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 (4)||, Kotakiva , sachiel2nd , gildan_bladeborn|
|Want (8)||DrSuperDave , BauerPower288 , lampjas , fibion101 , cheddr , CurlsCoffeeCards_ , Dralnah , pabloriv|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
2 weeks ago
A little jank, but seems very fun! If I could make a few recommendations, at would be to remove Strategic Planning for the much better Impulse and 1 Mountain for an Ash Barrens. I know that Strategic Planning dumps the cards in your graveyard, however i feel removing Exhume and those other yard-matters cards can open yourself up to great draw spells like Preordain, Brainstorm, and Ponder. I guarentee this will make your deck way more consistent. But again, this is just my two cents.
1 month ago
It feels like you have no reasonably plan B if you don't draw Quest for Ula's Temple (or if you can't resolve it). This puts you in a really awkward position, as most of the time you're going to be having to do a LOT of mulligans to have something remotely playable. I'd suggest having more viable plan Bs
Along the lines of above, you have a bunch of cards that aren't useful at all unless you have Quest for Ula's Temple out - namely Thrummingbird and Fuel for the Cause. Proliferation seems like its useful in such niche situations, that I'm not convinced you should be running it at all - it's only helping you when you're already in a good spot, and does nothing when you're not.
With only 20 lands, you have absolutely no chance of being able to cast Volition Reins or Akroma's Memorial, so I'd suggest ditching those. I'd also suggest getting rid of Quicksilver Amulet, as it's also going to take waaay too long to cast with your manabase, and generally just feels very clunky/slow
1 month ago
Gattison: Thanks again for the tips on updating the decks. To celebrate getting out of quarantine, last night I took this deck to my LGS to test it out with the other Pauper players. I made some minor changes beforehand:
We're normally a small group but that night we were only 4: myself, another Pauper regular, and two others who are very active in the competitive Modern league. We settled into 3 rounds and... oof: 5 losses, 1 win, and one undecided due to overtime. Here's how it went down:
Round 1: vs. BG Dredge/ Tortured Existence 0-2-0 Not a good matchup at all, I'm afraid. Spore Frog made the combat step irrelevant, Thoughtpicker Witch kept me drawing lands and exiling my answers, and saccing his chump blockers to the deck's namesake kept me from activating any beneficial death triggers. All my card-draw got shuffled to the bottom in both rounds and there wasn't much I could do until he got a couple Gurmag Angler out to end my misery. On a side note: I hate playing against Dredge almost as much as Blink or Tron--all of which are beloved in this local meta. Maybe it's just ze Germans -_-. I'm always on the lookout for answers against these.
Round 2: vs. UB Looting/Control 0-2-0 Things were looking hopeful while I was developing my board and he was just casting different versions of Preordain for the first few turns. His main beater turned out to be Shipwreck Sifters, which got uncomfortably swole thanks to repeatable looting. Dross Golem was a star in this round and almost killed him in the first match. However after sideboarding, his removal became much more aggressive and I wasn't even left with blockers. Missing answers and sigh card draw, he took it home with some beefy spirits.
Round 3: vs. Temur Cascade or Gruul Walls + Mulldrifter -_-' 1-1-1 This was a weird one: aggressively defending and ramping with Tinder Wall, Overgrown Battlement, and Tuktuk Rubblefort until he could cascade into Boarding Party and other beaters. By turn 3 he had at least 6 walls out, each with at least 3 toughness that brushed off anything I could turn sideways. We were both surprised when my card draw engine started working in match 2 and I could slap out my own beaters with multiple rituals and disputes in a single turn. While he was missing his and Winding Way, I managed a Soulcage Fiend and Mortis Dogs by turn 2. After taking the 5-life hit from Dash Hopes twice, I had him on turn 5; clinching it with Howl from Beyond. Although the last round was undecided and he was prepared to kill me with hasty Pirates again, I was still pleased to pull off the primary wincon at least once.
Overall thoughts: This was my first outing with the deck so I still need to play it more to see the clear differences between the inherent weaknesses and my own misplays. I like aggressive decks and when this got going, I was down to clown. All-stars of the night were Mortis Dogs, Dross Golem, and especially Deadly Dispute. So much value. Add a dash or two of Dark Ritual and Sign in Blood in a single turn? chef's kiss That being said, I still think some adjustments are in order: First, that Mortuary Mire got to go. It slowed down the deployment of creatures and messed with my draws. Silly me. Unearth is much better recursion hands down. Second, sadly the goblins and newts must make room for another 1 or 2 Festering Mummy and a full set of Shambling Ghast. The latter does the same thing as the others but gives the option to ramp--which is especially relevant in my meta where creature decks are scarce. Third, better quicker removal? I left out Innocent Blood this time but either that or the asymmetrical Geth's Verdict could work. Fourth, mass removal or damage-dealing ala Crypt Rats or Pestilence? Sure, it would kill our forces but isn't that the point?
After looking at some other Suicide Black lists, I've seen what makes this deck unique and I'm still interested in making it work. I like the focus on death triggers and I'd love to find more ways to exploit them. Other creature-based lists use beaters like Guul Draz Vampire, Dauthi Slayer, and Carnophage to drop that life total to the floor. Pumping beaters like these and/or giving them lifelink seems appealing, but I'd like to stay true to the spirit of this deck as much as I can.
