For each player, choose whether or not they are a friend or foe. Each friend searches their library for a land card, puts it onto the battlefield tapped, then shuffles their library. Each foe sacrifices an artifact or enchantment they control.
|Have (2)||metalmagic , orzhov_is_relatively_okay819|
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|Commander / EDH||Legal|
Pir's Whim occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Pir's Whim Discussion
1 week ago
Hey there. I happened to bump into your list. As a fellow Mazirek player, here are some things that stood out to me:
- You are running a very low land count. There are only 30 lands that make mana, meaning you will most likely miss land drops in your games, causing you to fall behind. With your curve, I would go to 37 lands that make mana at minimum.
- Similarly, the amount of draw spells you run seems on the low side to me. You run about 5. See if you can increase that category to be around 10 cards. You could consider cards like Lifeblood Hydra, Skullclamp and Yawgmoth, Thran Physician.
- Your hate package could contain more cards that are sacrifice-based. Some such alternatives include Pir's Whim, Vona's Hunger and Wave of Vitriol.
- A few cards that I really enjoy in my Mazirek deck that I was missing here are Devoted Druid, Lotus Field (great to grab with Pir's Whim), Pattern of Rebirth and Hardened Scales.
Hope some of these tips are useful to you :)
3 weeks ago
What really makes Golos, Tireless Pilgrim tick is a solid ramp package. Since Golos, Tireless Pilgrim puts a land into play when it enters, as long as you can add additional mana each turn, he will always be on board (which in itself is a massive threat due to his activated ability). However, a strong mana base is expensive, too get it cheaper, focus on green, and add reliable and cheap ramp cards:
(I would avoid the 3CMC and 4CMC ramp cards if possible, and minimize the number of lands that only produce colorless mana. Especially, if we don't have access to the expensive lands, i.e., fetch and shocks)
Then, depending on creature-based or not, look to add some Talismans/Signets and creature ramp. Of course, Arcane Signet, Fellwar Stone, Birds of Paradise, and Faeburrow Elder are all great additions, but are a bit more expensive. (Still cheaper than adding the ten fetch lands and ten shock lands, which would be better, of course. However, since Golos, Tireless Pilgrim puts a land into play, it is reasonable to get the WUBRG into play without an expensive land-base)
I think the standard recommendation of 10 ramp cards are too few and would look to get at least 15+ ramp cards in a Golos, Tireless Pilgrim deck. Each activation yields tremendous value!
4 weeks ago
Before I dive into the responses, I just wanted to say thank you for taking the time to comment.
- Emerald Medallion/Rhonas's Monument - bring in mono green, I have no way to search for these to get them out early and after turn 4 they really become a dead draw. The deck generates an insane amount of mana when I get going for better utility that I can use at any point in the game.
- Nyx Lotus - I hate that it enters tapped. I've been on the fence about it, and if I ever pull one or trade for one, I'll test it. It also runs counterintuitive to Collector Ouphe which I try to keep out as often as possible to hinder my playgroup.
- Bow of Nylea - deathtouch is rarely needed, Ohran Frostfang is ran mostly because of the passive draw ability it has. I am running this in my budget deck though since it doesn't generate mana like this version does. I do plan on testing it in this version eventually for the other abilities though.
- Brawn/Nylea, God of the Hunt/Nylea's Forerunner/Primal Rage/Roughshod Mentor - between kamahl and hoofy, these are unneeded.
- Citanul Hierophants/Cryptolith Rite - I ran hierophants for a long time when I first made the deck and eventually dropped it. Outside of my mana dorks, I dont tap the creatures for mana, so it just became unnecessary.
- Embodiment of Insight - I dont turn my lands into creatures unless absolutely necessary. So this doesn't really help my playstyle.
- Sword of the Animist - it's a great card, I just don't use equipment in this deck. No real reason for it, I dont even run Swiftfoot Boots or Lightning Greaves.
- Vivien's Arkbow/Elvish Piper - both on the list to playtest.
- Overwhelming Stampede/Overrun - ran stampede for years in the deck and eventually dropped it for more utility. My commander does overrun at instant speed so I wont waste a slot on the actual overrun card.
- Beastmaster Ascension - haven't really considered it to be honest. I dont need it offensively, but could be useful to help keep my mana dorks alive from mass damage spells. I'll have to play around with it.
- Rogue's Passage - unneeded. When I swing, I get through.
- Reliquary Tower - already in the deck.
- Pir's Whim - I just recently discovered this card for another deck and plan on playtesting it in this deck.
- Lifecrafter's Bestiary - on the maybe list, I'll eventually playtest it.
- Harmonize - I have better draw spells for only 1 additional mana.
Again, thank you for all the suggestions, I greatly appreciate it.
