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 (3)||, Eckat , metalmagic|
|Want (5)||TheMagicFanatic , Cathall , niot5 , Darui , Lightwatch|
Printings View all
|Mystery Booster (MYS1)||Common|
|Commander 2015 (C15)||Common|
|Duel Decks: Venser vs. Koth (DDI)||Common|
|2011 Core Set (M11)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
1 day ago
Gamble and Intuition are a bit harder to recommend a 1x1 exchange of cards, as both of them would really like you to also run Underworld Breach (note that Intuition is already super busted on its own), so I'd suggest putting Breach in as well. I Suggest removing Thought Scour, Reality Spasm, and Pirate's Pillage. My reasoning for these choices is that I believe they are cards that don't really perform very well on the deck and can be taken out for this package. Pirate's Pillage nets you 1 mana when you have Mizzix out and that's very nice, but if you got Mizzix out with 3 counters already you're very much on your way to winning the game, while on other situations this card doensn't feel very nice, especially if it is countered. Reality Spasm also nets you mana, but you need Mizzix out with 3+ counters for that and if that's the case you can probably search your Turnabout. Thought Scour just wasn't doing enough for me, messing up a tutor now and then is nice, but most of the time I just wish I could have used this 1 mana for something else.
Underworld Breach wins you the game with Bonus Round and Frantic Search. Cast Bonus Round and then Frantic Search, with your floating mana cast Breach and the Frantic Search from the grave. Each cast will net you 1 mana and 1 extra card in the grave, envetually you'll find Reiterate and Seething Song, generate infinite mana returning Reiterate to your hand with buyback and mill everyone with Stroke of Genius or whatever. As p0megranates eloquently explains on the guide, once you get to this point winning the game is easy.
For Intuition you'll probably want to check the deck to see if there is a 3 card pile that wins you the game, as of right now I don't think so. But adding Mizzix's Mastery enables the following pile:Mizzix's Mastery, Past in Flames, Enter the Infinite.
If they give you Enter the Infinite, flashback Past in Flames, flashback Intuition searching Faithless Looting or Frantic Search or any discard outlet. Discard Enter the Infinite and flashback Mizzix's Mastery for Enter the Infinite.
2 days ago
1 week ago
Hello everyone. I’m DeinoStinkus, TappedOut’s resident crocodile and ultimate master of jank and underappreciated strategies. This is the article series Strange Tales, where we’ll be exploring everything custom, from the craziest custom cards and user-made formats to wild speculation and analysis of sets.
Today we will be viewing the wonderful (and sometimes controversial) world of custom cards. Custom cards are one of my favorite MTG activities. However, it is often difficult to design a custom card well, and this is why some people do not like custom cards. These people see custom cards as a waste of time and they think people make the most broken cards they can whenever they can just to show off. While this may be true of some custom card designers, it is certainly not true of all if not many creators. Many custom card designers are there to create fun cards, and try to keep them balanced. Of course, it may combo with this card or that, but this phenomenon happens all the time in real R&D (think Faeburrow Elder infinite combos or that god-awful Cauldron Familiar combo) so it is really not a viable reason to not like custom card design. However, there are a few people who devote much of their time to custom card design. TappedOut has an incredibly large thread known as the “Custom Card Challenge” which actually first introduced me to the idea of custom cards. Now I’ve been doing custom cards for over a year and I have to say it is a really sweet experience. However, there are some things you have to remember when designing a balanced custom card. These will be discussed below.
The first element of a balanced custom card is average mana investment. This is the average amount of mana one would pay for a certain ability, power, toughness, et cetera. For power/toughness, the general rule I go by is this:
The sum of the power and toughness divided by 2 is the mana cost. Toughness carries significantly less weight than power on this note, which is why Aegis Turtle exists but we have never seen a 1-mana 3/1. Additionally, as the mana cost gets higher, the mana cost will often be lower than the P/T. Vorstclaw is a good example of this phenomenon, but many green rares also fall under this rule. These include Gargos, Vicious Watcher, Aggressive Mammoth, Gigantosaurus, and Elder Gargaroth. While on the topic of the first three, another rule I hold by is this:
The more colored mana a creature has, the better its P/T can be for its mana cost. This is why cards like Niv-Mizzet Reborn are not analyzed as deeply, because the chances of having true rainbow by turn 5 or less is low enough so as not to break parity with the rest of the board.
Flying also contributes to mana cost. In fact, I have a pretty routine list of abilities and their average contribution to mana cost:
+1 mana: flying, menace, skulk, “: Add one mana of any color”, and double strike
+½ mana: the rest of the abilities, including but not limited to trample, first strike, reach, and vigilance
These are just examples of how much mana one might routinely put into these abilities, but what about other abilities? Well, that’s up to you. Activated abilities are more about balancing the mana cost of the ability itself rather than adding mana to the CMC, and triggered abilities are more subjective. In general, adding two mana for card draw is decent but not overpowered.
