Whenever an opponent casts a spell, you may draw a card unless that player pays .
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|Want (18)||silver374 , DerpyFace , epros1285 , bond2578 , danleniumfalcon , isharpu , Agronoth , adam1floyd3 , LokiSin , ButteryLLAMA , Xylode , Rahmodonis , Kelcool , DamnGoodFood , widowlark , hk403 , IronTaurus , ArtyWitDaParty|
Printings View all
|Mystery Booster (MYS1)||Common|
|Commander's Arsenal (CMA)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Rhystic Study occurrence in decks from the last year
Commander / EDH:
All decks: 0.17%
WU (Azorius): 1.76%
UR (Izzet): 0.87%
UB (Dimir): 1.22%
GU (Simic): 0.67%
WUB (Esper): 0.9%
UBR (Grixis): 0.64%
BUG (Sultai): 0.56%
GWU (Bant): 1.09%
Rhystic Study Discussion
6 hours ago
Seems like you're off to a great start--that's a lot of powerful cards! My most recent deck is Yennett and I adore it. Optimation Agency (Sphinx Tribal). I have a much lower budget/smaler collection and I'm doing something slightly gimmicky with the tribal aspect, but it's still very effective in my circles.
You're running 7.5 ramp pieces; I'd maybe recommend a bit more. Maybe one or two? Those who know know Yennett can be a huge threat so she may get removed a lot. The two boots and Gift of Immortality are pretty clutch, so those and the two counterspells may do you well enough... but it's not a ton of protection. Also, you have some excellent bombs in the Eldrazi and some of your sorceries but if they get stuck in your hand you might wish you had the extra ramp. It would also just help get Yennett out a turn faster and/or empty your hand once she's out. Wayfarer's Bauble, Mana Vault, or Gilded Lotus might be good fits, or any more 3 CMC ramp pieces. I went with all odd-CMC ramp in my deck as a bit of a gimmick but the 2-CMC stuff is really where it's at if you don't mind not flipping them on a Yennett hit. You have a lot of good topdeck manipulators and tutors so maybe running the Signets and Prismatic Lens would be good/better? Your call--it should all work. A turn 3 3-CMC ramper will still get Yennett out early.
You have some excellent cantrips and similar effects, but you don't have much in the way of actual hand refillers. I'd be eager to hear how the deck does without them--especially with all your good tutors and planeswalkers and powerful Yennett bombs. Were it me, though, I would maybe trim a bomb or two and maybe a cute card for some regular card draw. Normally things like Blue Sun's Zenith or Braingeyser or Finale of Revelation would be my suggestion for a non-instant deck with good ramp but it's nice to have draw that Yennett can flip. There are lots of good choices at odd CMCs though!. Phyrexian Arena, Windfall, Rhystic Study, Tidings (underrated card for decks that don't need instants! X cards for X+1 mana is about as good as it gets in the low to mid CMC ranges). Overflowing Insight is a cute one. Read the Bones is on-theme and pretty great for the mana too. Not as much of a "refiller" though, so it's probably closer to the "cantrip" family.
You have a lot of excellent topdeck manipulators, but one last one I'd recommend is Aminatou, the Fateshifter. The ability to put a card from hand on top of the library is fantastic with Yennett. You have pretty much all the good ones that do that though, but if you feel you need more there she is. I'm extremely fond of Soothsaying in Yennett but you have some very powerful cards in the same category so it may not be better than what you have.
In my deck I went heavy on low-CMC removal to fill out the curve and give me something to do on turns before Yennett is out. Personally, I feel you're running a little too little removal. You have lots of board wipes, which I like, but you could use more for artifacts and enchantments in particular. Some of your removal is bounce and some is only good if Miracle'd, so it may be a bit inconsistent. Definitely curious to see how it works for you though!
Is this a real deck you've built or just an exercise? I'd be eager to hear how the deck runs for you! With better cards I'd be curious to see if getting Yennett out and abusing extra turn spells and the like would make up for not having quite as much draw/removal. Could work! Could backfire though if you're on the wrong end of somebody's removal suite.
Anyway, looks great! Yennett is the shit. I hope it's fun!
2 days ago
I really appreciate you taking the time to write this up. With that said, I think you greatly underestimate how fast cEDH is. I win, and regularly watch my opponents win, on turns 3 and 4. It is no magic Christmas land I can assure you. The reason being, sometimes you are just not lucky enough to have interaction (being you may have used some already), you never had drew It, or the RNG God’s failed you.
