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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Draw a card. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
1 week ago
Welcome to the club! For this deck, I'm not sold on Spellweaver Eternal. I would switch it for something like Soul-Scar Mage, which also gives you another one-drop. I would also suggest some more card draw/filtering, along the lines of Expressive Iteration. Opt and Serum Visions also could work, depending on how much money you're willing to spend.
1 month ago
It feels like you have no reasonably plan B if you don't draw Quest for Ula's Temple (or if you can't resolve it). This puts you in a really awkward position, as most of the time you're going to be having to do a LOT of mulligans to have something remotely playable. I'd suggest having more viable plan Bs
Along the lines of above, you have a bunch of cards that aren't useful at all unless you have Quest for Ula's Temple out - namely Thrummingbird and Fuel for the Cause. Proliferation seems like its useful in such niche situations, that I'm not convinced you should be running it at all - it's only helping you when you're already in a good spot, and does nothing when you're not.
With only 20 lands, you have absolutely no chance of being able to cast Volition Reins or Akroma's Memorial, so I'd suggest ditching those. I'd also suggest getting rid of Quicksilver Amulet, as it's also going to take waaay too long to cast with your manabase, and generally just feels very clunky/slow
1 month ago
now that LURRUS is banned another neat thing to consider is Stormwing Entity... you can cast Opt and then just pay for a beefy 3/3 flyer with prowess...cant emphasise the importance of cantrips enough for a deck like this... Manamorphose and Opt/Serum Visions really need to make ther way in here.
1 month ago
Besides mana base improvements with shocks, fetches id say get more/different cantrips... Quicken is cute but i'd think you would be better off with Opt or Serum Visions to get the draw and have topdeck manipulation to set up your next draws better... Consider is somthing else that would fit the bill and has great synergy with Unholy Heat and another option mayber over Show of Confidence?
2 months ago
I think you've kindof muddled up your plans here, you've got a deck that's both trying to mill out, while also trying to win through Duskmantle Guildmage/Mindcrank combo. I think you need to focus on one gameplan, instead of trying to do both (and so making a weaker variant of either)
If you're trying to win through conventional mill, you're a long way from it. All the cards you're currently running are super sub-optimal, and will lead you to not completing your mission. So i'd say, if you wanted to go down this route, you probably need to rebuild your deck from scratch. Cards you should be considering on a budget are Ruin Crab, Fractured Sanity, Maddening Cacophony, Extirpate, Drown in the Loch, Crypt Incursion, Fatal Push. Depending how high your budget is, some mid-range-costing cards to also consider are Glimpse the Unthinkable, Tasha's Hideous Laughter, Hedron Crab and Visions of Beyond. It should be evident from this list, that what you're running at the moment, is comparably waay too slow, and won't get the job done.
Personally I think the Duskmantle Guildmage/Mindcrank combo variant of the deck might be a better budget-friendly option for you to consider. For that deck, you don't need any mill cards at all, because that's not your goal - you just want to get your combo online asap and then win the game. You'll want full-playsets of both Duskmantle and Mindcrank, and then ways to fetch them both up - so cards like Muddle the Mixture and maybe even Dimir Infiltrator (though normally Muddle is enough). Other than that, the deck is full of countermagic and stall (like Counterspell, Remand, Vapor Snag, Mana Leak), and a few ways to dig for cards (like Serum Visions, Consider, Opt). Vapor Snag is particularly important as it can act as a way to start the combo once you have the pieces online (by losing the opponent 1 life). Seth did a deck-tech on this a long while back (2016), so there's lots to be improved from this list, but this link might give you an indicator of how the more expensive version of the deck functions.
2 months ago
thank you abbatromebone! very much appreciate your suggestions and after I playtest/make changes id love for more feedback!
