Solve the Equation

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Solve the Equation

Sorcery

Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle your library.

Azoth2099 on Wizard tribal Big X spells

3 days ago

Ahh yes, Wizard tribal. Amazing. Here's some cards to tutor, draw & ramp your way to victory with:

Mystical Tutor, Personal Tutor, Solve the Equation, Gamble, Fervent Mastery & Vedalken AEthermage are worth considering as tutors here imo. Most of the other tutors in this color combo are Artifact tutors like Fabricate, Reshape & Reckless Handling...which I suppose could end up playing into a revamped strategy here as the deck develops, who knows?

For draw, Windfall, Wheel of Misfortune (& Wheel of Fortune if you're cut like that), Tolarian Winds, & Decaying Time Loop are all great with this commander. Cantrips like Ponder & Brainstorm should probably make the cut as well, it's hard to top that value for 1 mana.

As far as ramp, I always try to roll with at least 10 mana rocks, a handful of rituals & perhaps a few cost reducers when I'm within , depending on the your deck's mana curve. I know that sounds extreme, but I swear it makes your deck awesome, especially the more it develops. As the quality of each card goes up over time, consistent ramp becomes more and more important.

Also, some combo pieces to pair with Dualcaster Mage wouldn't hurt either. Twinflame, Heat Shimmer & Ghostly Flicker all work, the former 2 are definitely more synergistic with your current list though.

I could yap about various bangers for this commander like Bribery & Acquire all day, but I'll stop here unless you request more.

Lastly, a bit of bad news...Vadrik, Astral Archmage is the best commander for big X spells lol, he's insane. I might even say that he's the best one in that color combo in general.

Cheers!

Azoth2099 on So basically dimir Talrand

2 months ago

Hey man! You're gonna need a higher density of card draw, ramp and tutors if you want this bad boy to he more consistent, there's no way around it. Fortunately you're in , so that's no big deal. I'd recommend the following options:

Tutors: Demonic Tutor, Diabolic Intent, Grim Tutor, Beseech the Mirror, Mystical Tutor, Personal Tutor, Solve the Equation, Fabricate Spellseeker, Merchant Scroll & Lim-Dul's Vault.

Draw: Talion, the Kindly Lord, Necropotence, Black Market Connections, Dark Confidant, Dark Tutelage, Night's Whisper & Ad Nauseam (if you can lower your mana curve).

Ramp: Talisman of Dominance, Dimir Signet, Fellwar Stone, Springleaf Drum, Dark Ritual, Cabal Ritual, Culling the Weak, Bubbling Muck & High Tide. Maybe Rain of Filth.

Other synergistic value: Praetor's Grasp, Bribery, Acquire, Entomb, Reanimate & Mnemonic Betrayal.

Other than that I'd probably say add more cheap counterspells and instant speed removal so you can control the board and bolster your own. Let me know if you need help with cuts, I'm seeing a lot of them.

Hypersayia9001 on Martial Prowess

3 months ago

Azoth2099

Loving a lot of these suggestions. Pull from Eternity is insane value, especially if I opt to put it onto Isochron Scepter. Conqueror's Flail also looks like it'd be a very good choice, seeing how it's +3/+3 by default and that silence effect is very nice.

I'd have to double check with my pod vis a vis proxies, but Intuition is a very nice tutor for a commander who can cast things from the graveyard. Enlightened Tutor, Solve the Equation and Personal Tutor are also very good, but I'm struggling to mentally justify the others. Like, using Idyllic to net me Jeskai Ascendancy and Sorcerer Class is good but I'd need to then have Haze of Rage or View from Above to translate that into a win.

Brain Freeze has been mentioned before, and I won't say it doesn't strike me as something useful, just kinda inefficient. Saying that, it would definitely go great with Underworld Breach, especially with a solid mana source. Similar vein, I feel like I'd need Underworld Breach to really justify Traumatize. While milling half a library will definitely give Narset a lot of options to play with, it feels like overkill given that Narset can only cast once per combat, and a bit of a waste to target myself because that's wasting a cast of each noncreature spell I could have potentially drawn. It's also why most of the discard-draw cards don't massively appeal to me. Again, maybe with Underworld Breach. Saying all that, I think I'd probably need a fair few of those discard-draws just to keep up with Underworld Breach's escape cost.

