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 (4)||ElliJaX , CompleteWaste , gildan_bladeborn , curvedlines|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
4 days ago
Since the deck is control and not combo, are the Serum visions really necessary? I feel like Opt would be better.
1 week ago
What is Trickbind ever doing that is actually relevant, especially for the cost of a whole card and two mana? I know it can hit fetchlands but two mana for maybe stone raining your opponent doesn't seem worth it, especially when it isn't proactive and could be more hand disruption like Grief and Inquisition of Kozilek . Speaking of Grief, that card seems like something you should consider as a disruptive element early especially since with only a u/b deck you have a lot to enable it. It also makes Scourge of the Skyclaves a lot better if your want to run that since it is an early way to apply pressure.
Having only 17 lands is also extremely greedy, assuming a 56 card deck with Street Wraith you only have about a 75% chance of hitting your first two lands drops, which your absolutely need to do to play delve threats and counterspells on curve. Neither of your cantrips has good unconditional selection like Serum Visions or Opt do which means hitting lands is even less consistent. If you really don't want to get flooded you could play some off colour horizon lands like Nurturing Peatland .
I'm also not sure what you're bringing Diabolic Edict against. Most of the creature decks like U/R Prowess, Company and Ephemerate don't really care too much since they're so threat dense and shadow isn't really seeing play anymore since the meta is so hostile to it.
1 week ago
Let’s be clear and open this by admitting I’d never considered building a mono-blue deck before now. In fact, I can clearly remember only one in all my years on playing, and we didn’t finish the game (he left for a Killer Instinct tournament). That said, blue forms the backbone of several favorite decks. Those of you who have braved the mono-blue challenge, I salute. Or rather, I salute those of you who didn’t shuffle islands and counterspells together until you had ninety-nine and then threw Talrand, Sky Summoner on top as the world’s most unimaginative cherry.
That lone blue deck I saw? The first spell in the game gets played. Mr. Talrand peers at it, then nods and says “I’ll allow it.” You could see his name appearing in neon at the top of the table’s hit list, and he hadn’t introduced himself or even played a spell yet. This, I think, is what a lot of folk unjustly assume of mono-blue: that attitude, that play style. But at its best, blue is a beautiful game of dancing on the edge, bringing grace and guile to the table beyond anything the other colors can manage.
Blue has enough mass in squelchy things from the deep to square off with anything but the swollest green, and the islandwalk to not bother. Curse of the Swine and Rite of Replication are only two of the many mean, mean things you can do to a board state. Just the knowledge that counters exist leaves blue players resigned to suspicious looks whenever opponents so much as breathe. And yet, for all this power, blue truly outshines the other colors in three areas: draw, artifact manipulation, and control. Let’s talk commanders for these archetypes, shall we? Again, please bear in mind the point isn’t to discuss the competitive but rather to celebrate the thematic. Happily, blue has a bounty of legends loaded with both!
Ah, Blue Sun's Zenith . Only blue can kill with this peculiar species of lunatic kindness. While there isn’t a mono-blue commander that has this exact effect… yet… it highlights the singular relationship blue has with drawing cards. Whether you want to draw or deck, if you like a full hand then look no further.
Tribal is an archetype available to all colors. While I’m trying to steer away from that as a theme, we must talk Azami if we talk draw engines. There are many, many good wizards, and her ladyship is an absolute powerhouse of card advantage. Arcanis the Omnipotent is omnijealous, bitterly sulking in the 99.
For the more political blue players we go once more to Kamigawa. He’s little, group-huggy, and a fantastic choice for those who appreciate the challenge of treating their commander as an afterthought. Besides, nobody resents an extra card until you drop the sphinx. You know the one.
Can’t be countered. No maximum hand size. Whenever your opponent goes noncreature, draw a card. Blink. I hope the Scots are pleased, because Nessie is quite the monster. Seven mana is a lot, but so, so worth it to play this unholy avatar of blue. Give thanks and happy chortles as she pours cards into your endless hand and flickers past everything that isn’t Molten Disaster .
Where Red abuses artifacts the way black abuses… well, everything, blue takes it to full symbiosis, protecting, enhancing, and eating the pancreas of anyone who offends their precious toys. Blue has the tutors, the synergies, the splendiferous Tezzeret the Seeker . If you like artifacts but aren’t quite crazy enough to go full colorless, blue is your in.
In a singleton game, tutors are king. Long live Arcum. Bonus points if you take out somebody’s combo piece with him while taking a break from digging for yours.
Here’s a pancreas eater for you: theft-by-tutor is unorthodox, but undeniably fun. Blue delights in theft and, as anyone who has siblings will tell you, stolen treats taste better. You’ll never appreciate using your own high-powered tin crap half so much as using your opponent’s high-powered tin crap. Stockpile extra turns and go shopping on the opposition’s dime.
You talk blue artifacts, this guy is in the conversation, if not THE conversation. Lord High Wombo Himself is not here because he makes a goon. Lord High Wombo Himself is not even here because he has mightily potent mana sink if you break infinite. Lord High Wombo Himself is here because of that middle line, turning things like Winter Orb from “our” problem to “your” problem, and that’s just the tip of this degenerate iceberg. Go nuts.
When my wife tells me not to break my toys, this is NOT what she means. No other color manages the sheer mind-bogglery of bouncing, tapping, stealing, and otherwise screwing with other people’s toys without breaking them. No other color boasts this heinous plurality of extra turns, to say nothing of counterspells. Control is the glory and the terror of blue: Laboratory Maniac might take the game for you, but it’s control that will get him there.
Blue is the heavyweight champion of yoink, and Memnarch holds the belt. Just be ready for everyone to treat you like a male dog with a full bladder whenever he takes the field, especially if you had your Mycosynth Lattice in the morning.
