Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Draw a card.
|Have (2)||lrgoah , rockleemyhero|
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|Commander / EDH||Legal|
Opt occurrence in decks from the last year
Latest Decks as Commander
1 week ago
Blaksteele Really nice protoype. Niv-Mizzet, Parun may be one of the most fun commanders in EDH. I really think you have a solid prototype here. Definitely play test it to see what direction you want to take this beast.
A few suggestions:
Niv-Mizzet, Parun loves when you draw cards and casts spells. I would recommend playing less creatures and more spells that net raw card draw. Cards like Oneirophage seem great, but aren't as valuable as triggering Niv-Mizzet's ability. The same is true with creatures like Tolarian Kraken or Nadir Kraken where you have to spend resources on top of drawing cards to trigger an additional effect.
Instead of running the extra creatures, I would trust more in Niv-Mizzet, Parun . Fill your deck with cheap spells that draw cards, and in turn trigger Niv-Mizzet, Parun 's ability to draw extra cards and do damage. Opt , Brainstorm , Wheel and Deal , Windfall , Ponder are all great examples that exploit Niv-Mizzy so well.
*Protection and Interaction*
Niv-Mizzet, Parun 's greatest weaknesses are his mana cost (3 red + 3 blue) and protecting him. This is truly a deck that will probably not win without its commander on the field, so you really need to protect him. You should include a package of instants that will allow you to interact with your opponents' attempts to remove him. Lazotep Plating is a cheap option. Basic control magic will also be very helpful (and each one triggers Niv-Mizzy). Counterspell , Delay , Narset's Reversal , Wizard's Retort etc are all good and affordable options. Consider removing Jaya, Venerated Firemage and Tibalt, the Fiend-Blooded to make room for them. These planeswalker seem good, but will almost never net you as much value as other instant/sorceries will.
*Manabase and Mana-fixing*
As noted above, getting down Niv-Mizzet will be tough if you can't mana fix. If you are running 40 lands, make sure you have a way to fix your mana. You're going to need 3 Red and 3 Blue to cast Niv-Mizzet. In a basic land only build, to get Niv-Mizzy out on curve, you'll need to make sure you never miss a land drop and you drop down the right land each drop. Most games you'll lose, will probably be because you can't cast Niv-Mizzy. I'd add tools that make sure that happens. Arcane Signet is an easy add. Expedition Map as well.
As you build your mana base, focus on lands that don't come into play tap but can produce any color mana.
Really great starting place! You got it down to a solid win condition, you have a clear vision on how you're going to get there, and you have themes that support the plan. All you need know is focusing down on those themes a little more and finding more consistent paths to success. Well done for your second build. (Remember to include your manabase, even if its just filled with basic lands... because right now, it looks like you're playing 40 lands. With an average CMC of 3.5, that seems like a lot.)
1 week ago
I tried building around Knowledge and Power before and personally just couldn't make it work... any game i won it was despite playing knowledge and power rather than because of it.... im really jaded about that card lol.
I think if you want scry to be the payoff mechanic of the deck then going more in an Izzet blitz route with Sigiled Skink and Flamespeaker Adept and Opt / Titan's Strength would be the way to go..... otherwise i'd say trade out Mystic Speculation and knowledge and power for just about anything else like a Crackling Drake or something similar.
1 week ago
A couple of deck philosophy problems with this deck.
Why so many counterspells? If you're going for a control mill plan, you'll want either white for boardwipes or black for solid removal.
66 cards? Believe me, I used to have this problem a lot. Finding the last few cards to take out when deckbuilding is a huge problem for me because they all seem so useful! The argument that persuaded me to always have the strength to cut something was this. You have 66 cards. Logically, some cards are going to be weaker than others. You have a strongest card and a weakest card. Why are you letting yourself draw your weakest (66th best) card when you could have drawn anything else in your deck that's just better? The same logic applies to anything outside of your 60 best cards. You just have to find which are the 60 strongest.
There are a lot of 1x and 2x cards in here. Consistency is a very big part of building a deck. That's why >60 card decks are considered bad, and it's why you want as many copies of your good cards as possible. Similar argument to the >60 card argument. Why draw your weaker cards when you could've used that space in the deck for your stronger cards?
22 lands. Most 60-card decks run 24, higher for decks with lots of high CMC cards and lower for more aggro decks with low-cost spells. 24 is about right for this deck, more like 28 if you have the 6 extra nonland cards. I don't do the math on this one, but people who have say that 22 lands isn't enough to consistently make a deck of average average CMC work.
Okay, now on to specific cards. I think there are a lot of cards that don't fit with your gameplan here, so I'll just focus on what I think you should be trying to do. You said this is a turbo mill deck, so let's focus on milling as much as possible. Didn't Say Please is a good one to give you a little bit of control (usually you'll use this to stop a crab from dying). More Maddening Cacophony is probably good, as it's just better than Merfolk Secretkeeper (which I don't think is good enough for the deck) and one of the best straight mill spells around. Vantress Gargoyle is good to have not for the mill but for the utility as a blocker and alternate win (unlikely). If you're really centered around Teferi's Tutelage (which is not a bad idea, it's strong mill), have more card draw. Frantic Inventory is a good one, as are Thirst for Meaning and Opt , which you already have. Fabled Passage is strictly better than Evolving Wilds if you have them. I crafted the full playset because I use them in so many decks.
2 weeks ago
As for it being "just tempo rogues with Teferi's Tutelage," I took out a lot of the more traditional cards like Agadeem's Awakening Flip and Lullmage's Domination to make room for Teferi's Tutelage. And, while I love Of One Mind in my Tempo Rogues, this deck can win without much of a board state and I love the consistency of Opt always being one mana. I've won with a few Opts and the Scry sets you up nicely.
That's actually one of the reasons I subbed in Anticognition as well. It gets great value with my win condition, and that scrying for two in a deck that constantly draws is so invaluable.
I appreciate your advice but the way you came across was kind of condescending. I got to Mythic with this with a pretty high win rate, I know how to play and I know how to play this deck specifically.
2 weeks 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.
3 weeks ago
Witching Well is supposed to come down early, dig 2 cards deep, and then give you the option to crack to draw 2 later. It's the best 1 mana cantrip in Pioneer, unless instant speed is relevant in which case Opt can compete for the slot, as it digs 2 cards deep as well.
And Aikido is a primarily Commander strategy, as you actually have the tools AND the time to be able to use it. You already know everything that is remotely 'Aikido' in Pioneer.
3 weeks ago
looks competitive!! I like the inclusion of Opt now. It helps you cycle through to find your wincons.
3 weeks ago
3.37 is too high for me. Have you considered cutting copies of the planeswalkers for Opt ? I like how solid this deck is though. how consistent does it run?