous upside, though they are both getting a little on the expensive side now, with Rhystic pushing forty or fifty bucks.
I like Bitter Ordeal, but I think this is kind of a pet card that I want to make work, so I might be projecting here. lol
Reanimate effects seem VERY strong here. I like the ones that target opponent's graveyards the most, so I would stick with Animate Dead and Dance with the Dead along with the aforementioned reanimate. Didn't think about this at first. Could be really sweet.
Mesmeric Orb is money in these decks. Gives mad inevitability.
Folio of Fancies. I've never seen this card before, but I love it. Seems like it would fit nicely.
Sands of Delirium seems sweet.
Some cards I would just outright cut:
Gravepurge, not positive what this is doing for you, beside gumming up your draws. I guess it can get something back but not sure it's relevant. Hard to say without playing the deck.
All three mana rocks. Darksteel Ingot, Dimir Cluestone, Ur-Golem's Eye, Hedron Archive are a few. There are actually a few more than I thought, so maybe cutting all of them isn't the right thing to do unless you are cutting like for like for cheaper rocks.
Grisly Spectacle, I feel like you can get a better removal spell. I see the appeal, but I feel like it will get at most six cards milled maybe. Something like Feed the Swarm is probably just better or Drown in the Loch which hits two birds with one stone.
Countermand. Four mana counterspell seems like a really hard ask. I know it's on theme, but something cheaper is probably just better. See above for suggestions on cheap counters.
I would maybe cut some other, stuff, but I feel like I've already given you a lot to think about. Love the list. I'm excited to see it once you've had a chance to keep tuning it. Follow for sure. :)
4 months ago
Luminarch Ascension is just slow. I used to run it in my Sythis, Harvest's Hand enchantress prison deck as a backup method to get beaters out, and most of the time I'd play it and it'd just sit there as I'd use my mana for other things. It's not worth it most of the time.
I do not know why you aren't already running Esper Sentinel. In your deck you're running a bunch of anthems, and Esper Sentinel can easily draw you a ridiculous amount of cards rather quickly if his tax gets up to 4~5 mana. He's easily one of the best white cards in Magic, and your deck seems likely to support him. Plus he's only one mana, and you have an absolutely ridiculous CMC of 3.87 with only seven mana rocks - two of which are 4+ CMC.
My advice? Fuck Smothering Tithe. I personally think the card is overrated and is one of the most "kill on sight" cards in Magic. A quarter of the time you play it and it's countered. Another quarter of the time you play it and it gets blown up immediately. Another quarter of the time you play it and it does nothing. The last quarter of the time it does something. If you wanted to play some cheaper "kill on sight" cards to bait out counter magic and kill spells, Food Chain, Survival of the Fittest, and even something like Grafdigger's Cage against certain decks. But, take what I say here with a grain of salt - I just don't like Smothering Tithe, and I think the CMC of it won't help you that much since you don't run a lot of ramp. I'd honestly rather run Yasharn, Implacable Earth over Smothering Tithe in your deck right now.
Now, you asked for feedback and suggestions, so here are my main suggestions. I'm not sure your budget, but considering you're asking us to decide between two $20~$30 cards, I'll assume it's higher than the average Magic player's. Here is a basic list of things you can do to improve your deck:
- Go through your deck and individually look at every card in it. Think to yourself "How often do I play this card? Does this card make an impact whenever I play it? Is it just immediately answered? How does this fit into my game plan?" etc. Cut cards that you think aren't up to par or properly fit into your deck.
- Your deck seems to lack a proper direction. You say you want to pillowfort and focus on building up an army. Cards like Windborn Muse and Ghostly Prison can help you prevent people from swinging at you. If you wanted to prevent people from swinging at all, Crawlspace and Dueling Grounds can work, and you can just pop them with a Nature's Claim or something before you want to start attacking. If you wanted to focus more on the army aspect, you could go with stuff like Avenger of Zendikar, Rhys the Redeemed, or Tendershoot Dryad.
- Lower your Converted Mana Cost. You currently have a CMC of 3.87, which is rather high. In addition, you are only running seven pieces of ramp - all mana rocks - and two of them are four or more CMC, which does not help you much. Cut cards that don't do much and replace them with either cheaper mana rocks or mana dorks. A few that I immediately see that I would cut are cards like Treva, the Renewer, Skyward Eye Prophets, Empyrial Archangel, and Archon of the Triumvirate. Cards you should add are like Avacyn's Pilgrim, Birds of Paradise, Sylvan Caryatid, and Noble Hierarch. This will lower your CMC and provide additional mana ramp.
- Lands. You are currently running 38 lands, which is definitely on the high end. However, I think this is a product of having a CMC of 3.87. I think should you end up reducing your CMC to around 2.75 to 3.00 while adding in at least ~7 sources of mana acceleration you can go down to 32~33 lands, which is much more reasonable. However, I also want to talk about your land choices. You aren't running any fetches and many of your lands have a chance to enter tapped. I would look at adding in more fetches such as Prismatic Vista, Windswept Heath, Misty Rainforest, and Flooded Strand at least. In addition, I'd also look at lands such as City of Brass, Mystic Confluence, and the Battlebond lands such as Bountiful Promenade, Rejuvenating Springs, and Sea of Clouds should you reliably play with 3+ people pods. Cut cards like Seaside Citadel and the check lands, as they're kind of feelsbad turn one plays.
- Removal. You aren't running much removal to deal with threats. Cheap removal such as Nature's Claim, Swords to Plowshares, Path to Exile, Return to Nature, and On Thin Ice are all super good in EDH. I would definitely look at improving your removal suite outside of 3+ mana counterspells. Also, look at cheaper counterspells. Cards like Mana Drain would be super good here as it provides you mana acceleration while stopping your opponents.
There is more I would like to add, such as talking more about card advantage, but I've spent damn near close to an hour typing this so I'm gonna call it here. Now, take what I've said with a grain of salt. I'm a high-powered player; I like to optimize my decks, and with optimization comes homogenization. I.e; your decks become less unique. You've got a pretty unique deck here, and if you like it then you like it. Ultimately it's up to you on making that call of whether or not you want to optimize and change everything. If you need more help, feel free to ask. Good luck, and sorry for the wall of text.