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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Saw it Coming
Counter target spell.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast this on a later turn for this card's foretell cost.)
wallisface on Tooth faerie
1 month ago
I wouldn’t bother with Celestial Colonnade. If a game ever goes so long that you have 6 lands in play to activate it, you’ve likely already lost. It entering tapped will hurt you more than any of its capabilities to help you.
Counterspell is cheap and much better than Saw it Coming. Mana Leak would also be better if you want a cheaper option.
I really don’t think Dovin, Grand Arbiter does enough to be worth it.
Max_Hammer on Kadena "Surprise tool for later" …
1 month ago
For those that are curious on the changes I made to the deck
What I'm taking out: Show
What I'm putting in to replace it: Show
I also plan on changing out some other lands, but above are the utility lands only.
2 months ago
I play a similar deck in explorer on arena. My first main thought is that playing four copies of the legendary creatures isn't necessary, and they all get very bad in multiple. Typically, you won't need or want more than one copy of each per game, so I would probably stick to one or two copies of each max. I agree with the last comment about Memory Deluge, that card is the truth in this type of deck and should probably replace Search; I also agree that Strategic Planning and Collective Brutality are clunky. I strongly recommend some split of Censor, Tainted Indulgence, or Thought Erasure replacing all eight Plannings and Brutalities. I also think any black deck needs at least three copies of Fatal Push; that card is incredibly well placed right now. Finally, I think that some number of hard counter spells are necessary in case you match up against other controlling strategies. Sinister Sabotage, Saw it Coming, or just good old Negate would probably be better than the third and fourth copies of Dreadbore or Heartless Act
wallisface on Mutating Monstrosities
8 months ago
Grends27 a way to get-around lowering your curve is to drastically increase your ramp. Adding in 8-10 mana dorks like Noble Hierarch, Birds of Paradise, Utopia Sprawl, Llanowar Elves, Elvish Mystic would greatly help your ability to run a higher curve (noting that including them will likely mean having to pull out some of your higher costing cards in the process anyway).
Cards i think specifically aren’t worth it (they’re either too weak, or don’t belong in the deck) include: Teferi, Timeless Voyager (really bad & really expensive mana-wise), Stormwing Entity (is a good card but doesn’t belong here), Teferi's Ageless Insight (just overcomplicating your deck for no reason), Stern Dismissal (card disadvantage), Neutralize and Saw it Coming (3-mana counterspells are bad, but in any case i don’t see this deck ever being able to keep-up mana, as you’ll be almost always spending it all on your turn).
I would also suggest ditching most/all of those creatures requiring 6 mana to mutate - that’s just such a high bar, and none of those creatures strike me as particularly good anyway.
DreadKhan on Budget Talrand EDH
1 year ago
You might take a look at Treasure Cruise and Dig Through Time, both are potentially very strong on a budget. Two cards I like that are budget atm I think are Aetherspouts and AEtherize, you might not need both but one is a pretty nasty surprise for an aggro deck. Abjure is a nice counter for Talrand decks, to counter a spell and sacrifice a replaceable Drake is pretty nice. Saw it Coming and Wizard's Retort are also good counters to look at. I love seeing Talrand decks built on a budget, Talrand is a very solid budget option, and lots of fun to play!
DreadKhan on Cheap dragon
1 year ago
Alright, I'll try to keep that in mind and minimize the jargon. One thing I'd say about running lands, it's easy to end up with less than you actually need. The difference between 36 and 38 is extremely minor in terms of how many lands you can draw, so the exact number isn't that important, but if you have a higher cost Commander (Tiamat has a Mana Value of 7, or MV 7), you'll want ramp. A higher cost is usually any Commander requiring more than 4 mana, and/or one that requires more than 2 colours, either makes a Commander harder to cast. I end up on 38 in a deck like Reaper King, but I also use a lot of ramp in that deck to generate the huge mana values that deck can require. This deck probably wants anywhere from 36-42 lands, with 42 being where you want to be if you run relatively few ramp effects, 36 would mean running more of them, at least 10. You should probably run Command Tower. Temple of the False God is a risky land in a deck that isn't running a lot of lands, I hate to run it with less than 40 in a deck unless I have a payoff for a land tapping for 2.
