Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Serum Visions
Sorcery
Draw a card. Scry 2. (Look at the top two cards of your library, then put any number of them on top or bottom of your library in any order.)
wallisface on Cloaked Whispers
5 months ago
I’m not sure where the first iteration of this deck ended as it got deleted before I could read any closing comments. So apologies in advance if i’m stating something that’s already been discussed.
Your description has the opening statement of “I know the deck is slow, don't really care about that. These are the type of decks I like to build. So don't comment if you're not interested in helping try and help with the deck” - this commentary is at-odds with itself… in that the absolute-best way to make this deck more playable is to speed it up. It’s going to be very hard to offer suggestions that aren’t just “make the deck faster”, because that’s the primary thing this deck soo sorely needs.
Specifically, your deck needs to be doing something in all-of turns 1, 2, and 3 to progress the game… otherwise you just get left in the dust. Your options for that includes:
-
potentially having a ramp engine. Green has loads of 1-mana options for generating mana which could easily accelerate your win condition by a few turns. Ramp also helps mitigate some of the woes you’ll face with this extremely greedy mana curve.
-
potentially having control elements. If you’re wanting the game to go long enough to do your thing, you need to make sure the opponent isn’t just winning. Counterspell, Fatal Push, Thoughtseize etc all play a part in dragging the game out and allowing you time to assemble your pieces.
-
potentially dig through your deck to assemble all the cards you need. Your combo requires a lot of working pieces, and as said before, those Transmute cards are super clumsy. Cards like Preordain, Serum Visions, Opt, and Consider could all help you dig through your deck to try and get your card pieces asap - to try and make a turn 5 win as reliable as possible.
^ each of those three above options could be viable - the important thing is that your deck needs to be working towards achieving its goal from turn 1, not turn 3-4. At the moment your shell is both super slow and super fragile, which is just going to lead it to not-working.
wallisface on Azorius Aggro-Control deck
7 months ago
-
Preordain is miles better than Serum Visions
-
yes you can trigger Lion Sash multiple times. You’d presumably always do it in the opponents end step.
-
I should reiterate as I have been this whole thread that your artifact creatures aren’t very-well suited for a control or aggro shell at-all… this is why i’d suggested a bunch of creatures that would actually help you. I know you like Ethersworn Canonist but this is a really bad home for it - trying to force it into this deck is going to make it’s performance bad, and the deck worse.
-
Haughty Djinns 3-mana cost can be a little awkward, but i’ll note Murktide Regent is two mana and survives fine. The trick is to know the matchups well enough to gauge when to ”shields down” to cast it - or wait till you have 4-5 lands so you can also Spell Pierce or Counterspell.
-
Tolarian Terror is 1 mana and wins the game on its own. You’re in no massive rush to dump it down, but tempo-control builds could often get it down by turn 3-4 no problem.
-
Touch the Spirit Realm is fine, but not great. You’re unlikely to ever channel it, but it’ll still be decent-enough.
-
Detention Sphere is decent.
-
of course opponents will be paying 2 mana to crack clues, but only if its the best thing for them to be doing fir their turn. Them gaining clues is an advantage for them.
9-lives on Azorius Aggro-Control deck
7 months ago
Ahhh! Thank you so much for the recommendations!! This is what I'm talking about; getting positing feedback!
Stasis Snare is amazing! I love the art on it as well. This card is perfect!
Which one is better? Preordain or Serum Visions? I don't know in what order is better for scrying and drawing. I like the art for Preordain better.
If I'm running Ethersworn Canonist and stuff, Lion Sash would be good. I really want to play my artifact creatures, especially Ethersworn Canonist. Also, I have a newb question: would I be able to use Lion Sash's activated ability multiple times per turn?? If so, that would be sweet.
wallisface on Azorius Aggro-Control deck
7 months ago
9-lives Cool, i'll keep all my card suggestions to $3-or-less per card.
Being one card-down is not worth it for only really knowing what your topdeck is. If you are using Assemble the Players you are wasting resources for almost no gain. Added to this a point which hasn't been mentioned yet - drawing a second copy of this card is absolutely disastrous, as you can't do anything useful with it.
