|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Common|
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Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Radical Idea Discussion
1 week ago
I would add Ashiok, Dream Render to the mix, as it helps you with the milling and it's also a graveyard hate.
Consider also using Lucky Clover as a way to duplicate the value of Brazen Borrower and Merfolk Secretkeeper . You'll bounce two creatures for 1U and drop 8 cards from your opponent's library for just U. It does have exceptional value.
I would swap one of the 1UU milling counterspells with Negate , play with 4 Opt and 2 Radical Idea , 20 lands, opening 2 slots for 2 Emry, Lurker of the Loch , -1 Drowned Secrets , -1 Wall of Lost Thoughts opening 2 slots for Lucky Clover and if I could open another 2 slots (maybe taking out 2 Chemister's Insight as it's slow, I would add 2 Animating Faerie , because it both serves as a decent blocker and also can turn your Clovers into 4/4 creatures that you can return to the game with Emry if they die. With 2 Lucky Clover in play, you can animate both with a single use of Animating Faerie , which makes for a strong pair of blockers and also some offensive power if you somehow can't use Vantress Gargoyle .
3 weeks ago
I'm not much of a planeswalker player myself, I'll stick to reanimater and tokens personally. But may I suggest 2 ways to make sure your super friends stay in longer? Dovin's Veto Will get rid of any noncreature threat targeting your boys (and girls) And Chandra's Triumph Could be really good to get rid of creatures as it'll usually just cost some of Chandra, Novice Pyromancer 's Loyalty and take away most threats. I think you could possibly drop some Opt s or some Radical Idea s for these cards, the amount is for each is for you to decide. I personally would go 1 Opt 2 Radical Idea 3 Chandra's Triumph and 2 Dovin's Veto . All in all seems great to play.
If you've got the budget maybe a Chandra, Awakened Inferno or 2 but I know they are pricey as heck.
1 month ago
Lonelyyoshi1 The reason Mill decks work is because you strip your opponent's resources away from them before they can ever draw them. Basically, making someone mill is control. You want to be milling cards from your opponent every turn and right now you have two strategies in your deck. Creature and draw. the two strategies cross over with Psychic Corrosion , Hedron Crab , because both of those say "do something you're gonna do every turn and mill your opponent" Now the Creature strategy would be a focus on Sage's Row Denizen . Fewer spells and add value creatures. Merfolk Trickster , Cloudkin Seer , Frost Lynx , Fblthp, the Lost . I'm sure the great minds of this forum can list much better versions then i can but those are the few i know right now without google. The whole goal of this version would be to get Sage's Row Denizen out and play a "draw go" style unless you need to play a value creature. I would even run creature copying effects to really abuse the sage like Quasiduplicate , Mirror Image , Spark Double , Rite of Replication . you would have to drop most of your planeswalkers and maybe only keep Kasmina, Enigmatic Mentor and run other effects like Blink of an Eye , Callous Dismissal to out value your opponent until you can go nuclear with your sages. at least thats how i would do a creature version. The draw version focuses more on Psychic Corrosion and control. You would run instant speed draw spells like Opt , Radical Idea , Chemister's Insight so you can keep mana open to counter your opponent with Negate , Cancel , Wizard's Retort , Counterspell . You would be 100% draw go. Your turns would more or less be draw, play a land, trigger Hedron Crab , pass. then you counter your opponents spells. if they don't play anything scary you use all your mana at the end of their turn to use your draw spells and make them mill with Psychic Corrosion . you would want to play a bounce spell, recommend Unsummon and your Jace package to get free draws for the mill. Again, I've already shown i don't know the meta for modern so listen to the other guys commenting. The reason i don't like Jace, Arcane Strategist is because he's 6 cmc and doesn't really move you towards your game plan as fast as the other Jaces do. That is also giving your opponent a free turn with 6-7 mana where they don't have to worry about a counter spell. You could run Force of Negation but you are really taking a risk relying on 1 card to protect you so you can play a Jace that has 30% synergy with your deck. I'd rather play my second Psychic Corrosion and have mana up for Thought Collapse or Opt and Radical Idea . Ultimately it is your deck so have fun with it but these are my thoughts. If you would like i could probably use your card list to build two version of your deck and you can try both out.
1 month ago
I play a very similar deck on Arena. Are you not including Chart a Course because of rotation? Also, I found Radical Idea and Chemister's Insight to be helpful with the jump start mechanic making it easier to discard Drakuseth, Maw of Flames and the like.
1 month ago
the second best option would probably be Radical Idea . It can help win with Jace at instant speed.
2 months ago
To start, it combos with one of my favorite cards from last year's set, Reality Scramble , IDK how good that is, but it'd be a blast.
For real value, I think the deck looks to be a graveyard value control deck. Maybe a bit of prison, considering how you can become 'immortal' by enchanting Sevinne, the Chronoclasm with a Pariah , or equipping it with a Pariah's Shield .
Swiftfoot Boots , Champion's Helm , etc. to protect it, then abuse it's ability to combo with Flashback, like Deep Analysis , jumpstart like Chemister's Insight , retrace like Oona's Grace , and aftermath like Refuse / Cooperate
Total, there are a lot of good spells to abuse with it:
That's all I can think of right now, if I remember any more sweet cards with Sevinne, I'll tell you!
3 months ago
Kaya's Ghostform , to protect your creatures could be a good alternative.
The Elderspell combines nicely with Ashiok, Dream Render . Most people are playing at least 1 or 2 WAR planeswalkers - kill them to pump loyalty on Ashiok, then use his minus ability every turn for a while. This also keeps your opponent's graveyard empty, which can be very useful against a range of decks.
In a Steal-your-opponents-deck deck, I used Aether Tunnel to make creatures unblockable, played a few more creature-kill cards, then targeted my opponent's creatures with Dead Man's Chest before killing the creatures.
3 months ago
So I’ve ran other cards to help with the draw like Radical Idea and Opt , but there really wasn’t a need for them because a Goblin Electromancer would usually help dish out a Chemister's Insight or Ral's Outburst when I need cards. It helps to have the jump-start with Insight as well.
Radical Idea occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
All decks: 0.23%