Now, I very much considered Lightning Greaves when I first built this deck but the shroud really doesn't work with how I play it. One of my backup strategies is to buff Narset up heavily and take someone out with Commander Damage, something I'm relatively consistently able to do with a single hit when I get going, but that requires me to be able to keep casting buffs on her, especially if I get tricky and cast them on my combat phase. And... well, I'd need to constantly be un-equipping and re-equipping the graves for that to work.

Azoth2099 on Martial Prowess

3 months ago

Hypersayia9001

I'll try to keep this brief with only a few suggestions.

You seem to have a solid grasp of what you're doing with this Commander, so I'm not gonna go on any huge rants lol.

Traumatize is pretty much your Ad Nauseam here. It being Sorcery speed is admittedly a big deal, but the card efficiency is enough of an upside to make that tradeoff very much worth it imho.

Brain Freeze is honestly really great here, even if you're not running Storm. The right moment can net you at least 10 cards, easy. Tolarian Winds, Careful Study, Faithless Looting & Windfall are great card draw here, too.

If your pod is comfortable with proxy, Intuition will pretty much win you the game if you pair it with Underworld Breach, Sevinne's Reclamation & Lion's Eye Diamond. Might as well suggest Wheel of Fortune as well if we're taking it there.

Speaking of Intuition, you need more Tutors for sure. Enlightened Tutor, Solve the Equation, Personal Tutor, Idyllic Tutor, Fabricate & Reckless Handling are all worth it here alongside Mystical Tutor.

Conqueror's Flail is crazy here, Ramping you via Narset's cost reduction while also hitting your opponents with a Silence effect is nuts. You probably want Lightning Greaves to protect her, too, alongside your Swiftfoot Boots.

Lastly, the innocuous Pull from Eternity offers huge consistency here.

Would love your feedback on my own list if you're down; A WOMAN'S INTUITION (NARSET)

Peace!

Azoth2099 on Naban Wizard Tribal

6 months ago

Wizards were my 1st Commander archetype! Here some recs to help you get to, execute & get more value out of your stated wincons a bit faster:

Creatures: Stonybrook Banneret, Snapcaster Mage, Sea Gate Stormcaller, Micromancer, Archmage of Echoes & Wandering Archaic  Flip

Artifacts: Jeweled Amulet, Springleaf Drum, Pyre of Heroes, Urza's Incubator, Sensei's Divining Top & Cryptic Gateway

Enchantments: Mystic Remora, Rhystic Study, Parallel Thoughts, Kindred Discovery & Virtue of Knowledge

Instants: Long-Term Plans & Intuition (just proxy it, who cares lol)

Sorceries: Personal Tutor, Solve the Equation, Step Through, Fabricate, Merchant Scroll

Lands: Cavern of Souls

Incorporating some of the Tutors and card draw & Ramp here will get you there imho. Let me know what you think!

Gidgetimer on Mutate, Mutate, Mutate, Mutate

6 months ago

On the subject of Vadrok + Double major, it does give infinite mutate triggers (assuming you have a non-human creature on the battlefield). With any of the non-creature cards not named Double Major in the graveyard it gives infinite damage.

  1. Cast Vadrok, Apex of Thunder via mutate targeting the non-human.
  2. Cast Double Major targeting Vadrok
  3. Double Major resolves making a copy of the Vadrok spell targeting the non-human and going to the graveyard.
  4. Copy Vadrok resolves giving mutate triggers.
  5. Steps 2-4 ad infinitum. You now will get multiple copies of Vadrok's mutate trigger and can cast the other non-creature spell between double major casts.