Lawmage's Binding is worse that Oppressive Rays because 3 mana for a card that's still not removing a creature is just really bad value. Far better spells to remove the opponents creatures are Skyclave Apparition, Stasis Snare, Oblivion Ring, Fateful Absence, Declaration in Stone, Prismatic Ending, and Path to Exile
Opt, Preordain, Serum Visions, and Consider are all cheap and are overwhelmingly better than Defiant Strike.
If you're trying to be aggressive with control, your current creatures are really lacking. The current creatures you're running would fit better in a tax-like build, where the aim is to mess with your opponents tempo but ultimately just slowly chip-through damage. If you're trying to play an aggressive-control deck (like the Murktide Regent list) in , then your best bet for creatures on a budget would probably be Tolarian Terror, Delver of Secrets Flip, Spell Queller, Haughty Djinn, and maybe Lion Sash
Azoth2099 on So basically dimir Talrand
9 months ago
Yeah, I suppose that was a rude way to say that, I apologize.
Once this deck is streamlined, you'll have more than enough token generation to slot Diabolic Intent, especially considering that one of your main combos is Dramatic Reversal + Isochron Scepter. Sacrificing a token so that you can make infinite tokens is worth it.
Also, the utility offered by Black Market Connections here is insane. If you don't want to throw a bunch of life into it once it's served it's purpose you can just pay 1 for a treasure, which is fantastic. The tokens it generates are Changelings as well, which matters a lot if we're talking about quickly getting to the 9. Never be afraid to use your life as a resource, especially in color combos including . You're kicking yourself by doing so! The more powerful and dialed in your decklist is, the more powerful your life will be as a resource, I cannot overstate this.
If you don't want to police the table for fun's sake...that's awesome lol, you're probably super fun to play with! In that case, I'd add more cantrip effects for yourself like Ponder, Brainstorm, Serum Visions, Opt...There's a ton. Windfall, Tolarian Winds, Sign in Blood & Night's Whisper would do great in this new hypothetical card draw pack, too.
As far as what I'd cut to make room for more core strength, here it goes:
Teferi's Veil, Levitation, Cover of Darkness, Glamdring, Maskwood Nexus, Uncovered Clues, Pieces of the Puzzle, Worn Powerstone, Metallurgic Summonings, Quantum Misalignment, Decoy Gambit & Soul Shatter.
None of these are bad cards per se, I definitely understand why you slotted most of them, but if you replace them with some of the cards I mentioned your deck engine will run a lot smoother a lot more often.
IXALAN_Crazy on
1 year ago
Some thoughts from a fellow Murktide player:
Expressive Iteration over Serum Visions for greater card advantage.
I would add more disruption such as Unholy Heat and Spell Pierce over cards like Manamorphose and Izzet Charm.
This is more of a meta call but cutting 1 or 2 Ledger Shredders might be a good idea so your first game isn't miserable against Orcish Bowmasters
I've seen other people say this on here, but running a one of or maybe even 2 Blood Moon would be great in here, I would just cut Fiery Islet for off color fetches such as Misty Rainforest and add an island or two.
I like that you included Stormwing Entity a lot but depending how it plays the Ragavan, Nimble Pilferer would put more pressure on your opponent.
CommanderWolf1064 on Sultai Midrange
1 year ago
Since Preordain was unbanned, I've upgraded the Serum Visions to Preordain. However, they should probably be instant speed cantrips instead like Opt or better yet Consider.
TBH, haven't played this deck in a few years. Probably needs to be tested and severely overhauled.
CommanderWolf1064 on Sultai Midrange
1 year ago
Since Preordain was unbanned, I've upgraded the Serum Visions to Preordain. However, they should probably be instant speed cantrips instead like Opt or better yet Consider.
Have (5) | reikitavi , JordanSanFran , metalmagic , Azdranax , zachi |
Want (4) | jw560211_magic , AdamChafee , nicesocks , TRANNYDAN |