4 weeks ago
I love this deck though i have to wonder why some cards are not in here if you could find room fair enough or if you though that this doesn't need them again fine. Emerald Medallion and/or Rhonas's Monument for cheaper spells and creatures now I know green can ridiculous amounts of mana so these are not the most important but the monument does give a creature a mini Overrun each time you cast a creature spell. Nyx Lotus which just a second slower Nykthos, Shrine to Nyx for more ramp, Bow of Nylea Which gives the passive ability of Ohran Frostfang as it never hurts to have redundancy a few time to have something to fall back on but also give you these really nice modal options the best for this deck are the add a +1/+1 counter on a creature each turn which helps trample, And the Put up to four target cards from your graveyard on the bottom of your library in any order for reusable cards as I didn't see anything that lets you use the graveyard as a resource and like it been apart of every green deck I seen because of it utility. Things that give creatures trample other than your commander things like Brawn, Nylea, God of the Hunt, Nylea's Forerunner, Primal Rage or Roughshod Mentor things like that. Citanul Hierophants or Cryptolith Rite for more mana. Embodiment of Insight as it such has a high synergy level with your commander. Sword of the Animist for repeatable forest searching which also helps thin your deck so your draw abilites become more useful. Vivien's Arkbow or Elvish Piper for free creatures. Overwhelming Stampede as it has a great synergy with your commander. you mention over Overrun and that would be a great addition to this deck as would Beastmaster Ascension which I always seen as an auto include. May take out a forest for Rogue's Passage as unblockable creatures in decks like this are no joke. I would do the same for a Reliquary Tower for unlimited hand size, mostly for those people that are running forced draw card decks like Nekusar, the Mindrazer or similar decks. I would also run Pir's Whim for a few reason, 1. it give you the ability to search for a non-basic land, 2. it can target more than just one artifact or enchantment (though you don't get to choose) and 3. it a little politics to your deck you can make deals with other players so they can be friends instead of foes until you are ready to deal with them. And finally both Lifecrafter's Bestiary and Harmonize for more draw power
1 month ago
Hear that _NotJohn_, in fact I had it in here previously as it's one of my fave ramp cards in green. Once I decided to slot in Cabal Coffers + Urborg, Tomb of Yawgmoth , I made some land tutor accommodations to assist, hence the inclusion of Expedition Map, Pir's Whim & Sylvan Scrying. I agree that it's not technically a ramp card, but it plays into my big mana strategy and it made the most sense to categorize it under ramp. My flawed logic explained!
2 months ago
Taking a second look, I notice you have the coffers/tomb land combo but with little support. Recommend Sylvan Scrying, Pir's Whim, Tempt with Discovery, Crop Rotation, Nylea's Intervention, and/or Expedition Map.
2 months ago
If you want extra possible replacements for infinite mana dorks, then try Incubation Druid and Ley Weaver. Ley weaver has the bonus of going infinite with Maze of Ith on your combat step. However, if you go the way of Ith, you'd want to support it with land tutors like Pir's Whim and Sylvan Scrying.
As far as your specific meta, Prowling Serpopard might work out.
If you want even more doubling effects look at Primal Vigor. Yes it helps your opponents too but outside Ghave, Guru of Spores you should come out ahead with double tokens at double power with each X-spell.
Also, I would recommend Burgeoning over Exploration since it can drop you more lands and it has the bonus of being cheaper.
2 months ago
I whipped up a copy of this deck with the cards sorted into categories so I could see what you had going on, and here's what I found:
You have 20 ramp spells and 20 draw spells, probably about twice what you need of each. I'd start by narrowing those down.
You have three cards that deal with +1/+1 counters. I'd replace Doubling Season with Parallel Lives, knowing that. I know it doesn't reduce the amount of cards, but it's 1 mana cheaper and will be equally as effective except in those three circumstances.
You only have two mill cards, so you're not going to be winning with that strategy in 99% of games. I'd take them both out. Startled Awake Flip is a great card especially when you can copy it, but you know what another great sorcery to copy is? Every other one in the deck, and those ones also contribute to you winning. The same is true for Telemin Performance. Yes, it'll steal a creature from your opponent, but you have other ways of doing that, that allow you to choose the permanent you're stealing.
Of your nine extra turn spells, the weakest is definitely Plea for Power. It may be cheaper than the others, but that's at the cost of allowing your opponents to give you the worst choice between card draw and an extra turn. Both options are good, but one will always be less good, and your opponents will always choose that one.
Speaking of letting your opponents choose, Pir's Whim does that too. Unless your opponent has exactly one artifact or enchantment, they won't choose to sacrifice the one that's causing you the most trouble. The added benefit of it allowing you to ramp isn't that great compared to the other ramp spells at your disposal.
I know this won't get you all the way down to 100 cards, but hopefully you'll be able to take a look at the categories I made or make your own and glean some helpful insights from them.