So far in my playtesting with sticher and mentor (in various ratios) I haven't really felt the pain of having prowess 1/1 tokens becoming vanilla 3/3 tokens... I typically don't cast more than a spell or maybe two on either my turn or my opponents turn for any prowess triggers; I love Luminarch Ascension and have a full playset of them that I could take out of what left of my old Turbo-Fog deck but I just dont that that playstyle fits with this decklist as it is now... but if i did get ascension online I would definitely be flipping Poppet Factory Flip back into stitcher I think.
land/color ratios all that jazz when it comes to making a mana base has never been my strength in deck building and will give it a closer look by playing with some of your suggestions in the play tester... I don't have any man or fast lands but I am certain that I have some check lands and the jeskai triome laying around somewhere.
I agree about Spectral Procession too; for a minute I had Hordeling Outburst in here but decided to go for Hard Evidence instead; its cheaper giving a blocker or something to boost from Poppet Factory Flip and has a mana sink/draw feature... but I can certainly see just running Serum Visions instead. I also really like the idea of Boros Charm that card is just so dang good ill make room for it somewhere.
2 months ago
- Poppet Stitcher Flip Is great when you have 1/1s but bad if they do anything more. Prowess is an ability so you tokens wouldn't be as strong. 3 mana is also fairly espensive. We would want to slow the game down more. I might suggest Luminarch Ascension being this is a value control deck. It helps keep card advantage and if you are holding mana you can sink it here at the end step.
- Manamorphose also seems pretty good in the deck its a spell that gives you your mana back/fixes it into any of your needed colors and is card neutral.
- Hard Evidence might be replaced with Slight of Hand or Serum Visions being you want to filter your deck better.
- You are sitting a 8 fetchlands i wouldnt go past 6, 6 shock lands is also high Jeskai control is current running 7 fetch and 3 shock lands.
- Consider Mystic Gate Castle Vantress Celestial Colonnade 1x Raugrin Triome Hall of Storm Giants 1x Eiganjo, Seat of the Empire The creature lands can help close games or stall games when needed.They also are more evasive which can help. Utility lands are worth it they really help. Fiery Islet and Sunbaked Canyon can also help draw cards and filter. I run 5 in my burn deck.
- I also think 6 basics is a lot i would only do 2-3 personally. Espically when Seachrome Coast Inspiring Vantage and Spirebluff Canal exist.
- Spectral Procession is a good value card to think about, Lingering Souls is also a card but i wouldnt go that route personally.
- Boros Charm is also a great card that can protect against board wipes or give some burst with a mentor token or just give you the needed reach to close some games.
- Let me know if you want me to look at the deck some more
3 months ago
Going into grixis without fetches needs a little tweaking to be reliable - missing your mana is a major issue. You have the card selection to help offset it, but a few tweaks would really help things, even on a serious budget.
Try to plan for the mana you need, right now its blue/red/black straight from the start. If instead you always needed blue turn one, blue turn two, then eventually black or red, you could plan your manabase to reflect that, with more blue lands then fixing for the final part. Its sometimes worth using 'worse spells' and delaying wincons just for the sake of easing mana concerns.
If you only ever need to cast 1 non black spell, Aether Hub is almost a perfect land. Field of Ruin is cheap hate that lets you do something when your mana is off that also fixes your mana. You won't be able to run more than three or so utility lands without making your mana even worse, but this one is worth it.
This is the next part of the plan ;'pseudo' fixing - if you see a land of the right colour and put it in your hand, thats almost the same.
The rule of thumb is that for every 2 Serum Visions/Opt type 1 mana cantrip, you can cut a land. If you combine this with the earlier idea about planning your lands, you can go to mostly islands and dip into other colours later in the game far easier.
Finally, pact/harmless is a combo, which has a few other options - Aggressive Mining does a lot by giving backup combo options all in red, while some of the traditional combo setups are also ramp/fixing - I love Pentad Prism wherever a deck might go 'I pay 7 mana to win'. If you have a little artifact synergy, Chromatic Star, Sphere of the Suns or Prismatic Lens can work.
The rest is testing and experimenting. Good luck!