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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Mystic Remora
Enchantment
Cumulative upkeep (At the beginninf of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays .
LS-Metr0 on Alela, Enchantress of the Fae
3 weeks ago
Why no Rhystic Study or Mystic Remora? Also, the new Enduring Indulgence (tappedout can't find it yet) from duskmourne seems like a good draw engine, similarly to Caretaker's Talent. Anyway, +1 from me!
Profet93 on Arna's Kennundrüm: Counters Auraquipment?
1 month ago
Last_Laugh +1
I'm not too familiar with this archetype but I'll do my best. Given your deck has a focus on your commander which has built in ward and you are in blue, some additional draw can't hurt. I like Mystic Remora for a cheap and easy draw source. Perhaps even a Cloud Key or Semblance Anvil for artifact ramp? Speaking of artifacts, I would put in the Academy Ruins in the maybeboard over vault of the archangel. Vault requires a lot of mana and isn't necessary while academy requires less mana and can recur 1/3rd of your deck.
Sword of Vengeance > Wand of Orcus - You aren't a token or zombie based strategy. I do understand the appeal of having a wide token base which can help against edict effects. That being said, you already have a fair amount of hexproof/shroud so boardwipes are your biggest issues. I would suggest something similar to flicker as a means to reutilize ETB effects and protect from wipes but given it would remove auras and equipments, it isn't as helpful. As such Sword of vengeance is keyword soup which is also easier to cast at the same CMC.
Inspiring Statuary - Idk if this is good for your build but I imagine u can tap your (used) equipment to help pay for other stuff.
Stoneforge Mystic > Brotherhood Regalia - Ward is nice, can't be blocked is better. Do you need the redundancy for ward? I feel you might be better served with Stoneforge which replaces itself and can help cheat equipment into play.
How has Blade of Shared Souls been playing for you? Seems cool but not needed. Perhaps a Codsworth, Handy Helper might be more helpful as a ramp piece.
Same question with Assassin Gauntlet and Anduril, Narsil Reforged, how have they been?
Overall it's a solid deck. I think my favorite card in here is the conqueror's flail! Triple boost while requiring them to use instants prior to battle, gotta love it all for 2 mana! I like how you have a balance of removal, defense and artifacts. Your creature count is slightly low for my tastes but given your commander is the lynchpin of the deck, it makes sense to prioritize artifacts > creature count.
Kiyomei on The Lost Cat 迷い猫
4 months ago
Self Note ordered.
In 13 ______________
Outo 13 ______________
DarkKiridon on Shorikai Drift
4 months ago
Taida I love all those options. I do want Minn, Wily Illusionist in the mainboard but I have yet to obtain a copy. Mystic Remora, I only own 2 copies so far and they're in other decks at the moment but will certainly get one for here as well eventually.
Thanks for the other suggestions and the upvote!!
Taida on Shorikai Drift
4 months ago
Maybe you can include Unctus, Grand Metatect so you can dig even deeper. Midnight Clock can also help both being a mana rock and letting you draw quite a lot of cards. I also saw you have Minn, Wily Illusionist, and I think it could be in the mainboard. It cheats a lot of things into play with the illusions, and with Shorikai, Genesis Engine you draw the cards needed to trigger the ability.
Mystic Remora is also a very good card that you can consider. Although you will eventually need to sacrifice it, the card advantage it gives you is insane. If you also go for the route of mass drawing, Ominous Seas can flood the board very quickly, but you may need to include some cards to have no max hand size.
Another planeswalker that fits VERY well is Teferi, Temporal Pilgrim, and the illusions it creates are amazing with all the card draw from Shorikai, Genesis Engine.
Btw, amazing deck, I still have to upload my Shorikai deck here, but it is much less flavorful, just centered around tapping and untapping Shorikai, so I love the much more dedicated vehicle theme, it is definitely a +1.
rckclimber777 on Build a Deck with Me …
5 months ago
Sometimes when I'm deckbuilding, I focus less on the commander and more on an interesting concept/combo that I want to use or exploit. This is the case with one of my favorite decks in my profile and actually one of the first commander decks I ever built. This deck began years ago when Magic finally started caring about the EDH format. It was a more simple time then, Rhystic study was $1.27 (exactly the price I paid for mine over 10 years ago), Cyclonic Rift was a bulk rare, and demonic tutor could be found for $10.
