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Reject Imperfection
Instant
Counter target spell. If that spell's converted mana cost/mana value was 3 or less, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)




![Master Biomancer feature for Glorious Evolution[very budget]](http://static.tappedout.net/mtg-cards-2/commander-2021/master-biomancer/mtg-cards/_user-added/femme_fatale-master-biomancer-c21-16179540460.png)

xraider on
guff the drunken wizzard
2 months ago
I’m not sure why I’m helping you with this nasty deck. I would suggest adding more board wipes and counterspells to better protect your planeswalkers, especially in our creature-heavy meta. Cards like Blasphemous Act, Farewell, Supreme Verdict, Counterspell, Mana Drain, Reject Imperfection, and Desynchronization could be great additions.
Here are a few more cards to consider for your deck: Teferi's Talent, All Will Be One, Rowan's Talent, Deification, Sphere of Safety, Take the Bait, and Djeru, With Eyes Open.
Good luck
wallisface on I need help creating a …
4 months ago
Some thoughts:
-
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.
-
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
SufferFromEDHD on
Super Cat
1 year ago
I also have a Jesksai Super Friends list. I fluctuate between Commodore Guff and Leori as the commander. They are both good but Leori leads to surprising and explosive turns were as Guff slowly ramps and feeds the strategy. Just gonna spitball a few ideas:
Resourceful Defense no loyalty wasted.
All Will Be One loyalty now burns.
Flame Fusillade similar tech as Honor-Worn Shaku.
Search for Glory an efficient tutor for the strategy.
Mobilized District a free manland is nifty.
Deserted Temple to filter the three colors but more importantly to reuse Karn's Bastion.
Reject Imperfection > Arcane Denial
Gatewatch Beacon > Fellwar Stone
Norn's Choirmaster > Third Path Iconoclast
And my super secret tech for planeswalkers... Savor the Moment. Wins games.
keizerbuns on
Leveling Up like a Pro(liferate)
1 year ago
vinylghost, if you’re interested in an update, I’ve made some changes to the deck that I think really smooth out the gameplay.
I took out 2x Beastbreaker of Bala Ged, 2x Kazandu Tuskcaller, 1x Lighthouse Chronologist, 1x Venerated Teacher, 4x Experimental Augury, and 1x Drown in Ichor and in their place I added 2x Reject Imperfection, 4x Serum Snare, 4x Sheoldred's Edict, and 1x Training Grounds.
The deck feels a lot better to play now as I’m not always swamped with so many level up creatures that it becomes impossible to level them all up and I can usually control the board long enough to fully pump up a threat or two. It still needs some work and further play testing to smooth out more of the wrinkles, but I think what I have here is a good start.
How are you finding the deck with the changes you’ve made?
Azoth2099 on
Green/Black toxic/proliferate need recommendations
1 year ago
Balvron Welcome back to the game! As I'm sure you know, a lot has changed.
So, my personal deck building philosophy these days is to decide how the deck is going to win with specific cards and work backwards from there, filling in the rest of the deck with the means to win with those specific cards (ramp, draw, tutors, etc.)
I'll get straight to the point, I think a better approach would be to use your access to 4 colors to quickly Tutor up gear for Atraxa, Praetors' Voice such as Phyresis, Grafted Exoskeleton and Swiftfoot Boots as the backbone of your infect strategy. Cards like Enlightened Tutor, Steelshaper's Gift & Open the Armory can help with that. There are also a lot of tutors in Black like Diabolic Tutor and Grim Tutor that can get you where you're trying to go.
I'd also Include a high density of mana dorks like Bloom Tender & Llanowar Elves since you're in Green. That, along with a decent number of mana rocks like Sol Ring & Arcane Signet will help you get your commander out in the early game, as well as allow you to cut down on lands to between 29-35, depending on the numbers.
Blue cantrips like Ponder, Brainstorm & Preordain are great. Enchantments or Artifacts like Dark Tutelage, Phyrexian Arena & Scroll Rack could also work here.
As for proliferation, I'd recommend cards like Flux Channeler, Inexorable Tide, Tekuthal, Inquiry Dominus, Viral Drake & Thrummingbird. There are also control options like Serum Snare, Reject Imperfection & Brokers Confluence.
Strionic Resonator & Lithoform Engine might pass playtesting, but maybe not idk!
Cheers!
DemonDragonJ on
All Will Be One
1 year ago
I have replaced Reject Imperfection and Serum Snare with Void Rend and Brokers Ascendancy, which did increase the average converted mana cost of this deck from 3.63 to 3.65, but that is a very minor increase, one that I feel is very much worth the increased power of those cards.
DemonDragonJ on
All Will Be One
2 years ago
I have replaced Countersquall, Recoil, and Grim Affliction with Reject Imperfection, Serum Snare, and Staff of Compleation, which sadly reduced the prevalence of black in this deck, but I feel that those replacements are far superior compared to what I had, before.
AstroAA on Should I Make These Replacements?
2 years ago
I could see where maybe Reject Imperfection has a place, but in a four color deck I'd ideally like to try to keep your spells to single color pip cost. Like for example, Countersquall uses a single blue and a single black pip, whereas Reject Imperfection uses two blue pips and a generic pip. I get you're trying to get the proliferate ability from it, but if you do something with two blue pips - I'd just rather run something straight up like Counterspell or Mana Drain where it's 2CMC over 3CMC.
I second what bushido_man96 said - bounce spells outside of Cyclonic Rift (and in fringe cases Chain of Vapor) aren't that great and should generally be avoided. I get that, again, you're trying to get the proliferate trigger off but there are times where it'd just be easier to exile/destroy the thing with the likes of Path to Exile/Nature's Claim/Pongify/Tragic Slip.