You are correct when you say there is a wealth of counter magic in cEDH, and it is inexpensive or free. Of course, a good pilot will understand that he/she will be playing against opponents who run a similar suite of interaction. Thus, most combo players wait until they also have a piece of interaction to make sure the combo can go throw. It is foolish for you to assume that all players are just going to pass their first several turns to hold up interaction. In most magic games, the first 2 turns are for setup with the rarer occasion that someone attempts to go for the win. I would also argue against the assumption that everyone will be able to interact with you. Most of the time you just have to fight 1 or two people. This also depends on how early you decide to try and combo off. A good pilot will understand the decks he/she is playing against and when they have a chance to combo off early. In some situations, people will tap out to cast their “irrelevant” cards like Sylvan Library, Rhystic Study, their commander and so on. There are very powerful plays people will sometimes tap out for early knowing other players will have interaction.
There will be players who are smart enough to leverage your own interaction against you. For example, I know player B wants to tutor and grab x card for their combo or whatever, Player C has interaction and and I have no idea what player D has. Since the table knows player B’s plan, I can make the clever tempo play to shoot past the other players who will now have to be holding up/use interaction. There are so many ways to play around this world in which fast combo decks don’t exist. Players aren’t going to just stop playing the game because they are afraid someone has interaction. It seems the only imaginary world is the one where players cease to play the game because they want to gangbang the first person who tries to win.
Since you say there is a zero chance a fast combo deck can win early, what is your meta like that prevents this? If everyone had the mindset that they must not be the first, second, or even third player to go off, how does anyone ever win? If everyone is waiting for everyone else in a “true competitive setting” then no one would every attempt to win. How does that make sense? Lol People will attempt to win whenever they feel like they have an advantage they want to exploit. Where I play, we also have a large database of information. 49.63% of games end on or before turn 5. So speed and efficiency of the combo matters significantly (speed can also be translated as low mana cost or cheap). Decks that have an early average goldfish speed (turn 3 average), when going first, have a considerably higher chance of winning the game than their opponents (for example, 65% percent of turn 1/0 wins are won by the person who went first, this flattens out over the game to a steady 15% higher chance of winning until turn 6). On average, player 1 tends to win 35.15% of games. Many players want to leverage the advantage of being one of the first two players to take their turn by crafting a very fast deck that can fight through interaction.
Here are some more statistics for ya from our database: Inalla SS (which runs the consult combo as a backup in their ultra fast list) has over a 40% winrate (only over 50 games though so not large enough sample size but you can see the point), some of the other top decks in the format Najeela (WR: 25.39%) yuriko (WR: 30.98%), kess consultation (WR: 17.31%, most of its wins are on turn 3), curious control, First sliver food chain (WR: 32.1%), opus thief (WR: 32.71%) and the deck that plagued the competitive community oracle hulk (pre-ban), all run the consultation oracle backup plan because the combo is cheap and efficient. It does not require a lot of cards and it fits well into just about every list. You also don’t need to win fast with the combo, you can sit around play police if you want.
Also, your statistics don’t make any sense. Why would the win percentage of the consult package only increase 1.5% with the addition of oracle (even jace if you were not counting him)? The printing of oracle made lab maniac irrelevant in many lists (people are now running oracle and Jace, which funnily, gets around both of the cards you mentioned). Oracle wins on the spot from an empty library while lab maniac required you to be able to draw, effectively lessoning the amount of cards you needed to win (same thing can be applied to jace). Furthermore, the way you order the cards is so that the players have to counter the consultation instead of the lab maniac type of card. This means, if your combo gets stopped, you didn’t have to exile any of the cards in your library. This way, you can just pivot to another wincon, potentially another lab maniac one).
TL;DR: Fast combo is a real architype that is not only prevalent but also good in highly competitive metas. Consultation lines are powerful combos that require practically no setup, they layer with other strategies, the forbidden tutors are actually good cards, and the combo is cheap/fast.
3 days ago
Hi_diddly_ho_neighbor, I actually can understand your feelings on this matter, because, not long ago, WotC printed judge promo versions of Reflecting Pool and Rhystic Study, which means that they are not likely to reprint them in "normal" sets at any time soon, despite the fact that both of those cards are very popular and expensive at this time, so that felt to me like an admission that they do not care about keeping the game affordable to average players.