The combo that I was interested in was Palinchron and Deadeye Navigator. The latter was my favorite card at the time and is still one of my favorites. It was a great tool and with all the ETB effects that were out around then it was an underrated and uber powerful card. In fact, the entire blink mechanic was and is a very powerful strategy.
When I built this deck, I played a few times in shops and was quickly told that edh is a casual format and interaction of any kind is not fair (was told this by a land destruction deck...) So this deck is definitely more on the competitive side, but it would be the distant fringe of cedh. Alright with that let's get into it.
Initial thoughts
So we have a combo that we like Palinchron and Deadeye Navigator, but we don't even have a commander yet and going mono-blue seems not great, so we want to figure out what color(s) to add and what commander to choose. In a combo deck, there are generally three things that I like to make sure I include beyond the normal ramp, and card draw. That is redundancy, the ability to tutor up my combo pieces, and ways to protect my combo. So when thinking about tutoring up my combo pieces, I generally like to have the best tutors. Those are in black. So things like Wishclaw Talisman, Demonic Tutor, Vampiric Tutor and Imperial Seal (if you have money to burn or your playgroup is fine with you proxying the best cards so you can obliterate their precons j/k I proxy all my expensive cards and put them in a binder in case someone has an issue).
So we have Blue and Black and we can certainly add another color if we wanted to, but at the time I liked Dralnu, Lich Lord because Snapcaster Mage was in standard and flashback was cool. So I stuck with it when I revamped it, but decided that I wanted something that could ensure I can protect my combo from any threat and then also use it to win if I wanted to. The answer came in the form of Ertai Resurrected. He can counter basically anything from spells to activated abilities (which will come in handy) or he can take a threat on the field at the cost of letting your opponent draw a card.
So now that we have our commander, how to build the deck?
Redundancy
Combo decks need redundancy. If you don't get your two cards or one of them gets exiled, you need a backup plan, or scooping is your only option. Fortunately, there are some great redundancies here. We have Ghostly Flicker and Displace. Both of these will blink your creatures (ghostly flicker will also blink artifacts). Displacer Kitten can be helpful too, but I don't own it and it is a little more chaotic than I need it to be. Palinchron is great because you can return it to your hand and potentially play it again and create infinite mana through the use of High Tide, but a similar combo that has added benefits is Peregrine Drake, Archaeomancer, and Ghostly Flicker. This bounces both the drake and the archaeomancer untapping 5 lands, and returning ghostly flicker to your hand. Rinse and repeat for infinite mana. Archaeomancer also will help in returning key counterspells and tutors to your hand. Nothing like doing double duty. Mnemonic Wall and Great Whale also fit here. The great thing about this combo is that each component is useful in and of itself. Bring out your Great Whale early untap some lands and do some other stuff or play out the rest of your combo with the untapped lands. Cast Archaeomancer to grab a used tutor for another combo piece.
One note here, if you get Peregrine Drake (or one of the other two) paired with Deadeye Navigator and you generate infinite mana you can now draw your deck with Ertai as commander:
Step 1: Bounce Deadeye, when he enters don't soulbond with anyone.
Step 2: Cast Ertai, don't choose anything or if you want kill one of your opponent's creatures. It doesn't matter.
Step 3: Soulbond ertai and deadeye.
Step 4: Bounce Deadeye and while that is on the stack bounce Ertai.
Step 5: Ertai enters the battlefield counter the Deadeye bounce on the stack Draw a card
Step 6: Soulbond ertai and deadeye again rinse and repeat. Draw as many cards as you need. Which means draw until you find your wincon.
Wincon
Since this is an infinite mana combo we need something to use all that mana. Obviously the activated ability on deadeye is great, but we need something to actually win with. I went with Commander's Insight and Blue Sun's Zenith. Both of these cards are useful even when they aren't being used to force your opponents to draw their cards. Blue Sun's Zenith works nicely because once you cast it goes back into your deck, which I showed above you can draw as many cards as you need so you cast it once, put it in your library draw again until you find it, cast it again on the next opponent, then again. You can also tutor them up or bring them back from the graveyard with the tutors or the archaeomancer/mnemonic wall from earlier. I like this more than straight damage, because if you don't have infinite mana these cards will still draw you cards.