We’ve only been talking about creatures, but what about instants/sorceries? In general, here are the rules for balanced variables:
Lifegain: an average of 3 life per 1 cmc is fine, lower cmcs can have a lot (like Chaplain's Blessing). Card draw: one card per 1.5 cmc is general, adding other effects to a single card draw is acceptable (see Preordain). A general formula for drawing X cards is . Destroying creatures: 1 per 3 cmc, cmc decreases as more creatures get destroyed. Conditional effects based on P/T or cmc are usually 3 cmc while conditional effects based on color are usually 1 or 2 cmc, such as Deathmark or Doom Blade. Damage: Usually 1.5-2 damage per mana spent is pretty good. Artifact/enchantment removal: In general, removing one of the two specifically is one mana while removing either is 2 mana. I hope this clears things up about what mana costs typically apply to custom cards.
Now, custom abilities. Designers can often fall into the trap of designing custom abilities that are either way too complicated or way too pointless. I’d say that for a custom ability you should always at least try to envision how it would play out in a deck. If the ability dominates or just has no effect, cut it. An example of an effect that just feels meh is first strike. First strike was intended to be a decent ability for creatures to have. It can come in handy for some games (for example, Grim Initiate is a powerful common creature partly because of its first strike) but the higher P/T you have the less impressive first strike seems. However, first strike has its applications. Combined with deathtouch your creature becomes nigh untouchable. Glissa, the Traitor and Pestilent Kathari have these two abilities together. Combining a custom keyword/ability with another is often a unique way to bring life to a custom card. Custom abilities such as thoughtlink (whenever this creature deals combat damage to a player, draw a card) are interesting and replace text that already exists (in this example, on cards like Curious Obsession and Sixth Sense). Meanwhile, there are many abilities with quite a bit of text that while incredibly difficult to understand at first glance make for really interesting gameplay. One such example from the main game is Mutate, featured on cards like Nethroi, Apex of Death and Migratory Greathorn.
Overall, custom cards can be built very well or they can be the ultimately powerful entities many people believe them to be. Personally, I see nothing wrong with designing a 13/13 with flying, trample, infect, menace, rampage 10, and afflict 10. If you’re designing it for play, obviously this will not make the cut, but there is no issue with people letting loose and designing an insanely broken card every once in a while. My version of this is redesigning powerful cards. Everyone has something different that
Thanks for reading my article! Feel free to leave some feedback below or contact me about any ideas you have for future articles, I plan them one in advance. My email is [email protected] if you want to reach me that way. If not, have a good day, be cool and kind to everyone, and GIVE ALL YOUR WORLDLY POSSESSIONS TO seshiro_of_the_orochi, a fabulous custom card designer from whom I have learned much about balancing custom cards. See you next time where we will talk about an issue in cEDH that plagues the whole format! See you then!
1 week ago
So if I had these cards to add to the deck any chance you would help me figure out what to remove?
Thanks! Pretty excited to play this!
1 week ago
Things like Fellwar Stone, Sol Ring, Prismatic Lens, Fractured Powerstone, Worn Powerstone, Wayfarer's Bauble, Talisman of Dominance, Dimir Signet, Arcane Signet, Thought Vessel, and Mind Stone would make a great ramp package here. I know you already have some here but I would take out Mirrorpool, Ravenous Chupacabra, Rise of the Dark Realms, Thassa's Oracle (if you dont have a way to instantly mill yourself), Conjurer's Closet, Sire of Stagnation and Crush of Tentacles. These are your lower impact higher cmc cards, and this will lower your average cmc so your deck will run smoother.
Additionally, I feel like there are some draw staples that are missing, such as Rhystic Study, Mystic Remora, Necropotence, Phyrexian Arena, Visions of Beyond (if you lean into the mill strat), Sign in Blood/Night's Whisper, and things like Brainstorm, Preordain, Ponder, and Read the Bones. Think about the higher cmc in your advantage section to replace for a few of these, I usually shoot for 10. hope this helps!
2 weeks ago
Check my Copy and Prowess deck, maybe you get some ideas, I rather use Assault Strobe than Temur Battle Rage , Use 4 Lightning Bolt and get rid of the Shock, then Opt for Preordain since it's not Modern legal, and Slip Through Space it's better than Distortion Strike.
And about Sprite Dragon, hes fast af, and uses counters not prowess, so basically you can bust him up 2 turns until you have enough mana to make him 10 with double strike unblockable.
2 weeks ago
3 weeks ago
I mean it's obvious that Jori En is a suboptimal choice in cEDH, because there are plenty better commanders in Izzet. I mean Jhoira, Weatherlight Captain & Rielle, the Everwise are way better and to get the max out of Jori, you have to play more cantrips and cards like Quicken, Overmaster, Ponder, Preordain, Impulse, Anticipate etc.