Mnemonic Wall

Combos Browse all Suggest

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
Vanguard Legal
Vintage Legal

Mnemonic Wall

Creature — Wall

Defender

When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand.

Unlife on Vendilion clique combo

5 months ago

I love railgunning, and it's something I still play in my own monoblue EDH deck. A few recommendations:

Spell Crumple and Hinder both let you remove a problem card, and help enable the combo. Plus, they back up clique if the cost gets too high.

You're always going to want open mana, so I'd recommend a few more rocks. Being able to flash in your commander means you can spend a few turns just casting ramp, and still have mana up for counters or commander.

Snapcaster Mage and Mission Briefing are another pair of cards that can let you reuse things already in your graveyard. Mnemonic Wall acts as both blocker, and lets you return a combo piece to your hand.

multimedia on Defending budget commander deck

1 year ago

You're welcome. You have Brave the Sands and it's a better card. Two 2 drop enchantments that give vigilance is really not needed. Cutting Blessing for a blink effect gives you a strong effect you currently don't have. It's worth mentioning that Eerie Interlude blink combos with Mnemonic Wall to repeatedly blink your defenders.

multimedia on Defending budget commander deck

1 year ago

Hey, good changes so far. Looking nice with a really low avg. CMC.

Some budget defender upgrades to consider.

Orator of Ojutai is another two drop defender who can draw ETB if you control Arcades and it has flying. Sunscape Familiar and Wall of Roots are more defenders who ramp. Shield-Wall Sentinel is a defender tutor. Wall of Stolen Identity is good in multiplayer Commander and it ETB as the creature you choose with defender. Identity and Shield-Wall are some higher mana cost defenders, but their ETB abilities are worth it.

Wall of Junk has been errata to have defender, it can return itself to your hand if it blocks making it bonus good with vigilance. Walking Bulwark and Crashing Drawbridge are low mana cost defenders who can give other creatures you control haste.

Tetsuko Umezawa, Fugitive makes your defenders unblockable. What makes Tower Defense good here is it gives all creatures you control the instant pump for two mana. Aegis of the Heavens only targets one creature for three mana.


Because Arcades triggers to draw when a defender ETB then blink can be a powerful effect. Blink can also enable an infinite turns combo where attacking Arcades and/or defenders are the wincon.

Eerie Interlude can protect all your creatures from a board wipe since your creatures return to the battlefield at the next end step. If Arcades is exiled along with defenders then when the creatures come back you draw. To price match for a possible cut, Eerie could replace Voidslime? Cutting Voidslime will also clear some budget to add some of the more price defenders I suggested above.

At your end step Soulherder can be repeatable blink of any creature you control. With Arcades blinking a defender is draw, if the blinked defender has an ETB ability it triggers again and gives the defender pseudo vigilance since it will ETB untapped. Blink can also reset Shield Sphere and Wall of Roots.

If your game plan is to attack with defenders thanks to Arcades then how about extra attacks from extra turns? Adding this combo and Eerie Interlude are some reasons to keep Mnemonic Wall.

Cast Aeons and at your end step Soulherder blinks Mnemonic returning Aeons to your hand. On your extra turn cast Aeons and repeat. If you control Arcades then you also draw at your end step, but you only get extra turns equal to the number of cards in your library.

legendofa on Defending budget commander deck

1 year ago

With only 14 total instants and sorceries, I'm not sure Mnemonic Wall is pulling its weight here, especially as a five-mana 0/4. It can probably go.

This is more of a meta call, but Aegis of the Gods is more vulnerable than Teyo, the Shieldmage, Leyline of Sanctity, or Ivory Mask. Unless you expect to see a lot of targeted effects, Aegis would be my next cut.

Hover Barrier doesn't really do anything that other cards can't do better. There's a third cut.

After this, play through a few hands and see which cards sit in your hand for a long time being used, what might be under-producing, and what just might not be working.

andyboyjack on Four color maze's end, in COMMANDER?

1 year ago

FURTHER NOTES: Some bank busting upgrades.

Dream Cache cut for Jace, the Mind Sculptor.

The deck LOVES brainstorm effects, and Jace (while being one of the most powerful cards in the game) is infinitely better at brainstorming.

Mnemonic Wall cut for Snapcaster Mage.

