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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.
1 month ago
Sea Gate Restoration Flip would be super funny in this deck. A replacement might be The Magic Mirror, since Sea Gate is a bit cheaper and will draw more cards faster (especially with your commander out :D). Just be careful you don't instantly mill yourself with Swarm Intelligence or your commander lol.
Irenicus's Vile Duplication would be absolutely nutty as well.
5 months ago
austintayshus Oh my god thats the cruelest thing I've ever seen, I love it so much. So I just gotta have Jin-Gitaxias, Progress Tyrant out and copied with Spark Double, then use Myojin of Cryptic Dreams ability on Swarm Intelligence, finally casting Time Stretch. That's like.. the nuclear option. I'm 100% buying at least one, if not all of these. Thank you so much for your suggestions!!!
7 months ago
8 months ago
Hey so I have a couple possible sideboards/replacements to lean into copying/recurring instants/sorceries if you'd like em! If you don't physically have the cards they'd make good new years gifts anyways :D
8 months ago
Chaos Warp is a little over your budget, but a solid addition.
Growth Spiral is fun to copy.
Crop Rotation fetches non-basics.
Hunter's Insight is great card-draw.
Your elves should give you the mana for Hunting Pack.
Increasing Vengeance or any other copy effect is always fun to copy.
Sprouting Vines is great for grabbing your basics.
Mirari is a replacement for Riku’s first ability if he gets to expensive to cast.
Swarm Intelligence is a nice bonus if you end up running enough instant/sorcery to make it worthwhile.
Wilderness Reclamation is a little over-budget as well, but a great investment for this type of deck.
These suggestions all come from my Kalamax, the commander-damage, hence the instant heavy suggestions. And the commander himself could be fun in this deck as well.
10 months ago
Awesome deck! I really like spellslinger decks, and playing this seems really fun.
However, considering how many instants and sorceries you have and the wheel theme, i'm surprised you don't have any graveyard recursion or synergy.
some cards that you could consider are: Bond of Insight, Call to Mind, Flood of Recollection, Mystic Retrieval, Pull from the Deep, Relearn, Shreds of Sanity, Backdraft Hellkite, Past in Flames, Volcanic Vision and The Mirari Conjecture
some of those exile themselves and since you have so much draw power that might actually be a downside. If i were to cut something for those I would maybe one of those shuffle effects.
mnemonic deluge and diluvian primordial are pretty funny, though kinda expensive. Imagine casting a wheel and then "going shopping" for spells, i highly recommend it. though these exile, so if you loop your deck you can't cast the spell you coped again.
i don't know how often you would be able to kill or do something significant with Spiraling Embers, but i thought it would be a fun inclusion.
here's a few cards for copying instants and sorceries:
Bonus Round, Insidious Will, Reverberate, Thousand-Year Storm, Swarm Intelligence and Twincast. twincast, reverberate and insidious will double as interaction, and you could also consider Narset's Reversal
sorry for the wall of text, just got excited about brewing so i wanted to suggest a bunch of cards. I hope that this at least gave you some ideas.
10 months ago
11 months ago
For some reason my phone keeps having the page crash on your post.
The average result on a single d12 roll is 6.5. because we can't deal in half-rolls, we can assume one will be a 6 and one will be a 7.
So for 7mv, you are theoretically able to, on average, deal 6 damage to each creature "for free". The issue, however, is that for an average to be realized, multiple rolls must be made. In EDH, you get to cast this spell once unless you have ways to copy it or recur it.
Yes, you can roll a 1 and a 3. You can also roll a 12 and a 12.
Consider it like this, 50% of the time your roll is less than average (6 or less) and 50% of the time your roll is more than average (7 or greater) on any one roll. Now people can say that your chances of, say, rolling two 10s are drastically lower than rolling one 10, and while mathematically this is true, your first and second roll have no barring on each other. How you roll on your first die is not going to have any effect on your second die.
This is the type of card you'd want to run in gimmick decks to take advantage of copying it. Krark, the Thumbless would be a good Commander but you'd want to be in Izzet at minimum to really take advantage of everything, such as Ral, Storm Conduit, Mirari, Double Vision, Swarm Intelligence, etc.
Generating infinite mana in Izzet is easy so these high MVs are not difficult to attain. But then you must ask why you aren't playing something larger to just win the game?
Also Pixie Guide is worth a shout-out there...
My opinion? It's a fun D&D themed card for a fun D&D Precon and nothing more. Doesn't have a whole lot of utility outside of that setting. Even something like Charmbreaker Devils barely assists you as you could pull anything else you might have in the deck.
So you need to ask yourself: Are you playing to have fun, or to win? If you are playing to win, the card is a shim for your wobbly table. If you're playing to have fun, fun is subjective; If you enjoy it, it's as valuable as Dockside Extortionist.