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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Otawara, Soaring City
Legendary Land
: Add .
Channel — , Discard this: Return target artifact, creature, enchantment or planeswalker to its owner's hand. This ability costs less to activate for each legendary creature you control.
hootsnag on
Oloro White Blue Black Creatureless Control
6 days ago
Only in this deck I decided not to run Reflecting Pool
. I run it in others. I had The Immortal Sun in previously and cut it. I need all of the tri-color lands I can get in this deck. That's why I chose to purposefully leave out Otawara, Soaring City.
SufferFromEDHD on
Oloro White Blue Black Creatureless Control
6 days ago
The Reflecting Pool hate has gotta stop! Haha
Otawara, Soaring City I know it doesn't exile but it can't be countered by traditional methods.
Your thoughts on The Immortal Sun? You aren't running planeswalkers neither should your opponents ;)
zapyourtumor on
Mono Blue Delver (Tempo)
2 months ago
Its nice to see old cards being played but sadly there is a lot of outdated tech here.
Consider is better than Opt with snaps
Not running at least 3 CS is probably trolling
Tamiyo, Inquisitive Student Flip is an option, although it definitely slower than delver. So is murktide.
For a tempo deck, you want cheap and efficient interaction, which 3 cryptic notably is not. Probably need 1 mana counters like Spell Snare Spell Pierce Stern Scolding in some split between main and side. Scolding in particular is usually sideboard material however since monoblue has garbage removal its probably good to mainboard 1-2 copies.
Fading Hope is probably? better than snag although I have a soft spot for snag.
I recommend some Subtlety and more FoNs over shoal. And probably extra fons in the side too.
The only advantage of monoblue over izzet or dimir is that Harbinger of the Seas becomes better so I'd put at least 2 in the side. And running fetches for deck thinning is not worth the 1 life.
Probably want more utility lands like Sink into Stupor Flip, Otawara, Soaring City, Castle Vantress. The mdfc lands also pitch to your pitch spells.
What exactly are you siding in Commandeer against? Same with redirect, clique and shackles. And you have zero grave hate in the sideboard. In monoblue you don't have many options, so something like Soul-Guide Lantern, Surgical Extraction, Grafdigger's Cage. the first two are probably better. Hurkyl's Recall is ok vs affinity. Dress Down is good against several decks right now. I have no idea what monoblue should run vs energy and similar decks, there may not be anything better than Engineered Explosives or Ratchet Bomb. Maybe titi is good enough if you can turbo flip it.
Overall a lot of suggestions but I think in general I'd go something like this for the maindeck:
-4 opt -3 cryptic -1 redirect -4 vapor snag -1 disrupting shoal -1 snapcaster mage
+4 consider +2 counterspell +2 fading hope +1 spell snare +2 stern scolding +1 spell pierce +1 force of negation +1 subtlety
-6 fetches
+1 otawara +2 sink into stupor +1 castle vantress +2 island
zelous666 on
Target Practice
7 months ago
Thank you for your suggestions. I considered them and here is what I was able to come up with:
Riptide Laboratory - Believe it or not I'm trying to cut down on the number of non-basic lands for this deck, which is why some of the maybe board lands are sitting on the side. That's a good contender though so I'll add it to the maybe pile.
Mask of Memory - That's a good point. While i normally see extra card draw as never a bad thing, this deck does have a lot. Replaced with Sword of Feast and Famine. Personal favorite sword and it should help to play some of those extra cards that are being drawn.
Drown in the Loch - Swapped it in for Urza's Incubator
Otawara, Soaring City - Swapped in for an Island
Faerie Harbinger - Wife specifically nixed this card. She doesn't like tutors all that much and nearly nixed Demonic Tutor too. I wanted to cry.
SufferFromEDHD on
Target Practice
8 months ago
Riptide Laboratory oddly enough has some good synergy with your faeries.
Mask of Memory this deck has no trouble drawing cards. Upgrade this to any other equipment. My suggestion? One of the swords that ramps.
Drown in the Loch, Otawara, Soaring City and Faerie Harbinger should be in the deck.
BioProfDude on
New to Pioneer. *HELP*
10 months ago
Well, I agree that additional dual lands are good, but Port Town is one of the worst. I'd suggest maybe 2x Cavern of Souls as you are heavy on spirits, and replace Port Town with 4x Seachrome Coast, and add 4x Adarkar Wastes. Probably 2x to 4x Hengegate Pathway Flip would also be useful. I'd also add 2x Eiganjo, Seat of the Empire, 1x Otawara, Soaring City, and 2x Mutavault as your Supreme Phantom anthem will apply to an activated Mutavault because it is "all creature types."
I don't see any removal and that's needed in Pioneer. Probably 3x or 4x Get Lost would help. Probably 2x Sheltered by Ghosts would also be useful and would be great protection for your Spell Queller.
Honestly, I'd lose the 3x Lunarch Veteran Flip, max out on Spell Queller and add 2x Mockingbird.
Just some thoughts-- hope this helps! +1 from me!
I would add that Curious Obsession is a good card, but I don't know that it is great in this deck. Try it out, but I could see cutting it to make room for the removal.
GrimlockVIII on
Simic Primal Surge Eldrazi. Help, please!
1 year ago
I can list some good pieces of removal in the form of permanents if you wish.
Amphin Mutineer straight-up exiles a creature on etb, and you can do it again through his encore effect once he hits the yard.
Kitesail Larcenist turns 3 artifacts/creatures into useless treasures (one for each opponent), and he can technically hit something of yours like a Fierce Empath or a Reclamation Sage after you're done with their etb effects but need a little extra mana to cast something big.
Amphibian Downpour is basically an instant speed Imprisoned in the Moon that can copy itself depending on how much you or an opponent storms off.
Sapphire Dragon's adventure half is a neat counterspell option in the early game, and you can cast him later as a seven mana dragon to still trigger Imoti later on. Same principle applies to Emerald Dragon, Stormkeld Vanguard, Sword Coast Serpent, and Horned Loch-Whale. Galvanic Giant is also kind of nuts since you're effectively locking down something your opponent controls every time you cast a big spell while also having the option to have a massive draw spell on the side should you need it.
The Phasing of Zhalfir is such a good blue "boardwipe", especially since you can choose to protect one or two of your creatures before the third chapter goes off, or you can immediately skip to the third chapter if you really need the boardwipe to happen the turn you cast it.
Bane of Progress is a good boardwipe against artifact/enchantment-centric decks.
Kenrith's Transformation is a lignify/imprisoned in the moon that replaces itself on etb.
There's of course removal in the form of colorless artifacts. You got Meteor Golem, Cityscape Leveler, Portal to Phyrexia (which also acts as reanimation), and boardwipes like Nevinyrral's Disk and Perilous Vault. If you can wait till your stuff is untapped then False Floor has the potential to be a one-sided wipe that also slows down opponents with hastier decks.
Otawara, Soaring City and Boseiju, Who Endures are interaction in the form of lands. They're also generally harder to counter given that you're activating them as abilities rather than casting their channel effects as spells.
There's also ways to force your opponents to block one of your big guys with all of their creatures so you can let through all of your other big guys through and also kill off some chump fodder in the process. Something like Taunting Arbormage or Shinen of Life's Roar come to mind.
That's all I got for now, but good luck upgrading your deck!
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