|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Mythic Rare|
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Whenever an opponent casts his or her first spell each turn, that player exiles the top card of his or her library. If it's a nonland card, you may cast it without paying its mana cost.
Mind's Dilation Discussion
2 weeks ago
Next you're going to sing the praises of Mind's Dilation .
Any way you slice it, Sunbird's Invocation is a card advantage engine. Its resource intensive to get onto the table, and requires further resources to do anything (spells in hand, mana to use said spells). It performs better with higher CMC spells, which makes it harder to cast multiple spells and get multiple uses. Are the free spells nice? Certainly. Stuffing your deck with cards you wouldn't play except when they're free means you're going to be spending a lot of time feeling extremely stupid when you don't see the 1 card that makes them worthwhile in your hand of 7 cards in a 99 card deck.
For example, Char does more damage than Lightning Bolt . Slotting char over bolt in your 99 because you're also running Sunbird's Invocation is extremely poor deck building. The card incentivizes you to run junk to get better triggers. Even in a casual deck I wouldn't recommend running junk cards to work around a card that isn't the commander.
Now compare Sunbird's Invocation to a similar CMC card, Sun Titan . Sun tit gives you a trigger when it enters. It can attack and block (with vigilance!), helping most casual deck game plans. It continues to get triggers turn after turn BY ITSELF, requiring no further resources or mana spent, just requiring cards in graveyard (which happens naturally as any game progresses). Sun tit doesn't ask you to run jank cards with higher CMC, it prefers to recur right in the CMC range you want your value cards to be.
Another way to think about this is opportunity cost. If you were playing any game of magic, and you had Sunbird's Invocation in hand, would you rather have a different card in your hand? This is opportunity cost. 6 CMC is pretty high, it means the card will sit in hand during the early game, whereas you COULD have slotted a different card that may have been applicable during that period. For example, if you replace Sunbird's Invocation with a Swords to Plowshares , is your deck going to function better in more match ups? The answer is almost definitely yes. Switch out StP with some other card your deck needs, and you've found out what your deck should slot instead of Sunbird.
Now lets imagine yet another situation. You've got your Sunbird in play, you untap with a fresh new turn. You cast a spell for 5 CMC. You get all giddy, and you flip up Mountain Mountain Shock Mountain Pyroclasm . Just because you went 5 deep into the deck with a 5 CMC spell doesn't mean you're going to get anything relevant, or anything that will be useful to your current board state. Similarly, with 1 or 2 CMC spells, you may hit exclusively lands and brick out. There is no guarantee that these triggers will help you, or give you the relevant cards you want to see. Its just a card advantage engine for red at 6 CMC.
Another aspect of Sunbird is that it promotes non-reactive deck building. Flipping Counterspell with Sunbird isn't going to help you, unless you're intentionally holding spells to use Sunbird trigger in response to someone else's spell. Your removal and interaction is going to want to be permanent based to take best advantage of Sunbird. I'm not saying this is good or bad, but certainly opens you up to being locked out where a spell wouldn't be locked out. A great example of this is slotting Goblin Cratermaker for removal, and having it die as a state based action upon entering if an opponent has Elesh Norn, Grand Cenobite . Another example Pyrite Spellbomb being locked out against Null Rod .
Sure, this card generates advantage when you're left alone to durdle in your ivory tower, but Scute Mob can one-hit-kill players on turn 30 after getting a bunch of counters. That doesn't mean Scute Mob is a good card in commander.
1 month ago
I like your deck's style but you seem light on control finishers. On a budget I would recommend Approach of the Second Sun , Revel in Riches , Exsanguinate , Mind's Dilation , Painful Quandary , or Torment of Hailfire . There are others but things like Cyclonic Rift and Expropriate ain't cheap.
You also are kinda low on ramp and, for a control deck especially, card draw. You do have some but the conventional wisdom is eight-ish draw cards and eight-ish ramp cards (depending on plenty of variables, of course).
Seems like you're off to a good start though!
1 month ago
I love the theft theme for Sen Triplets I'm not sure what you want your curve to look like, but some of my personal favorites are Agent of Treachery , Thief of Sanity , Acquire , Mind's Dilation , Praetor's Grasp , and Bribery
2 months ago
2 months ago
Ok, here we go;
Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO
Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.
Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.
Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.
Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness
Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.
Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.
Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.
AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.
That's 10 slots to work with.
First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.
Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.
This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.
Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting
3 months ago
3 months ago
Cuts I'd make
Mind's Dilation , this card is strong but it misses to often. Its inconsistency makes me hate it. Secondly it doesn't ramp or control the board or put you in a winning position it's very out of place in the build.
Lifecrafter's Bestiary , this card is gonna underperform in this kind of deck. In this deck it's basically a worse Thasa God of the Sea and if it's the card draw you want just do it better with Pull from Tomorrow
4 months ago
What I like about Jodah is that I also have a Jodah deck -- Jodah Has a Few Tricks Up His Sleeve -- that I think is kickass, but using the compare decks feature I see that there's a difference of ~55 cards. It's sweet that he facilitates such a wide variety of decks -- there's no single best way to build it. I run a much lower CMC list, there are some differences simply because I don't have the cards ( Avacyn, Angel of Hope , Elesh Norn, Grand Cenobite , Emrakul, the Promised End , Ulamog, the Ceaseless Hunger ), and I see why you wouldn't want to play Omniscience and Show and Tell .
Anyways, here's a handful of the cards that I run and you don't that I've had good results with:
Bringer of the Black Dawn - paying WUBRG for the Bringers is sweet if Jodah gets removed
Vial Smasher the Fierce - the high CMC of Jodah decks makes Vial Smasher awesome
Yidris, Maelstrom Wielder - adding cascade is great
Teferi's Protection - your primer says you run it but your list doesn't have it
Mind's Dilation occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%