It's worth considering basing your mana base around Green, not because most of the cards will be Green but to use Green ramp spells/mana dorks. I'm guessing you aren't aiming to spend a lot on this, so the cheapest $$$ way to increase your mana available is to use Green spells which can find Basic lands for you. Circuitous Route, Harrow, Roiling Regrowth, Search for Tomorrow, and Dire-Strain Rampage are all very good ramp effects, with most of them being cheap and able to find you colours of mana you might need. Sacrificing a land can be a good thing if you've got several of the same Basic land, which can happen easily. There are a ton of other ramp spells, many quite cheap, especially if you don't mind 3 mana effects. Spells that find land can be much better than artifacts, because artifacts can be blown up very easily compared to lands. I would also look for ones that can find any Basic land compared to ones that can only find a Forest unless you want to raise the budget a bit, as these lands are generally more expensive, but Kaldheim has 10 Snow type dual lands, one for each pair, and they are fairly cheap, and ramping with one of these off of Three Visits or Nature's Lore feels really good, but it'll be more investment. There are a lot of effects that find Forests and can find non-Basic Forests like Breeding Pool or Rimewood Falls, and finding one of those can really help make sure you can cast Tiamat. I would still play cards like Arcane Signet and Sol Ring, and most 2 MV mana artifacts are good cards usually.
A card that should be very useful in Tiamat would be Maskwood Nexus, which makes all creatures, wherever they are (in your hand, library, graveyard, or in play) are all every creature type, including Dragons, so Tiamat can find any 5 creatures. If you end up playing many cards that care about Dragons, this is worth looking at. Silverglade Pathfinder and Dreamscape Artist are pretty helpful some games as creatures that can also ramp you, potentially repeatedly if you are playing Casual games where you have a few more turns.
Interaction to protect your creatures can be very useful, Bolt Bend and Stubborn Denial are interesting options for you in a deck that will often have a power 4 creature out. Disdainful Stroke can stop board wipes, and Saw it Coming can stop anything in it's track, involving only U to cast, I would watch out for counterspells that cost UU (Blue Blue mana) to cast, this can be hard to arrange. You might think of Vindicate and/or Utter End to have removal vs any type of permanent, AFAIK neither is very expensive atm. There are 5 'Signet lands', Darkwater Catacombs, Skycloud Expanse, Shadowblood Ridge, Mossfire Valley and Sungrass Prairie are all very cheap and pretty good dual lands. Ash Barrens is a very good way to find a needed colour, especially Green. The World Tree is getting up there a bit, but it's a card worth looking at in 5 colours, especially if you run plenty of cards that find lands for you. If you have especially good non-Basic lands, IE lands that tap for 2 or more, Crop Rotation, Hour of Promise and Reap and Sow are all worth considering, finding a World Tree or other especially good land can be much stronger than finding a Basic. Faeburrow Elder and Jegantha, the Wellspring are very good ways to generate mana, probably don't run Jegantha as a Companion, just put him in the deck and you have no restrictions from him.
Well, that's what I'm thinking of right now, I'll probably have more later for you. I'll try to think of cards that are cheap and work for your deck, it might be a few posts before I've run out of relevant thoughts.
multimedia on I Blink So
1 year ago
Hey, well done so far, but you forgot Command Tower.
One advantage of Bargo's blink to consider expanding on is blinking noncreature nonland permanents especially enchantments such as Reality Acid and Omen of the Sea. The advantage of more noncreature permanents is they're harder to remove than creatures and they survive creature board wipes. For artifacts, Strionic Resonator gives you another Bargo trigger to blink all your nonland permanents again. Basalt Monolith is good ramp because blink can untap it.
Some cuts to consider to add the card suggestions above are Ponder could be cut for Omen of the Sea since with blink Omen gives you a repeatable Ponder-like effect. Saw it Coming could be cut for Reality Acid since you have many other counterspells, but not permanent removal. Mistmeadow Witch could be cut for Strionic Resonator since you have other better creatures who can blink. Burnished Hart could be cut for Basalt Monolith to improve ramp.
Some budget land upgrades to consider:
- Command Tower --> Azorius Guildgate
- Prairie Stream --> Meandering River
- Port Town --> Sejiri Refuge
- Skycloud Expanse --> Tranquil Cove
- Temple of Enlightenment --> 1x Plains
- Rogue's Passage --> 1x Plains
Good luck with your deck.
Fablab on Mono-U Tempo for Standard Rotation (help!)
1 year ago
With how many instant and sorcery’s you have,Delver of Secrets Flip will transform quite often. Saw It Coming will most likely be better then dissipate unless the meta really wants the exile and Behold the Multiverse will go nicely with saw it coming too
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