Prismari Command

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Prismari Command

Instant

Choose two, choose each mode only once —

  • This deals 2 damage to target creature, player or planeswalker.
  • Target player draws two cards, then discards two cards.
  • Target player creatures a Treasure token.
  • Destroy target artifact.

zapyourtumor on Jund Twist - Modern

4 days ago

Yeah so the best discard outlet, Faithless Looting, was banned a while ago (victim of HOEgaak that disgusting deck).

The best 2 mana discard outlet in red being played in most reanimation decks is Bitter Reunion currently, because after Persisting an Archon of Cruelty you can give it haste and attack for another trigger which is backbreaking. Here, the second ability is probably less relevant since Goryo's gives haste, but I still think it's better than the other options. The main issue with Faithless Salvaging is that its both slow and you're also going down on card advantage, UNLESS: you play it with cards in your hand, and then cast all cards in your hand, so you only draw a card on rebound (breaking even). Or you cast it with no cards in your hand, drawing two cards over two turns (generating card advantage).

Unfortunately many of the other good discard outlets are in blue, examples being: Prismari Command, Faithful Mending, Tainted Indulgence, Jace, Vryn's Prodigy  Flip, Ledger Shredder, etc.

As I said the kind of discard outlet you run generally depends on what you want the deck to do: I'd say they are all tradeoffs between speed and power. On the fastest side we have Haggle, which can be used for turn 2 hasty Boar + Emmy although it requires 4 cards in hand. Somewhere in between but still towards the faster side we have all of the 2 mana discard spells in red. And then further toward the power side we have cards like Collective Brutality. And further still we have all the generally good cards like Fable, Spyro, etc. So basically you need to decide what balance between speed and grinding power you want the deck to have. To try and make it easier I rated all of the options in jund colors I think are worth considering along three criteria: speed, power, and flexibility. Given that this deck is a grindy midrange deck at heart (or at least I think that is what you are aiming for), speed can be useful but power and flexibility are more important in my opinion.

Speed 9 Power 1 Flex 1: Merchant of the Vale (1 mana discard spell, fast but that's all there is)

9, 2, 4: Bone Shards (also fast, but generally more relevant mid/late)

7, 5, 1: Cathartic Reunion (powerful but inflexible, seen in dredge)

7, 2, 4: Cathartic Pyre (flexible but weak)

7, 3, 2: Thrill of Possibility (less all in version of Cathartic Reunion)

7, 3, 4: Bitter Reunion (more flexible vers. of Thrill)

7, 5, 8: Collective Brutality (most flexible 2 cmc discard outlet in BRG)

6, 3, 4: Faithless Salvaging (slow, weak, only generates CA in late game)

5, 6, 5: Territorial Kavu (even slower because requires attack trigger)

4, 7, 7: Seasoned Pyromancer (both powerful and flexible, can generate bodies or CA)

3, 7, 8: Liliana of the Veil (powerful and flexible, threat + removal + discard)

2, 8, 8: Fable of the Mirror-Breaker  Flip (slowest 3 cmc option, tons of grind power + flexibility)

Additional notes:

GrimVeracity on Neera Wild Mage Copy Deck

5 months ago

lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!

Low CMC Interaction

Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command

Cycling Lands

Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent

Utility Lands

Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements  Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine

clircrazy on Dragon's Approach

6 months ago

So, after playing this deck for over a year, I still love it. But I faced a couple of major problems:

  • not enough draw without risk of getting an archenemy badge for casting two approaches to trigger Jori En, Ruin Diver

  • when I play with somebody who knows my deck they try to kill me before I can get one of my combo pieces

The only thought I have to solve those - put a Propaganda for protection and both Drift of Phantasms and Mystical Tutor for consistency. Also, 36 Approaches are overkill for me, so I think of cutting up to 30-32 and adding something like Izzet Charm or Prismari Command, or some drawing cantrips. And maybe Archmage Ascension and Rhystic Study as both of them are easily tutored by Drift of Phantasms.

Would appreciate some comments both with ideas and critics.

GoldenDiggle on Rielle and Dragon's Approach - …

7 months ago

What’s up man, sweet deck!

Izzet Charm and Prismari Command seem like auto includes in a deck like this, the loot + other options make these cards versatile (and instant speed)

Gamble helps you find your stuff for hella cheap, sure you can possibly ban your wincon, but if it works…

Wheel of Misfortune isn’t the best card, but for this deck it seems like a good way to refill your hand and then some.

9-lives on

11 months ago

Should i get Prismari Command???

utred on modern resurgent belief

1 year ago

Hey zap, haha yeah the repudiates are interesting. this gets hosed by Chalice of the Void on 0 so I can counter with that. but with 4 maindboard Prismari Command it may not be necessary.

I like all your suggestions but they are expensive XD. I will try to trade for them.

I think murktide would be excellent in the board. Very interesting interaction with graveyard hate.

I realized that Merchant of the Vale can make t3 combo possible. If only we had draw 2 discard 2 card for 2 mana but dodges cascade like this one drop does. So I made changes to make it all about the combo. Is that better or worse? No more interaction aside from prismari command.

DawnsRayofLight on Breya Treasures

1 year ago

Drops: possibly 9-11 total

Hellkite Tyrant: it is fun, though it may be a bit too slow

Wheel of Fortune, Windfall, Faithless Looting: is there a reason to run these over other draw spells like Brainstorm?

Prismari Command: It isn't that good

Dark Confidant: maybe not the best? you could hit something big and it would hurt, there are better cards to run in EDH, Confidant is good in modern where the CMC is low

Trinket Mage: I can see the pros and cons, but it is a possible drop as it gets useful cards but you have enough search for cards that are more relevant to the deck's goals

Norn's Annex: Another card I am iffy on, it helps, but sometimes 2 life isn't enough, I guess it helps in the aggro matchups but it is worth considering. Annex works best in decks where the "mental calculus" is already rough considering your board state (i.e. good creature presence) and Annex adds to it. However, it isn't as good as Ghostly Prison and Propaganda Though it does at least protect planeswalkers

If you decide to drop Blightsteel Colossus, Metalworker may possibly not be needed?

Bloodforged Battle-Axe: another that I see the utility, but there are better cards

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