Tutors
This is a fairly simple step, we need some good tutors. There are a number of good choices in black so I won't belabor that too much. I don't have some of the standard ones and feel like the deck performs fine with the ones it currently has. I do have a Tribute Mage in the deck because nearly all my mana rocks are 2 mana and so is Wishclaw Talisman. I found that the consistency with the deck is vastly improved by being able to tutor up my ramp. Also with deadeye I can bounce it multiple times and get more rocks or the talisman.
Protecting the combo
So I needed to figure out how to protect my combo and do so in a way that is flexible or can be used as needed. So Counterspell. Honestly, this part was fairly simple, most blue counter magic is here. Only reason Fierce Guardianship isn't here is because I don't have it. Other than that we have the typical cards here Force of Will, Mana Drain, Cyclonic Rift, Force of Negation, Pact of Negation, etc.
I also have a couple other standouts. Venser, Shaper Savant is great here as it can be bounced with Deadeye Navigator to essentially boomerang my opponent's board and all their spells. Ertai Resurrected also protects the combo and with deadeye becomes a nice repeatable counter/removal spell.
glen_elandra_archmage can be bounced when she has her -1/-1 counter allowing her to be used again and again to counter noncreature spells.
Typical stuff
There is a lot of ramp in the deck, so Mana Crypt, Sol Ring, and other mana rocks including some larger ones like Gilded Lotus and Basalt Monolith to really get the ramp going, the sooner you can get to 7-8 mana the sooner you can combo out.
For card draw some key performers here are Rhystic Study, Black Market Connections, Phyrexian Arena, The One Ring. Mystic Remora. In my initial hand I want to have 3 lands, and one of these/tutor to find one or I typically mulligan.
Special notes
A couple other cards deserve mention here. Time Stretch and Time Warp. These are both repeatable with Archaeomancer and Mnemonic Wall and I can honestly say that if I'm able to resolve either of these, it is unlikely that I'm going to lose, especially Time Stretch. With the ramp in the deck or a well timed Dark Ritual/High Tide I can play this fairly early and get a huge advantage.
Lands
Since this deck tends to be fast, you don't want lands that come into play tapped, so this deck uses fetch lands, shock lands, and duals that have the ability to come in untapped. (there are a couple that come into play tapped, but they are fetchable so I fetch them only when I know that I'm not going to be able to use the mana and only on an opponent's turn.)
I've had this deck for a while and it performs far better than any of my other decks. It always presents interesting lines that if followed will lead to surprising victories. As always let me know what you think in the comments and if you have a commander in mind that you want to see me build put it in the chat.
Here is the final decklist: Unlimited Power!
outofnothing0 on Memmmnaarrch!
8 months ago
@Profet93: Thanks for the upvote!
-#1 & #3: These were already in the deck but you've reminded me to update my deck description to reflect the newer tech. Thx!
-#2: Honestly I've never considered copying the Sensei's Divining Top card draw as I thought the bounce was part of the cost... I'll have to reconsider putting it back in. Thanks for the suggestion!
-#4: I've considered running the Mystic Forge draw combo here but I honestly don't think I can justify it with the number of artifacts I run... I'm currently running that in my Jeskai Kykar, Wind's Fury eggs deck: Kykar, Wheels Fury and my colorless Karn, Silver Golem deck: Karn on the Cob which both have waaay more artifacts.
-Mystic Remora: never really been a huge fan of this card without being able to abuse it but definitely always worth thinking about.
-Misdirection: I've played with this in high tier games for quite a bit in my Zur the Enchanter deck: Zur's Perfection and have found that it's usually not worth the slot... powerful as it may seem.
-Snapcaster Mage: I actually recently took him out but I really want to put it back lol. Having some trouble tweaking things at this point.
-Karn, the Great Creator like you said can hard lock; also it's static ability ruins artifact decks. My play group meta can very easily with multiple decks use this against me which is why it's a definite no for this deck.
Thanks for the suggestions!
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Want (3) | Fralor , jw560211_magic , concorde |