Back:Silundi Isle Flip
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
3 months ago
God-Pharaoh's Statue is a pretty good payoff
Playtesting, I'd advocate for more draw and 2 lands. I feel a lot of the creatures are do-nothings if you're not comboing off. Probably some more protection too, Jin is expensive and provocative
5 months ago
These would all let you cut a few lands but work with Yuriko's flipouts. Some are better than others, of course.
7 months ago
Introduction to Prophecy seems like an easy inclusion here. Similar to Tezz's Gambit, but scry 2 instead of one of the draws, and no proliferate. Also, thoughts on including Silundi Vision Flip as another way to dig 6?
11 months ago
Super sweet deck. I had the idea to do a Illuna + Omniscience deck, googled it, and found your list. I've got a couple suggestions though.
I think you could use more incidental token production to give you mutate targets. Cards like Lazotep Plating, Emergent Sequence, Growth Spasm, Alrund's Epiphany or Stolen by the Fae could be great ways to create tokens for you to mutate onto, outside of man lands or GSZing for Dryad Arbor or Crop Rotating for Khalni Garden. The more expensive man lands like Lumbering Falls, Wandering Fumarole and Raging Ravine feel especially clunky here as 10 mana to activate them plus mutate is pretty steep. Another angle could be adding a Dwarven Mine, and maybe a Sheltered Thicket and second basic mountain to go along with it, so that your Mire, Mesa, Tarn and Foothills can produce a creature token as well. Kher Keep could be good for this too as it's a repeatable effect.
It seems to me that you don't have enough ways to deterministically win once you get the Omniscience down. Intuition, Gamble and Mystical Tutor + a cantrip, seem like your only ways to reliably find Ignite Memories, and Intuition only gets into your graveyard. You definitely need at least 2 Regrowth / Reclaim effects so that your Intuition always gets you what you want. Bala Ged Recovery Flip, Mystic Retrieval, and Experimental Overload (since it can make a token too) are all cool options there. Playing those cards to support Intuition also allows you to play Gifts Ungiven and put together similar packages with it. Probably the best card to use to go off with Omniscience is Petals of Insight since it makes the storm count infinitely large and finds you your Ignite Memories all in one card. You could use cards like Solve the Equation or even Eerie Procession to find the Petals since it's an arcane spell. There's also Merchant Scroll which doesn't get you to the sorcery Petals directly, but it can find Firemind's Foresight, which then finds Intuition along with maybe some interaction. Brainstorm, Ponder, Preordain, Faithless Looting and Frantic Search all seem fine here as they're useful both before and after you get your Omni down. Spells like Time Twister and Time Spiral seem less good though, as there's a fair chance you could fizzle after casting them even with an Omniscience out. Enter the Infinite, Praetor's Counsel, Insurrection, Volcanic Vision, or Mnemonic Deluge also work as finishers if you want to do something bigger and splashier with Omniscience out.
Lastly, Sea Gate Restoration Flip, Valakut Awakening Flip, and Silundi Vision Flip all could be sensible additions to the mana base that double as ways to start go off with Omni. Not to mention Bala Ged Recovery that I mentioned before as part of the Intuition/Gifts package. Once you start playing any number of those spell lands, it probably then becomes a good idea to include a Gruul Turf or similar land to open up the line of Crop Rotating into a bounce land to return a spell land to hand. Once you're on this land package, Hour of Promise starts to look pretty appealing, as it can find bounce + spell land to start and Omniscience chain, or any number of various creature lands if you need something to mutate onto.
1 year ago
Hello, I saw your post about the deck and wanted to make a couple of suggestions.
You have some cards I think are of dubious value in your deck and would like to suggest removing them. You should delete the following cards; Thought Scour This card adds nothing to this deck's game plan. Spore Frog . Cut these and replace them with Empty the Warrens . Empty the Warrens can make blockers, increases your storm count, and can storm for even more goblins.