Honestly, the pay X bit of this is only tangential for me. Blue is all about minimal force, and tapping something whenever you Opt has very interesting applications. After all, the phrase “doesn’t untap during their untap step” is patented in blue ink. I’m not even sure building around this is a good idea, but you have to admit that Ol’ Gadwick is frightening to any command damage chaser who left their Lightning Greaves at home, especially when Dismiss into Dream is lurking.
We all have strong feelings about counterspells, one way or the other. Forbid is a personal favorite. While Baral’s not that special in a vacuum, he offers hellacious support if you really are all about counterspam. He won’t break the game on his own, but the play-style he encourages certainly has potential for other broken things. Like friendships. Or noses.
And, for my personal favorite... I love perpetually affordable commanders. Rock a few token generators and you might go a whole game paying a single blue mana for this marvel. Sacrifice artifacts are suddenly scary, Sacrificing them suddenly isn’t, and your opponents are suddenly scrabbling for exile effects and that wretched bog. Please remember to bring your self-milling kit, a Mirran Spy , a Mycosynth Golem , and a jar for the tears of your enemies (no sense wasting all that blue mana). First prize if you win with the Phyrexian half of Mirrodin Besieged .
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Black!
Prior Articles: Mono-White
1 week ago
I hadn't realized that it was going to be re-printed. Interesting quandary - on the surface I'd say yes, I'd replace Mana Leak , but I'm also looking at Opt and Vapor Snag as potential replacements. That bounce IS a significant benefit, don't want to discount it, and with the Mutavault I need to be aware of the double blue cost.
1 week ago
Veyran, Voice of Duality doubles triggers of permanents you control. This means it cannot double spell effects (like those Opt ) or even triggered abilities of spells (like Flamethrower Sonata ). As such, it does not double the Storm triggers of spells you cast with Storm .
Storm count, Thousand-Year Storm , and Aetherflux Reservoir each work a bit differently. For the two permanents, they will count spells that were cast before they entered the battlefield. Aetherflux Reservoir will even count itself (assuming it was cast), and for it's storm count you only look at the number of spells cast before the trigger resolves, even if the spells were cast after it triggered. Aetherflux Reservoir also only counts your own spells, unlike Storm . Thousand-Year Storm only counts spells cast before the triggering spell, just like Storm , but also only counts instants and sorceries, so it won't count itself like Aetherflux Reservoir would. Much like Aetherflux Reservoir , it only counts your own spells, not your opponents'.
1 week ago
So i have multiple questions in this post. I guess for starts i built an Izzet deck for commander, with my commander as Veyran, Voice of Duality
Between Thousand-Year Storm and Aetherflux Reservoir How do those cards interact when already on the field when you are starting a storm count for each. The next question is I already have a storm count going. I play Thousand-Year Storm and Aetherflux Reservoir and start to continue the storm count. Do each of those cards see the storm count as they resolve from then on or do the already see the previous storm count as well?
3 weeks ago
amerika00 those are all undoubtedly good cards, but they all share a common problem for the purposes of this deck: They all have odd mana values. I could run them, but I would have to forego retaining Gyruda as a companion. I don't run Spikefield Hazard Flip, Opt , or either of the odd-mana value Izzet Learn spells ( Igneous Inspiration or Pop Quiz ), all for the same reason.
3 weeks ago
Hey, have more confidence in your deck building because this is a good first budget version of Veyran. My advice for the next steps is to reduce the mana curve and add more copying instant or sorcery effects.
Krark, the Thumbless is amazing with Veyran because he's a permanent thus if you win a flip which copies the spell it triggers Veyran to make another copy. When you cast an instant or sorcery Krark triggers twice giving you two flips/chances to copy the instant or sorcery you cast. If you win a flip and copy the spell then you trigger Veyran to copy the spell again. If you win both flips you trigger Veyran two more times since you copy the spell two times. You still cast the instant or sorcery therefore you trigger magecraft even if you lose all flips.
- If you win both flips you make four copies of the spell + resolve the original spell.
- If you win the first flip and lose the second flip you make two copies of the spell and return the spell to your hand.
- If you lose the first flip and win the second flip you make two copies of the spell and return the spell to your hand.
- If you lose both flips then you don't copy the spell instead return the spell to your hand.
With Veyran want to win one flip and lose the other because then you get two copies of the spell as well as return the spell back to your hand to cast again even on the same turn. If you cast a one drop instant or sorcery just cast it again and repeat as long as you lose one flip.
Budget Forks: Increasing Vengeance , Dual Strike , Teach by Example can copy your own instant or sorcery, more ways to trigger magecraft. Two Forks cast on the same turn can copy each other on the stack making infinite magecraft for Veyran to have infinite power for potential lethal Commander damage to an opponent or win the game with Ral. Can copy a Fork that's cast other ways such as Rootha, Mercurial Artist to make infinite magecraft.
How to get infinite magecraft with a Fork:
- Cast Brainstorm .
- Cast Increasing Vengeance copy Brainstorm.
- Activate Rootha, Mercurial Artist copy Vengeance.
- Copy of Vengeance copies original Vengeance that's still on the stack.
- Resolve Vengeance copy and copy original Vengeance again.
- Repeat to infinite copy original Vengeance with Vengeance copy.
- Break the loop of copying Vengeance by having copy of Vengeance copy Brainstorm.
- End the combo by resolving three Brainstorms (Vengeance copy, original Vengeance, original Brainstorm)
Twinning Staff is a permanent that copies a spell that's been copied which equals more magecraft triggers and it also has an activated ability which can copy an instant or sorcery you cast. Another way to copy a Fork to make infinite magecraft. Staff is really good with Krark, the Thumbless .
Good luck with your deck.