Master of Diversion

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Master of Diversion

Creature — Human Scout

Whenever Master of Diversion attacks, tap target creature defending player controls.

xyr0s on Azorius Control

7 years ago

Funny idea, but a couple of cards seem a bit too weak for modern. Like Master of Diversion - a 2/2 for 3, that has to attack to tap an opponents creature. I wouldn't play a sorcery at 2W that read "during your next turn, tap target creature your opponent controls", and this creature comes too close to that. But maybe Lyev Skyknight could do something similar? The same goes for Azorius Guildmage - it's just too expensive for what it does (although countering activated abilities can be pretty sweet) - maybe exchange it for Squelch? That way, it's a surprise when something is countered, rather than something it's possible to play around.

Grand Abolisher is in my opinion a sideboard card. It is highly relevant in some games, and in many others its a 2/2 creature. You could play Detention Sphere instead. Not that it does anything similar, it's just good removal.

Baral, Chief of Compliance feels redundant. You already have cost reduction from Grand Arbiter Augustin IV, and your instants and sorceries have little colorless cost anyway.

TheDuggernaught on Resistance Is Futile

7 years ago

It is a nice combo (Sphinx of Magosi and Righteous Authority). It is also extremely fragile as it costs a total of 11 mana and can be killed by something as simple as a 1 mana spell -- setting you back 10 mana. Most enchantments that buff your creatures are pretty meh for that same reason. For one card from your opponent, they can kill 2 cards and set you back a lot of mana investment. I have no doubt that combo could work in more of a tap out control/midrange style build. But I won't help you much in a tempo style.

As far as how to split creatures and non creatures, I would say it depends on your play style. You can certainly make a fairly spell heavy or creature heavy build work. But for what I am assuming is your budget, it would be better go to play around 20 creatures. Some of the tempo spells can run on the expensive side. I did a quick search through gatherer and came up with a list of creatures for you peruse. I did not look at prices for these cards, but I tried to exclude ones that I knew for sure would be expensive.

Aerial Responder, Spellstutter Sprite, Augury Adept, Sage of Epityr, Isamaru, Hound of Konda, Pride of the Clouds, Looter il-Kor, Mindshrieker, Lyev Skyknight, Court Hussar, Accorder Paladin, Master of Diversion, Fiendslayer Paladin, Daxos of Meletis, Soldier of the Pantheon, Azorius Herald, Arctic Aven, Quickling, Boros Elite, Stormfront Pegasus, Oreskos Swiftclaw, Surrakar Spellblade, Topan Freeblade, Jeskai Sage, Knight of the White Orchid, Mardu Woe-Reaper, Mentor of the Meek, Mirran Crusader, Mirror Entity, Reflector Mage, Silverblade Paladin, Squadron Hawk, Aven Riftwatcher, Banisher Priest, Fiend Hunter, Signal Pest, Azorius Arrester, Dungeon Geists.

GreenIsBae on I'd Tap Dat

7 years ago

Hey Chris, this is Ryan. For your first deck here, I like that you've chosen R/W, as its a color combo that is typically extremely aggressive because it has such a critical mass of low curve creatures that try to overrun opponents, and an excellent archetype for beginners.

I see that your deck has a sub-theme of tapping opponent creatures, which is typically quite a powerful effect, but usually in the context of mid-game board stalls rather than aggressive strategies. Tappers are typically used to disable attackers/blockers that are difficult to remove on their own, allowing your own board to attack in and/or stall until you find an answer. Aggro decks typically don't care about this, focusing solely on playing more creatures and attacking in, regardless of their ability to block. You want to be making aggressive trades and using removal/evasion to the fullest of your ability to reduce their life total to zero ideally before they can stabilize.

With this in mind, I would suggest not using tappers or your creatures with defender, finding in their place aggressively curved creatures that incentivize attacking. Things like more Boggart Brute, Master of Diversion, Voldaren Duelist, Topan Freeblade, Ember-Eye Wolf or Bloodmad Vampire (or anything similar to these really, things that like to attack, or help enable attacking).

Cut down on lands. 26 lands is a lot for a deck that is playing mostly 2-3 mana creatures and spells, and you definitely don't want to be drawing into them often when you need to apply pressure. Cards like Ray of Dissolution are extremely niche cards that don't often see much use in the maindeck, so I would set that aside for the sideboard. Find and play as many spells similar to Magma Spray as you can. Low cost removal spells are what an aggro deck needs to blow away the early 2 and 3 mana creatures the opponent will try to play to stabilize the board. Find removal in your bulk and use it aggressively.

Ofc, in the 2000 bulk commons/uncommons that you have, I'm sure adhering to the advice given will be difficult if not impossible, but do your best! This deck has the potential to be quite good, and as a general rule of thumb, try to play as many 4-ofs as you can, as that is the playset limit of any given card in a deck. Doing so will give your hands and game plan far more consistency, and you'll be able to see first hand how the deck should operate, and what needs improvement as a result. Hope this was helpful :D

Quicksilver on The Humans Are Coming

8 years ago

Hyper budget in EDH is a recipe for disaster. There are ways to pull it off, but usually only in more aggro decks. Your humans don't really have a lot of synergy, so I'm going to start by recommending what I would cut:
Expedition Envoy - ONLY used in aggro ally decks, borderline crap everywhere else.
Traveling Philosopher and Dromoka Warrior - They do nothing. In EDH, you want your creatures to generally have a power and an ability.
Heavy Infantry and Stern Constable - these are one off tap downs that put you at a disadvantage for the most part. With no graveyard retrieval, it is never wise to throw cards into the graveyard if it can be helped. Elite Scaleguard would be the best idea, even a Master of Diversion is better. They give you constant control over opponent's creatures. If you want to slow down aggro decks even more, Imposing Sovereign.
You have a few cantrip (spells that allow you to "draw a card") enchantments. They're not bad, and in green and white, you need all the card draw you can get, but there are better cards for this, as I'll explain below.

Recommendations:


You don't really have enough equipment to justify it, but Puresteel Paladin is a beast in voltron (decks that revolve around your commander) decks. If you want to go down the path of more equipment, a Stonehewer Giant or Stoneforge Mystic is very powerful.
I'm going to assume for the sake of this post you're looking into +1/+1 counters for your creatures. Here are the essentials for green/white: Managorger Hydra, Predator Ooze, Mikaeus, the Lunarch and Cathars' Crusade. These cards allow your creatures to become stronger the more you play spells and with hexproof, spot removal becomes difficult.

Card draw: Mentor of the Meek is a must if you want to continue with a creature heavy deck. Shamanic Revelation is good should your deck provide plenty of humans.

Tokens and +1/+1 counters: Doubling Season. Make a proxy or something, but make sure this card is in your deck. It will give your creatures so much more power, and your human tokens will double based on exiling one card. Hardened Scales is a more aggro card that only gives you one extra +1/+1 counter per creature, but escalation is key here.

Mana ramp: You're running green, but you have no way of ramping your mana sources. Cultivate, Explosive Vegetation, Skyshroud Claim and Exploration are some examples you can use. I would also put the land count up to 38. Mana starvation is the worst in green.

Your creature base: You have a lot of creatures. This gives you a huge advantage over some players. Tax decks are designed to slow down players quite heavily. Should you keep this part of your deck, Dragonlord Dromoka, Gaddock Teeg and Thalia, Guardian of Thraben are useful in slowing down your opponents.

At this point, I've exhausted myself in what I'd do to improve, but this should give you an idea of what cards can be useful for your deck.

Lokotor on Lokotor's Cube

8 years ago

Review this List and see if yall have any strong objections to it.

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