6 days ago
I would add in some redundancies to the bouncing creatures. Man-o'-War, Dream Stalker, Kor Skyfisher, and Stonecloaker (especially good cause flash and also grave hate). Cloud of Faeries also does good work when comboing with Aluren and a bounce source.
Speaking of bounce sources, more redundancies! Words of Wind and Overburden (This card is important as it combos out with Shrieking Drake and is generally a strong card. You won't care about bouncing lands cause chulane will put it right back into play).
Now what to do with all the mana in the world you could want and all the casting you could want? Well, Aetherflux Reservoir and Brain Freeze come to mind. Also, Words of Wind doubles as a win con by bouncing everyone out of the game entirely. Similarly, Words of Wilding can give you as many bears as you want to swing with. These Word cards will help save that mandatory draw from Chulane as your deck empties out. (And on the chance your playgroup allows some UnCards, Crow Storm is quite the funny win con)
How are you gonna get these cards quickly and consistently though? A couple more draw engines wouldn't hurt. Beast Whisperer and Guardian Project are both strong when playing a "I must cast all the creatures" deck. Abundance and Rhystic Study aren't too bad either.
1 week ago
Atraxa, Praetors' Voice shall also be reprinted in this set, which is nice; I already have a copy of her, but anything that shall reduce her price is good. Since she is being reprinted, I really would like to see reprints of both Riku of Two Reflections and Sen Triplets, since they has never been reprinted, and, thus, are now very expensive.
They are not likely to be reprinted in this set, but I shall still hope for my top three most desired reprints of Akroma's Memorial, Vedalken Orrery, and Rhystic Study, and a reprint of Dromar, the Banisher would be nice, as well, since he is the only primordial dragon who has not yet been reprinted.
berryjon, WotC explicitly stated that they would not be reprinting any fetchlands in this set, but did assure players that they would be reprinting those lands in another set, this year (although they did not specify which fetchlands that they would be reprinting).
1 week ago
2 weeks ago
First things first - you need to have a proper deck description. I have no idea what you're really going for with this deck outside of:
- Play a bunch of random infect cards
- Get some stax pieces out
- Hope for a Win?
Writing a thoughtful deck description will not only help everyone who randomly visits your page (like me), but will help you gain a better understanding of what you're trying to accomplish with this deck. A general guide you can follow would be answering the following questions:
What turn can my deck consistently threaten to win the game?
What are the themes in this deck? (Obviously Infect, and +1/+1 counters)
These are also questions you should be asking your opponents before you sit down and start a game (those three questions you would be discussing with your opponents are known as the turn 0 talk). One thing that does help alleviate some of the salt Infect produces is ensuring that your opponents know what they are signing up for. I guess the term "social contract" applies here. But yeah, you need to be doing this before starting a game - especially with an infect deck.
Another resource to consult is Epochalyptik's Do you want to write a primer?. There you have an expanded list of topics to address and questions to ask yourself. I know it's easy to throw together a bunch of cards - but if you really care about your commander, and the deck you're constructing then you'll go deeper and ask yourself
A suggestion: Cut about 5 to 8 lands, and include more interaction, ramp, and rocks - especially the latter. Grixis has few cheap ramp staples, but the usual suspects i'd recommend are: Cabal Coffers + Urborg, Tomb of Yawgmoth, Fellwar Stone, Arcane Signet, Talisman of Dominance, Talisman of Creativity, Talisman of Indulgence, and Mana Crypt (Sorry, I know the last one is dumb expensive). If you're playing infect, then usually you're playing some form of prolifeation. That doesn't seem to be much of a subtheme here, but if you do decide to lean more into it then you could try out Everflowing Chalice as well.
As for interaction, you have some very strong color options. Imp's Mischief, friggin Toxic Deluge, Damnation, Black Sun's Zenith, Deadly Rollick, Counterspell, Fierce Guardianship, Negate, Mana Leak, Vandalblast, Blasphemous Act, Faithless Looting, and Countersquall. All very good options. Also, you could do with a bit more draw options as well - Windfall, Wheel of Fortune, (Expensive, I know - sorry) and Rhystic Study are all great staples.
Infect/Poison counters can only get you so far in commander. Take it as an inevitability that you will outright lose due to the mechanic being so politically weak. Assume that at the start of every game you will be isolated and that players will more often than not band together to remove your infect creatures/sources. To better compensate, you need to have a reliable secondary theme built into your deck that can help you get to victory.