Snapcaster mage does everything Mnemonic wall does but better, cheaper and enters at instant speed.

Forest cut for Urza's Saga.

I don't know what to say, Urza's saga is offers redundancy in being able to fetch up Amulet of Vigor or other utility artifacts, while also being fetchable itself with the myriad of land tutors in the deck. The deck would be great with it, but who could afford it?

Negate cut for Force of Negation.

This is self explanatory.

Conjurer's Closet cut for Sylvan Library.

Closet is actually quite slow due to its mana cost, and sylvan library is a once a turn brainstorm. A must include.

Llanowar Scout cut for Burgeoning.

despite llanowar scout being a good target for Retreat to Coralhelm, that's about the only utility you'll be able to get from it. Burgeoning does everything else better and cheaper while also being less vulnerable to removal. Else you could add Prophet of Kruphix and go absolutely hog wild with maze's end triggers, then the scout can stay and I'd cut something else for burgeoning.

You can also add some other commander staples too like smothering tithe and rhystic study, don't know what you'd cut, probably some of the blinks and the wall. Realistically the deck could stand to have all the basics replaced with fetches, fast dual lands and triomes, given it's extremely color hungry even with all the gates, but that's not 100% necessary. Your wallet will be absolutely crying by the time you're finished.

BOXES_O_MOXES on Ardenn-Esior Caw Blade [Pauper EDH] "Contest Deck"

2 years ago

MillerBrewing,

Thanks for the reply. I'm confused though. There is quite a bit of card draw and tutoring in the deck. Granted, this is an older build that hasn't underwent any changes since Commander Legends. This was a contest deck built solely for that purpose with what I believed to be at the time the best cards for this deck in specific.

When you note, "I don't see a lot of draw in this". I'm wondering if you really looked the deck over. I noted in early playtesting that it was lacking draw so I added as much as I could without concentrating solely on drawing cards. Examples below.

Bonder's Ornament

Cartouche of Knowledge

Fall from Favor

Ophidian Eye

Pentarch Ward

Anticipate

Dizzy Spell

Impulse

Muddle the Mixture

Merchant Scroll

Ponder

Preordain

Azure Fleet Admiral

Drift of Phantasms

Mulldrifter

Pondering Mage

Sea Gate Oracle

Staunch Throneguard

And on top of these, Flicker effects can blink Archaeomancer or Mnemonic Wall to get you back your Ghostly Flicker plus an Anticipate, Impulse, Ponder, Preordain etc over and over.

So I mean, There's plenty of draw and pseudo "draw" with transmute and tutor effects. There have been some other cards printed since that should probably be reviewed but I didn't intend on this being a deck I would really spend a lot of my time on. It was built primarily to showcase partner commanders. Especially those being newly released.

I'd be more than happy to hear out any changes that you think should be made. As far as I can tell the best pauper draw spells that are in this deck's color pie are already included in the deck. (Providing they were available for use when CMDR Legends was released).

king-saproling on Bounce n draw with a special lil falcon

2 years ago

Cool deck! You might like these: Drift of Phantasms, Merchant Scroll, Step Through, Vedalken AEthermage, Apprentice Wizard, Springleaf Drum, Sea Gate Oracle, Augur of Bolas, Repulse, Drag Under, Capsize, Salvager of Secrets, Mnemonic Wall, Scrivener, Rush of Knowledge.

Also I noticed you're running Treasure Cruise, which is banned in pauper. If your group doesn't care about the banlist, you might also consider running Peregrine Drake as it combos with things like Displace + Archaeomancer.

KaptnK on

2 years ago

Asmoeus here are some suggestions around what I would do to improve the deck on a budget

Lands

Artifact

  • Look decent. Gilded Lotus does have a high mana cost so would keep an eye on how often you cast it.

Sorcery

  • Remove Creative Technique (with your lower mana curve odds of you revealing something really good is low) > Add Arcane Denial as a good, cheap counter spell
  • Remove Fiery Encore (expensive and requires you to discard a high mana cost card to deal decent damage) > Add Solve the Equation (Tutor for the spell you need)

Creature

  • Remove Charmbreaker Devils (returning spell at random will not often get what you need, and does not have a way to get around blockers) > Add Runaway Steam-Kin (Will help you cast more spells and give you mana)

Other Considerations

Load more