Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Draw a card.
Printings View all
|Core Set 2021 (M21)||Common|
|Mystery Booster (MYS1)||Common|
|Secret Lair (SLD)||Rare|
|Throne of Eldraine (ELD)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
3 days ago
Notes for the future:
5 days ago
To elaborate on Gidge's response, the triggered ability that Evolve represents contains an intervening "if" clause. Any triggered ability that uses such a clause is phrased something like this, "When [something happens], if [something is true], then [do a thing]". A trigger like this checks the "if" condition when it triggers and resolves. It must be true at both times for the effect to work. This is notably different than a trigger that reads "When [something with a quality happens], [do a thing]." These kinds of triggers only check if the condition is true when triggering only.
Let's see some examples. Evolve is a great example of an intervening "if" trigger. Whenever a creature enters the battlefield under your control, your creature with Evolve will trigger provided that the new creature's power or toughness is higher than your Evolve creature's. When that trigger tries to resolve, it will check the new creature's power and toughness again to make sure at least one of them is higher than the Evolving creature.
For the second type of trigger, let's use Mizzix of the Izmagnus. Her trigger reads "When you cast a spell with CMC greater than the number of experience counters you have, you get an experience counter." Unlike an intervening "if" trigger, Mizzix's trigger only cares about the number of counters that you have when you cast the spell. In this way, you can cast Serum Visions and then Opt while you don't have any exp. counters in order to get two counters instead of one.
Hope this helps!!
1 week ago
So, here are my thoughts about the deck:
Manawise, your landbase should rather consist of lands that come into play untapped. It's important to have your mana available asap. I would suggest replacing karoo lands like Orzhov Basilica and also Opulent Palace with battlelands like Sea of Clouds and painlands Adarkar Wastes. The storage lands are also not ideal (e.g. Dreadship Reef), because they do not provide colored mana at start. And of course the more fetchlands you can add the better, missing Scalding Tarn, Arid Mesa, Verdant Catacombs, Windswept Heath, Wooded Foothills, Flooded Strand, Bloodstained Mire.
I would suggest you to cut even the three remaining creatures and add additional card advantage and lock pieces. Im missing Sylvan Library, Rhystic Study and Mystic Remora... all important ways to get extra cards.
Since your main wincon is the Consultation combos, I suggest you definitely run Thassa's Oracle as a main, cheap combo piece.
Lightning Greaves, boots and Helm are not necessary, since protecting Atraxa should not be such a priority to warrant extra cards for it. Also Mana Tithe, Mana Leak and Opt are not that relevant in a multiplayer format. I would advise to replace them with general, cheap countermagic, for better utility. Dovin's Veto, Delay, Swan Song, Tale's End can serve both to protect your cards and your combo, but also disrupt your opponents from winning.
Also with the amount of manarocks, you could play Winter Orb to stall and buy bit more time for your 'walkers.
1 week ago
Pathways in this deck are probably as good as pathways will be. Since you don't want to lose tempo, you'll want as little "enter the battlefield tapped" lands as you can, so them coming in untapped, keeping up Shock or Opt from turn 1, depending which you have in hand, is probably worth 4 land slots.
I'd make this mana base with 4x Temple of Epiphany and 4x Clearwater Pathway Flip, and then add basics according to your mana requirements in the deck. No Fabled Passage, no Swiftwater Cliffs, I think even the castles in your colors are too slow for your gameplan. Shatterskull Smashing Flip is probably worth it, but Sea Gate Restoration Flip most definitely is not a spell you're ever going to cast, so it's not worth paying 3 life for the land part if it's basically an island in your deck.
1 week ago
Hello again! Came across another card that made me think of your project: Whirlwind of Thought
- It gives you a repeatable source of card draw. I noticed the deck was very light in the card draw department, with mostly card filtering rather than true card draw (e.g. Frantic Search, Opt), or "impulsive draw" as it's been termed (e.g. Abbot of Keral Keep).
- It ties into the prowess / noncreature spell theme.
- It depicts airbending.
- A female airbender isn't a part of ATLA. You'd have to interpret it as Aang somewhere off-camera using airbending ON someone.... for SOME random reason....
- Function-wise, it isn't actually as strong or efficient as Jeskai Ascendancy (sadly, that card's art has zero flavor tie-in). Ascendancy effectively doubles your prowess buffs, and while not true card draw, the repeatable loot effect is good. And the untap clause is nothing to sneeze at -- aside from the pseudo-vigilance it gives, imagine the edge case of multiple noncreature spells you can cast and a Beguiler of Wills on board..... Man, if they someday reprint Ascendancy with better art, it's an auto-include in my book! Maybe you could get an altered-art version?? :)
Hope this comment finds you well. Cheers!
2 weeks ago
@VampDemigod i'm curious about your reasoning for putting repeatable mill 3 for 2 colored at 7-8/10. especially on a card that required 5 colors to cast. mill itself is usually a pretty low powered ability especially in any format that cares about using it's graveyard. even at mill 3 i'd still probably consider it the worst ability on the card.
for the same reason that this card doesnt need to mill 10 like Glimpse the Unthinkable because it's repeatable. i'd say the fact that this card has a repeatable counter spell makes it better than usual 2 mana counter spells. currently i'd compare it to Dovin's Veto as an activated ability isn't countered by most counter magic. dovin is better in that it can hit cards like Opt or Ghostly Prison but this ability also stops cards like Izzet Staticaster. this ability if any of them is the highest on the scale in my opinion at a solid 8.5/10
as a side note, deino is correct the ages of dragons in dnd are wyrmling, young, adult, and ancient. at least in 5e. however OP mentioned prismatic dragons being a thing in dnd which isnt true of 5e. i'm not sure which edition they are included in, so i'm not sure if the sizes are called out the same way in that edition.
3 weeks ago
Sublime Epiphany is too expensive to me, 6 mana is alot to hold up for just a single spell, albeit with multiple effects. Whereas my 3 six-mana+ spells are more highly impactful