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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Preordain
Sorcery
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.)
wallisface on I need help creating a …
4 days ago
Some thoughts:
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Generally a deck wants either countermagic or hand-disruption, not normally both - as it creates a weird jumble of tempo and mismatched-plans. This is why you'll see basically no control decks running hand disruption. In that vein i'd suggest removing the Thoughtseize.
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A lot of cards in your deck are just not good. Specifically, instead of running Anoint with Affliction, Corrupted Resolve, Serum Snare, Reject Imperfection, or Fuel for the Cause, you're better off just running good-cards like Counterspell, Fatal Push, and Drown in the Loch.
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Similarly, Infectious Inquiry being sorcery speed makes it really terrible and unplayable. Same goes for Vivisurgeon's Insight and Phyrexian Arena. These cards are all just too clumsy, don't do enough, and give your opponent the opportunity to do things.
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I think your creatures validate your opponents interaction too much and also mess with your own plan to control the game.
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The sideboard choices confuse me.
If I were trying to build a deck like this, I'd be using the following as a base:
- 23x Lands
- 3x Virulent Wound
- 4x Prologue to Phyresis
- 4x Vraska's Fall
- 4x Drown in Ichor
- 1x Inexorable Tide
- 2x Damnation
- 2x Cling to Dust
- 3x Fatal Push
- 4x Counterspell
- 4x Drown in the Loch
- 2x Sheoldred's Edict
- 4x Preordain
Icbrgr on Using Disrupting Shoal
2 weeks ago
The thing about Shoal in Mono-Blue is it openings up an opportunity to be proactive without having to win the game on the spot. like if you are on the draw in the early game and you wanna tap out to play Ancestral Vision/Preordain you can do so without too much fear. And as the game goes on if you have shoal in hand you can conceivably just pay
I think Shoal was a bad card but in a meta where Spell Snare is in demand to cost about $8.00 USD each to hit this ever-growing bloated list of both creature and noncreature spells that if they resolve you lose or virtually lose I think shoal is worth considering at some ratio.
wallisface on Pauper Storm Update Help
1 month ago
Some thoughts. Keep in mind i’m a Modern player so my knowledge of pauper is weak.
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16 lands seems super, super low when you need at least two to do anything. Yes you have drum, but to make use of that will require a creature, which also is going to very-likely cost you 2 mana.
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Faithless Looting has historically only been really strong because players using it will also be making use of those cards that end up in the grave. Without having any way to make use of the graveyard, this spell is just reducing your hand size. Imo if you’re desperate for card selection something like Preordain will be a lot more useful.
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My initial assessment of what’s going on here is that it would be better run as an 8-whack style deck. In that vein, I think blue is holding you back and creating inconsistency, and you might be better-off being mono-red. Something closer to this but obviously keeping the cards that make your deck unique
wallisface on Jace, the Fox Cutie Mill
1 month ago
Some thoughts:
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the only creatures ever worth running in a mill deck are Hedron Crab and Ruin Crab. The current selection of creatures you’re running are all extremely slow, durdly, and low-impact - i’d suggest ditching them.
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a bunch of your mill spells are extremely weak and/or resource inefficient. Specifically Mind Grind, Tome Scour and Traumatize shouldn’t really be played. I’d suggest more powerful options such as Fractured Sanity, Tasha's Hideous Laughter, and Archive Trap.
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Similarly, a lot of your other cards are just really suboptimal. I’ll list these and potential replacements below.
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Brainsurge is just worse than Visions of Beyond or Preordain. 3 mana for this kind of effect is just too slow/weak.
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Psychic Strike is just a worse Counterspell or Drown in the Loch. Milling a lowly 2 cards will never be worth spending an extra mana.
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Sleep is just a worse Ensnaring Bridge or Crypt Incursion. Its effect being only one turn makes it too limiting to be useful.
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I know you built the deck around Jace, the Mind Sculptor, but he doesn’t do anything useful for mill. You’d be much-better off running Jace, the Perfected Mind
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Hurkyl's Recall is a sideboard card at-best.
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Part the Waterveil is just too mana expensive to ever actually get cast. There’s zero reason to run this.
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I have no idea why you have Talent of the Telepath, in the deck.
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Mill is supposed to be fast and efficient, so there is no room for Chromatic Lantern, or Manalith in the deck. You need to lower your mana curve drastically, instead of trying to accomodate all these high-mana cards.
If you’re looking for an example competitive mill deck, this one here is a good baseline to build from.
Paya on Dimir Frogtide
3 months ago
Hi. Since you have 3x Murktide Regent maybe could be more useful to play Consider instead of Preordain. To get some more utility you can try +1 Archmage's Charm and -1 The One Ring in main and 1 The One Ring can go to sideboard.
In sideboard can be useful to have some anti grave spells like Surgical Extraction or Nihil Spellbomb. Some more Consign to Memory will be good.
JustJohn97 on Mono Blue* Prowess
4 months ago
This is a very neat deck! You've got a nice split in creature types that you might want to consider Of One Mind as additional card draw. I myself am partial to Pieces of the Puzzle, but I understand if that's a bit too high on the curve. Snap is currently my favorite blue removal card, and it might work well in a prowess deck since it allows you to follow up with additional spells.
Have you been able to test this deck out? I'm curious about Brainstorm in this deck. Since your only way to 'clean the top' is Preordain, do you find yourself getting Brainstorm locked?
Thanks for sharing!
GofyTomcat1 on Jeskai Aggro
5 months ago
Preordain is better than Serum Visions most of the time, since it lets you scry before drawing.
You might also consider splitting Path with Prismatic Ending (I personally run 3 Ending, two Path). Ending is super relevant in the modern meta right now.
I really like Geist of Saint Traft, so I would want to see at least 3 copies in here, however that is purely me really liking the card. 4 Boros Charms is a lot for a non-burn deck, so you might consider dropping to 3 and upping Geist by one copy.
Overall, this is a fantastic start. I really like the direction the deck is going!
wallisface on Cloaked Whispers
5 months ago
I’m not sure where the first iteration of this deck ended as it got deleted before I could read any closing comments. So apologies in advance if i’m stating something that’s already been discussed.
Your description has the opening statement of “I know the deck is slow, don't really care about that. These are the type of decks I like to build. So don't comment if you're not interested in helping try and help with the deck” - this commentary is at-odds with itself… in that the absolute-best way to make this deck more playable is to speed it up. It’s going to be very hard to offer suggestions that aren’t just “make the deck faster”, because that’s the primary thing this deck soo sorely needs.
Specifically, your deck needs to be doing something in all-of turns 1, 2, and 3 to progress the game… otherwise you just get left in the dust. Your options for that includes:
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potentially having a ramp engine. Green has loads of 1-mana options for generating mana which could easily accelerate your win condition by a few turns. Ramp also helps mitigate some of the woes you’ll face with this extremely greedy mana curve.
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potentially having control elements. If you’re wanting the game to go long enough to do your thing, you need to make sure the opponent isn’t just winning. Counterspell, Fatal Push, Thoughtseize etc all play a part in dragging the game out and allowing you time to assemble your pieces.
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potentially dig through your deck to assemble all the cards you need. Your combo requires a lot of working pieces, and as said before, those Transmute cards are super clumsy. Cards like Preordain, Serum Visions, Opt, and Consider could all help you dig through your deck to try and get your card pieces asap - to try and make a turn 5 win as reliable as possible.
^ each of those three above options could be viable - the important thing is that your deck needs to be working towards achieving its goal from turn 1, not turn 3-4. At the moment your shell is both super slow and super fragile, which is just going to lead it to not-working.
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