Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
|Have (2)||, gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 week ago
Thanks for the reply. I'm confused though. There is quite a bit of card draw and tutoring in the deck. Granted, this is an older build that hasn't underwent any changes since Commander Legends. This was a contest deck built solely for that purpose with what I believed to be at the time the best cards for this deck in specific.
When you note, "I don't see a lot of draw in this". I'm wondering if you really looked the deck over. I noted in early playtesting that it was lacking draw so I added as much as I could without concentrating solely on drawing cards. Examples below.
So I mean, There's plenty of draw and pseudo "draw" with transmute and tutor effects. There have been some other cards printed since that should probably be reviewed but I didn't intend on this being a deck I would really spend a lot of my time on. It was built primarily to showcase partner commanders. Especially those being newly released.
I'd be more than happy to hear out any changes that you think should be made. As far as I can tell the best pauper draw spells that are in this deck's color pie are already included in the deck. (Providing they were available for use when CMDR Legends was released).
1 week ago
I think my concerns were caused by piloting errors. I found the issues I was having with Tandem Lookout largely go away if I prioritize land drops more when I am using my Ponders and Preordains. Tandem Lookout hitting the field and turning a 1/1 faerie into an evasive card draw engine while also enabling Of One Mind is something I was undervaluing in my initial playtesting.
Thanks for the suggestion, I really appreciated it!
3 weeks ago
4 weeks ago
I like your deck but there's a few flaws in there that will really bite you in the ass unless you have ways to deal with them. This deck can be halted way too easily by someone playing enchantments. In its current configuration, the deck will not be able to cope with anything like Ghostly Prison, Sphere of Safety, Propaganda, Pyrohemia, Rest in Peace or Leyline of the Void. The same goes for some inhibiting artifacts. You need some counter- or removal options in order to deal with these.
Have fun brewing.
1 month ago
Hey, nice upgrades of Demonic, Acererak, Stitcher, Gravecrawler, Grim, Sidisi, Cryptbreaker, Master, Undead, Remembrance, Titan, Victimize, Misty, Drowned, Clearwater.
Interesting choices to cut the mana rock ramp other than Sol from the precon and reduced the lands from 40 to 31. Reducing the lands is fine because 40 lands in the precon is too much. Although, only 31 lands is pretty risky; I wouldn't play below 34 if I'm not playing green. The problem is you haven't compensated for the reduction of lands by adding more ramp to have enough mana or more low CMC draw to help to draw lands or some of both. It looks like you have cut lands to add more high CMC cards which is the wrong approach when upgrading a precon.
With a budget of $400+ consider adding the mana rocks? The precon has Arcane Signet, Talisman of Dominance and Crowded Crypt, all these are good. Add to these Dimir Signet and Thought Vessel; these two are upgrades for the Diamonds. More low CMC draw can also replace lands such as Brainstorm, Preordain, Deadly Dispute, Frantic Search, Village Rites.
Dreadhorde Invasion is a two drop in the precon and it's a good repeatable Zombie source for Wilhelt. Sac the Zombie Army token at your end step on each of your turns for a repeatable draw source that only costs you 1 life on your turn. Midnight Reaper is also in the precon and it's a Zombie who can be a repeatable source of draw especially with Gravecrawler.
Some cards to consider cutting because they're not as good as others here:
- Lord of the Forsaken
- Sludge Monster
- Eternal Skylord: don't need it because you have Hordewing Skaab.
- Dread Summons
- Ghoul's Night Out
- Oriq Loremage: don't need it because you have Vile Entomber.
- Syphon Flesh
- Whispersilk Cloak
- Empty the Laboratory
- Liliana's Mastery
- Open the Graves
- Risen Executioner
- Phyrexian Crusader
- Ebondeath, Dracolich
- Army of the Damned
I don't think you have the mana to support X spells such as Summons and Empty to get enough from them to be worth casting. Adding Cabal Coffers + Urborg, Tomb of Yawgmoth would help also with casting Army.
- Blasting Station: can be the win condition with either Gravecrawler or Factory combo.
- Carrion Feeder: one drop Zombie.
- Ashnod's Altar: combos with Havengul Lich + Rooftop to repeatedly reanimate/sac/reanimate all Zombies in all graveyards.
- Altar of Dementia: infinite mills all your opponents when you control Factory by repeatedly sacing just one Zombie. Can also be the win condition with Gravecrawler + Rooftop.
Good luck with your deck.
1 month ago
Nicely done; this has been put together very well and looks fun to play. I do not know how fast your meta usually is, but there are ways to improve this deck's speed a bit more. You mentioned including lots of draw opportunities. This is indeed true, but a lot of them are conditional/require a trigger. I would consider adding stuff like Ponder, Preordain or Brainstorm which are all incredibly useful cards in the early-game and can be cast whenever you need them.
Your mana-curve looks wonderful, but I cannot help but notice that this deck hardly contains any rocks/ramp; not even a Sol Ring. This could also increase the deck's speed. I'm curious about your thoughts on that, as I suspect you left out ramp/rocks on purpose.
Keep up the nice builds. Cheers.
1 month ago
Blightsteel Colossus seems great here, and id recommend Preordain, also maybe some stax pieces like Winter Orb or Ensnaring Bridge if you want your friends to really hate you. Darksteel Forge could be nice too.
2 months ago
SynergyBuild I can’t say I really understood how the Trickery deck worked. Could you enlighten me?
Oko, Thief of Crowns is certainly annoying but with Arcum's Astrolabe banned, perhaps in a Modern where Mishra's Bauble is banned, Oko may come back? Perhaps it’s not a matter of what is in the format right now or banned. Regardless of what changes could make it happen, I think there are cards next to Oko, like Birthing Pod and Splinter Twin which are cards I believe fall into a category of being worthy of discussing. Then you have cards like Gitaxian Probe, Hypergenesis, and Chrome Mox which fall firmly out of said discussion as far as Modern is concerned and can probably stay banned on consensus forever and always.
Karn/Lattice is certainly a powerful late game for Tron and I agree that it shouldn’t exist in the format. We already see consistency as the rationale for most bans Ponder, Preordain, Birthing Pod, Green Sun's Zenith. It strikes me as weird that it was not the tutor that got banned but the target. I think that Karn needed the boot. I believe Mattice was doing nothing until that came along.