Sorry for the wall of text, I just wanted to get this all out now while it was still fresh. I hope this proves interesting to you or any others looking to try this deck out.
1 month ago
Hi, excuse me
Isn't your land count a bit low? The deck has a bunch of cards on 2-3 curve, this would make it hard to play them.
It seems you are a bit too worried with the opponent's creatures... Profane Memento could make you less worried since you'd be gaining life. It would be less useful against opponents without creatures, but still very effective against creature-based decks.
There's a pricy card Visions of Beyond that can draw a lot too.
Fraying Sanity may be better than the creature since it's harder to remove.
Good luck ^^
1 month ago
I would have to second the suggestions of ajphisher, nagonjin and elgosu1337 when it comes to the availability of mana. In all honesty I would cut maybe 6 of your beaters for this. Also, you don't need the swords all that much; most of the creatures in your deck are inherently hard to block already and Vela makes it even harder. I would also get rid of Doubling Cube; in my view it doesn't work very well in color combinations that have low inherent mana availability anyway. So that's a potential 14 cards you could allocate to more mana and maybe some more draw too.
I would recommend adding Arcane Signet, Gilded Lotus, Mana Vault and Thran Dynamo. In order to filter through your deck quicker, I would also add Sensei's Divining Top. For additional draw, I would really consider Mystic Remora and Rhystic Study. I think Mana Drain also fits your strategy. The remainder of the space you've got left I would fill with more draw, counterspell and cheap removal opportunities. Some ideas would be Brainstorm, Ponder, Preordain, Counterspell, Feed the Swarm, Pongify and Rapid Hybridization.
2 months ago
Attempting to make this modern playable, sans sideboard. I'm of the opinion that your 60 card pile IS your pile
So to start:
2 months ago
Looks like a fun and casual deck to play. Some cool ideas here with the Silkbind Faerie and Swift Response. To improve the deck, I would personally take out Revitalize because of your lifegain with Steel of the Godhead, and replace with more protection or interaction like Hindering Light or Dramatic Rescue. Also maybe more card draw/digging would be good like Ponder, Preordain, or Brainstorm.
Feel free to check out my W/U Control deck if you want...it's aight.
3 months ago
Hey, good start, well done upgrading the precon on a budget. For your first deck you have good card sense already. Most of my card suggestions to consider are $1 or less each. Some overall advice is to consider lowing the mana curve which will reduce the avg. CMC of your deck which is currently high at 3.4. By lowing the mana curve then you can potentially play more Rogues quicker to have more of a board presence when you cast Anowon.
There's an infinite opponent mill combo with Mindcrank. Duskmantle Guildmage + Mindcrank + effect to make each opponent mill a card. For three mana this combo makes all your opponents mill the rest of their libraries and each opponent loses life equal to the amount of cards they had left in their libraries.
Consider a few more one drop Rogues who have evasion to help them to do combat damage to a player?
By adding more one drop Rogues then you have more chances to potentially control more Rogues before you cast Anowon. Spells that only cost one mana are great in Commander letting you more easily cast more than one spell a turn or cast a spell on your turn and leave up lands/mana for instant opponent interaction.
Some other one drops to consider:
Anowon with Rogues is all about attacking. Consider more effects to take advantage of attacking and doing combat damage to opponents?
- Krydle of Baldur's Gate: Rogue with combat damage to player trigger, also repeatable to make Anowon, itself or another creature you control unblockable, for two mana.
- Hoard Robber: Rogue who can create repeatable ramp with treasures.
- Reconnaissance Mission: draw a card for each creature who does combat damage to a player.
- Key to the City: repeatable unblockable by discarding a card and it can be repeatable draw once on your turn for two mana.
- Zephyr Boots
- Sigil of Sleep
Anowon lacks evasion and with base 2/4 stats it could be difficult for him to do combat damage to a player. By adding more cards that can repeatedly give him or other creatures you control evasion or unblockable then he can do more combat damage to opponents.
Some budget land upgrades replacing some basic lands to consider:
- Secluded Courtyard: new card from NEO set, it will most likely come down in price. Another tribal land that ETB untapped and bonus is you can use mana from it to activate an ability of a tribal creature.
- Choked Estuary: another Dimir dual land that can ETB untapped if you also have in your hand an Island or Swamp land to reveal.
- Path of Ancestry: ETB tapped Dimir land, but worth it for tribal since any Rogue you cast with it you scry 1.
- Access Tunnel: another land that can make a creature unblockable.
Some cuts to consider are first some lands to add more one drop Rogues? 38 lands is high, by cutting two lands for a couple of one drops won't effect consistency of drawing lands that much while the one drops can give you more.
Some other cards to consider cutting in order: Dimir Locket, Didn't Say Please, Fractured Sanity, Fated Return, Rise from the Grave, Murder, Ogre Slumlord, Master Thief, Lazav, Dimir Mastermind, Adaptive Automaton.
If you're interested in any of these suggestions then let me know which ones and I offer more advice. Good luck with your deck.