|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Common|
|Magic 2013 (M13)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
|Urza's Saga (USG)||Common|
|Promo Set (000)||Rare|
Combos Browse all
Counter target spell, then untap up to four lands.
4 days ago
Ahem, so first things first - your lack of deck description makes things really difficult for me, or anyone to really give meaningful feedback as I along with you apparently don't know what you're trying to do with this deck. A good start however for writing up a good deck description would be Epochalyptik's Do you want to write a Primer?.
At first glace all I can say is that 46 Creatures is alot - almost half of your deck. While the creatures you chose all provide excellent value, maybe you could cut a few to make room for some more interaction - which your deck lacks severely. Having a few good removal options in form of:
Could buy you time, especially if your opponents keep removing your commander - which in my opinion is the deck's greatest strength and weakness. Since you're in blue, it never hurts to spec into some counter magic:
You can at least have some say when your opponents target your board when you start to get out of control as you cast more and more things. I remember seeing an interesting post about Chulane on the cEDH subreddit, this particular post detailed a bunch of combos - i'll leave the post here but here's just a sample:
posted by shay0n:
Chulane, Teller of Tales
(known as Triggerbois)
- Have Chulane and Aluren on battlefield, one Triggerboi in hand.
- Cast Triggerboi for free with Aluren .
- Draw with Chulane , putting any land onto the battlefield (if fetch, crack for untapped lands).
- Return Triggerboi to hand with own ability.
- Loop until you have Laboratory Maniac in hand, or hit tutor that can get LM.
- Cast LM with Aluren with one card left in deck , triggering Chulane and drawing a card.
- Cast Triggerboi one last time for win.
There's plenty there on the sub-reddit to help you go down the proverbial rabbit hole, so I encourage you to check it out and see what combo(s) take your interest. Again I want to emphasize this - please make a proper deck description - it not only helps you but everyone who visits your page. Good luck in your deck building. Also, +1 - for a new deck.
2 weeks ago
Perhaps one of these would be useful? Calculated Dismissal , Last Word , Mystical Dispute , Rewind , Supreme Will . These are just the counterspells I found that seemed remotely worth considering; there are of course many other non-counterspell instants & sorceries to consider. I'd say Archmage's Charm seems like the best candidate to swap out, given its UUU casting cost.
4 weeks ago
Haha mana rocks are something one might find in a pawn shop after murdering its broker... I had some signets in originally, and honestly might put some back in because getting Merieke out by 3 is critical. I agree on the counters- thinking Arcane Denial , Insidious Will , Summary Dismissal or even Punish Ignorance , though Rewind and Cryptic Command would be better at 4 mana. Definitely keep the others you mentioned in mind as well. Thanks for the upvote!
1 month ago
Profet93 You sack him as part of the cost. Same as how Rewind can untap the lands you tapped as the cost, you can target Xiahou after having sacrificed him for the cost. The description of the deck is outdated rn also so you might find some other discrepancies. For example, I cut painters servant and grindstone combo so all the mentions of that need to be deleted, just too lazy for now lol.
1 month ago
Have you considered Cunning Evasion ? It essentially gives your morphed cards unblockable and lets you reset flipped ones. It puts players in a such a bind when you drop Ixidron with this in play because they have to choose to let you have it back or take 10+ damage.
Colorless ramps seems valuable here so I suggest Thran Dynamo as it's the most efficient mana producer in this slot.
Because your commander has "Draw a card" printed on it I always look at Alhammarret's Archive because I'm a greedy player. To be honest I'm not sure if it's needed but if you ever get to a point where your morphs cost 0 this could help keep the draw and play train running.
An all star for so so far has been Vigor which makes all your attacks and blocks amazing.
1 month ago
The way I see it this deck is mid-range control, does not have an explicit win-condition, and has 2 Plans.
Plan A: Kadena sticks, you get a flash enabler out like Vedalken Orrery , a bounce-to-hand effect like Temur Sabertooth , and keep most of your mana open for flipping, bouncing, and free-casting. In this way you control as you see fit, build your board state, but 2/2s will not be intimidating anyone.
Plan B: Kadena does not stick, you still have your flash enabler and bounce-to-hand effect, but now mana is tight and you need to keep controlling the board.
In both Plans you will have extra mana, either for flipping morphs or casting and flipping morphs. But what if you do not need to do those things? Now you have potentially a lot of mana "going to waste." I would suggest adding in a few outlets where you can turn extra mana in card advantage, tokens, or something else you deem needed/relevant.
Helpfull cards: Treasure Trove , Tower of Fortunes , Erebos, God of the Dead , Book of Rass , Well of Knowledge , Customs Depot , Freyalise's Charm , Greed , Mind's Eye , Ant Queen , Spawnsire of Ulamog , and Deadeye Plunderers .
In all of these instances there has been an emphasis on drawing cards because without finding more morphs the game-plan gets derailed quickly either because opponent's know which you have or wipe the board before you can bounce them back to hand. As an alternate win-condition that complements drawing cards I would say to either try to mill yourself or opponent's out.
Helpful cards: Jace's Erasure , Psychic Corrosion , Sphinx's Tutelage , Jace's Erasure , Mesmeric Orb , Altar of the Brood , Jace, Wielder of Mysteries , Laboratory Maniac , Minds Aglow , Prosperity , Blue Sun's Zenith and Fascination .
Adding in a mini voltron package is not a bad idea too, where even just one of these could be fine.
1 month ago
Ok, here we go;
Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO
Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.
Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.
Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.
Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness
Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.
Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.
Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.
AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.
That's 10 slots to work with.
First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.
Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.
This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.
Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting
2 months ago
Nice build -- Miz + buyback is a fun deck. One other suggestion: look at spells that untap lands; with cost reduction you're actually gaining mana. Especially good for storm, but just generally good. Rewind , Unwind , etc.
Rewind occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
UR (Izzet): 0.61%