The way each other non-creature spell gives infinite damage is:

The combo isn't really competitive Modern viable. But the tags say this is a casual deck, so it is a fun interaction.

wallisface on Mutate, Mutate, Mutate, Mutate

6 months ago

Some thoughts:

  • Your mana curve is waaay too high. Typically Modern decks can't justify running more than 4 cards costing 4-or-more mana - you've got a whopping 12 (or 10 accounting for mutate costs). Yes you have some limited ramp and cost reductions, but not nearly enough to justify this very steep curve. Generally speaking, you want the Average CMC of a deck to be at-or-below 2.3ish... at the moment you're sitting at 3.3.

  • The above problem is made worse by having nothing to do on turn 1 - meaning you're always starting a full turn behind your opponent, which is a really dangerous place to be. In particular, you should be at least aiming to replace your ramp cards (Paradise Druid Pollywog Symbiote, Field Trip) with 1-mana options, so that you can get to larger amounts of mana quickly.

  • 21 lands is too low. For comparison, Burn decks run 20, and only play spells costing 1-2 mana (and are happy being stuck on 1 land for a lot of the early game). Imo you want to go up at least to 23-24, possibly more depending what your end mana-curve looks like.

  • A lot of your noncreature spells just don't do anything. Solve the Equation is a lot of mana when it's not really getting you anything specifically useful/game-breaking. Field Trip is too much mana for a ramp card when Rampant Growth and Utopia Sprawl exist. Igneous Inspiration should be Lightning Bolt (importantly the learn mechanic is pretty bad because all the Lesson cards are terrible - so don't play those Learn cards for that reason). Double Major is cute but you have nothing worth copying, and to cast it and a spell requires too much mana.

  • You need a lot more interaction - at the moment your opponent is going to mostly be able to do what they want, which means you're losing every game where the opponent is faster than you - and you'll have to way to catch up if you ever fall behind. As mentioned before, Lightning Bolt would be useful here, but in general you just want more ways to mess with what the opponent is doing. Mutate in particular is very slow, so you need to waste a LOT of the opponents time to get it operational.

  • Your creatures currently look very vulnerable to the opponents killspells - in particular when you mutate a few cards on-top of one-another, the opponent is costing you multiple cards for their one killspell, which will in a lot of cases just lose you the game. You need ways to ensure your creatures stay safe from interaction - my first thoughts would be running creatures like Gladecover Scout and Slippery Bogle to make your creatures almost-entirely immune to enemy interaction.

Azoth2099 on The Lonely Loner (Seems to free his mind at night)

6 months ago

DatShepTho

Wuddup! Vadrik, Astral Archmage is so busted, man. Probably the best Commander p4p imo. I've been brewing him for a while now.

I see you're already running Seething Song, which is great. I'd highly recommend adding Desperate Ritual & Pyretic Ritual as well. Functionally having 2 copies of Dark Ritual in a deck is insane. Mana Geyser is pretty decent, but at Sorcery speed and at a minimum cost of , it's really not worth it compared to the others.

I would also recommend Mystic Retrieval & Mizzix's Mastery over Call to Mind & Finale of Promise respectively. As well as adding Past in Flames.

2 pieces of Equipment that I noticed shone very brightly with this Commander are Conqueror's Flail & Commander's Plate. The added bonus of cost reduction makes their power here difficult to overstate.

Buyback is a popular mechanic in typical Vadrik decks, but the only ones that are truly worth consideration are Capsize, Reiterate & Clockspinning. Haze of Rage & Seething Anger are obviously great, but they don't facilitate wins with the same frequency as those other ones. Sorcery speed sucks.

Never doubt that you need those Tutors, son! Solve the Equation, Reckless Handling, Merchant Scroll, Fabricate, Bribery & Acquire are all pretty much too good to pass up here. Reshape can also be great, depending on your Artifact list.

Free spells like Misdirection, Blazing Shoal & Commandeer can be pretty great here, given that they are likely still cheap to cast if you can't cast them for free.

Lastly, try to get yourself copies of Sea Gate Restoration  Flip, Shatterskull Smashing  Flip & Jeska's Will for this one if you can. Amazing!

Peace!

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