I also feel I have to make the obligatory mention about some of the better turbo fog and storm creatures you could replace them with; Augur of Bolas , Guttersnipe , Sprite Dragon , Snapcaster Mage and Electrostatic Field . If you really need to have a creature, make it a 4 of any of the creatures I just mentioned. But dump the frogs. If you really think fog effects are your answer then cut them for Haze of Pollen . Haze at least can raise storm counts or be cycled when the battlefield does not have serious threats in play. And the frogs would be gone.
Cut Nature's Spiral . It is too narrow and does not advance your win condition. I am also not happy with your enchantments either. I think I see your game plan using them but they hurt your odds of Storming off on your opponent and really only hurt yourself by slowing down your deck. I would cut Gaseous Form for sure. And suggest cutting Abundant Growth . I would replace these with copies of Echoing Truth and Growth Spiral . Both of these cards do the same thing those cards do in the short run, then they raise your storm counts and help win the game in the long run.
Your deck is missing two things that help turbo decks and burn/storm decks. Card advantage and mana rituals. Consider these cards when thinking about what to replace your cuts with or consider making room for some of them; Desperate Ritual , Pyretic Ritual , or Manamorphose . If you plan to keep Abundant Growth in your deck then these rituals have lesser value but I would consider dumping the growth for a playset of one of these or more depending on your card count. They up your storm count and provide the mana to cast more cards in the same turn adding even more to your storm counts.
For card advantage, consider making room for the cards like these; Opt , Sleight of Hand , Serum Visions , Pieces of the Puzzle , Behold the Multiverse , Brainstorm or Frantic Search . Some of these are cheap to cast with a small return but will really accelerate the deck and raise your counts. The bigger cost ones have bigger payoffs for card advantage but will make slower turns. Some other cards to consider are Browbeat , Risk Factor and the blue jump-start card Chemister's Insight . You don't see Risk Factor or Chemister's Insight in competitive decks as much but they are both good alternatives that can keep providing advantage or damage. I would consider adding 4-8 of some of these cards to give you card advantage and help refill your hand for bigger storms.
Two more suggestions that may have a place in the deck; Silundi Vision Flip can replace a generic island while letting you dig pretty deep to find one of your win conditions. You may even consider adjusting the mana base to make room for maybe even 2 of these.
Consider adding Past in Flames to the deck. This card really increases the chances of a win especially during long games by letting you replay all of your burn spells from the yard. It needs a big mana investment but it can finish a game depending on the state of your graveyard. I would seriously consider replacing two copies of Call to Mind and/or Nature's Spiral with a total of 2 copies of Past in Flames . I would keep it at two copies, it does need a big mana state to really work out for you and going to 3 or 4 copies will hurt the deck instead of help it.
Lastly, consider going to 4 copies of the good cards you already have in the deck. You should raise the counts of Lightning Bolt and Shock to 4 each for sure. I would also consider dropping copies of Fog to raise your counts of Moment's Peace . Generally, if you do need to fog the field it will happen later in the game so the mana cost is not as big a burden and the flashback makes them awesome.
1 year ago
Here's another handful. Riddleform allows scrying at will, albeit for 3 mana, but it's also a creature as needed, and probably a lot of the time anyway.
Don't forget to work in Solve the Equation somewhere!
Another random pull for me was Mystic Reflection . I would have to classify it as a spot removal which actually erases the identity of the card, kind of like those enchantments I linked before, but you hit the target before it enters the battlefield. You can also can potentially hit more than one target.
Finally, I know it's out of budget range, but I can't help but squeeze Shark Typhoon into the deck because I got one and I want to use it. And it works well with the premise of a mostly-instants-and-sorceries deck.
I'll probably add Boseiju, Who Shelters All because, again, it's burning a hole in my pocket and it's really good in the deck. But it's definitely not a budget card.
1 year ago
Cards that I don't think are that strong and some replacement recommendations:
Must include lands: (maybe go up to 38 lands) Reliquary Tower
Other good/fun cards you should consider: Sol Ring (must have for commander)
Feed the Swarm (for the enchantment removal)
Bident of Thassa (good cards draw for small evasive creature decks)
Rhystic Study (annoy opponents/great card draw)
Torment of Hailfire (You should keep this one in, great finisher)
Murderous Cut (cheap removal)
Dismember (cheap removal)