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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Counter target spell.
Cycling (, Discard this card: Draw a card.)
6 months ago
sergiodelrio Neutralize versus Cancel -- there's a strictly better Cancel literally every set, and a strictly better Mind Rot almost every set, and a strictly better black 3 mana draw 2 lose 2 almost every set . . . To be fair, these 'baseline' cards tend to be unplayable, and their slightly better versions that have set mechanics are also unplayable in constructed, but they are great for limited
6 months ago
Added Rhys the Redeemed
11 months ago
I like the idea; I'd consider subbing out Quench for Censor and/or some Jwari Disruption Flip. I also like Frantic Inventory , and more importantly with Mystic Sanctuary , Tragic Lesson is an absolute house. I also think that without looting effects, 4x Mission Briefing is a little much; honestly, card advantage is probably more important than recursion, as you're not looking to max out big spells so much as play a lot of them. If you mainboard some mass-bounce, it could be worth it to run a couple Briefing, but I think things like Behold the Multiverse , Chart a Course , etc could be more helpful overall.
I also think with the full playset of Sanctuary, 4x Castle Vantress is too much as they don't add to island count; I think going down to just one or maybe two would be better, especially since by the time you'd be using them for value, you're generally either already winning or already losing.
I think Unsubstantiate is decent, but especially if you swap the other soft counters for hard ones, it may be worth changing out for Into the Roil to have a spell on four that clears the way for Skulker and adds to your draw count.
Finally, another card to consider (probably over Homunculus) is Jace, Vryn's Prodigy Flip. Especially with lots of draw spells, you're likely to flip it early, and it both adds to draw count for Skulker and once flipped won't be bounced - though it would be better in a build with Frantic Inventory or other graveyard synergies to get it going ASAP. I think this swap is more of a tossup compared to the stuff suggested above, though.
I want mono U to work in pioneer, so I love this. Cheers!
11 months ago
Hey, you're welcome.
Temple of the False God is not a good land here because you're not playing any land ramp nor should you want to with Izzet and treasures. With no land ramp then Temple can't tap to make mana until your turn five or six at the earliest and that's if you make a land drop each turn which consistently doesn't happen. It's unplayable when you have two drop and three drop Commanders who you would like to consistently cast before turn five.
Because of treasures you also don't need the small colorless ramp from Temple turn five or after. Consider Frostboil Snarl ? It could replace Temple since it's another budget Izzet dual land that has interaction with basic lands to potentially ETB untapped.
Hedron Archive is another cut to consider because you don't need a four drop ramp source when your Commander can make ramp with treasures. Buccaneer could replace Niv-Mizzet, the Firemind since it's a Pirate combo. Crew could replace Neutralize since it's the least good counterspell here.
1 year ago
I was looking around for a deck to build that uses Shark Typhoon because I keep finding them in the packs I buy. I came across yours and I like the idea of using Unpredictable Cyclone in conjunction with it. It allows you to cheat out more expensive spells pretty effectively, while still creating a shark army. On that note, I would completely revamp the spells you have chosen, aside from Neutralize and Boon of the Wish-Giver , because they need to have cycling to trigger this awesome effect. I do really like Narset of the Ancient Way for this deck. I would remove Teferi, Time Raveler unless you decide to use more sorceries, like Essence Fracture .
- Zenith Flare will be the first obvious choice. It refers to cycling and grows in power rapidly as you cycle things, however it will only grow until the first Unpredictable Cyclone drops, so I am not sure.
- Rescind would be a solid choice, especially if you are running some counterspells.
- Complicate and/or Countervailing Winds seem like some decent choices if you want more counterspells.
- Sweltering Suns and/or Starstorm could replace the damage classic Shock .
- Cast Out could almost directly replace Banishing Light with a cycling equivalent.
- Lay Claim to steal the best of your opponent's forces.
- Astral Slide and/or Astral Drift might be useful, depending on the deck you end up with.
In any case, I love the basic concept and enjoyed trying to think about some synergy for it.
1 year ago
Pretty plain Esper Control list. Most of your cards are pretty low in power though.
Solve the Equation , The Birth of Meletis , Professor Onyx , Archmage Emeritus , even ECD (depending on the matchup) are all pretty slow. Esper lists in Standard right now have a lot of value packed into them. Most of them use Yorion, Sky Nomad as a companion and love to blink things like Omen of the Sea , Treacherous Blessing , ECD, and Sad Robot . Skyclave Apparition is usually pretty good too, as it removes things much earlier than other exile effects.
Speaking of removal, let's work on that. Murderous Rider is not a good rate anymore. Bloodchief's Thirst , Heartless Act , or Eliminate are the removal of choice usually, and Shadows' Verdict the sweeper.
With Strixhaven coming, I expect Elite Spellbinder to be a good addition to control. It blocks well and disrupts your opponent's curve.
In the sideboard, with the prevalence of control, 4x Mystical Dispute is a necessity. You'll also want something for the mono-red aggro matchup, probably more Shadows' Verdict s. Against mono-white aggro, you want Shadow's Verdicts and maybe some Ravenform . Shark Typhoon is also good in the control matchup (hint: you'll almost never cast it, but cycling can't be countered and gives you a card back). Disdainful Stroke should also add up to 4x between mainboard and sideboard, as the control deck of choice at the moment loves to run big spells. Unfortunately, this deck will fold to Dimir Rogues and I can't think of a sideboard plan that would change that. Their fish tactics are just too good against dedicated control decks.
1 year ago
I'm really worried about board sweeps right now because there are so may of different ones of them.
Because that's what crushes my momentum. So if I can thin/burn through my deck faster than they have answers, awesome! Saw this to scare them into thinking they are tricking me to use them. So then I can if possible have an ace in the hole to have Neutralize as a shwarmy " Opt " or " Counterspell ". Sweeps die spells are on a curve I haven't seen since Innistrad.
And wow, why Bas over Tef or Jas? He can't protect himself until like turn 6-7
Today, after I made this deck over almost four hours (based off of a couple concepts I had before Kaldheim) I wanted it to kinda be like the current White Weenie deck that is floating around.
So, now that I've revised it. I look at your suggestions. (Which are always awesome, you have such a masterful mind when it comes to this game) no smoke blowing you are great.
Just play this form of my deck in area a for three days.
I know you'll be playing net Deckers I don't care.
Yes, my deck might be shhh, let's not talk about it. Though, try a couple games. See how that works. Then use my Sideboard as your best in three. No deck I ever create is based on best in one! It's based on two of three.
(Side note about side biard: it's about dealing with what you might have to deal with later) beyond that the Sideboard might fully or partially become part of your Mainboard. This happens for multiple reasons. 1: you need to deal with a random new existing system that predominantly dominates the current system.
Ultimately things like Omnath, Locus of Creation I also know rescritions and banning will come to Vorinclex, Monstrous Raider.
1 year ago
IN standard it's just boring honestly,
remember when they said that they wanted more interactive gameplay and didn't want turn 2 wins (ok not actually turn 2 but a turn 2 Koma, Cosmos Serpent is effectively a loss)
well it's a boring glass cannon combo, you either win quickly with almost no interaction or you lose because they have a Duress or Neutralize the combo isn't set up, they should 100% ban it in best of 1, but in standard best of 3 it's a non-interactive combo with a decently high win rate. So it doesn't matter it doesn't have a rediculous win rate, it doesn't feel like it's a standard deck