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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Teferi's Time Twist
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters the battlefield as a creature, it enters with an additional +1/+1 counter on it.
bobbyboo on Abdel: Blink and You Miss Him.
2 months ago
Changes to be made:
Aviation Pioneer for Aspiring Aeronaut : Same effect for lower CMC. Flying blockers can be a weak point for this deck.
Burdened Aerialist for Wall of Runes : Trading filtering for treasure production, adding another potential combo piece to the mix.
Inspiring Overseer for Skyscanner : Same effect for same CMC with lifegain attached.
Mulldrifter for Search Party Captain : Better digging option with the upside of being able to be evoked if in a pinch. SPC being dependent on attackers is good for when Abdel has made enough tokens, not great in your opening hand though.
Soul's Attendant for Dwarven Priest : Better long term lifegain option with a lower CMC.
Stonehorn Dignitary for Watertrap Weaver : Why tap an opponents creature when you can stop them from attacking at all? Yes they will be able to use their remaining creatures as blockers, No Abdel doesn't care when he attacks with 100x 10/10 soldiers.
Watcher for Tomorrow for Augur of Bolas : Better digging option with less chance to whiff.
Pristine Talisman for Manalith : Can give infinite lifegain when Abdel is in a blinking loop, and this deck doesn't necessarily need the mana fixing.
Ephemerate for Teferi's Time Twist : Far better value, lower CMC, and returns Abdel immediately rather than at the end of the turn.
Settle Beyond Reality for Voidwielder : Another blink loop option with a hard exile mode for opponents creatures, better all around for the same CMC.
Reality Acid for AEthersnipe : Hard removal for less mana.
Fellwar Stone and other two cmc rocks will replace the three cmc ones over time to lower the curve even further.
NTakamura on Advice for protection for izzet …
6 months ago
I have a Dragon tribal deck that has Renari, Merchant of Marvels and Dragon Cultist as my commander and background. I recently played a few games with it and once I had 2 dragons they became a target. I know this is what comes with big creatures. So my question is what are some way to protect them? The deck theme is around casting dragons at instant speed and blinking them for extra value. I can see the blinking as somewhat of Protection. But so fat I have; Deadeye Navigator, Displacer Kitten, Essence Flux, Ghostly Flicker, March of Swirling Mist, Planar Incision, Teferi's Time Twist, Vanishing, Vodalian Illusionist. Let no if I am missing something in the blink category or if there are other forms of protect I can use. Here is a link to my decklist.
azja on The Secret Art of Nin Nin
7 months ago
Hey I took a look at your list and wrote down some potential cuts/additions that you could make. I tried to keep the reasoning for each card short, so if you want me to elaborate on anything just let me know!!
Out: Nether Traitor 2 mana enablers are slow, requires a lot of black mana. In: Faerie Seer only costs 1, sets up top card for yuriko
Out: Shadowmage Infiltrator 3 mana enablers are very slow, doesn't deal combat damage if you ninjutsu it. In: Mothdust Changeling 1 mana ninja with conditional evasion
Out: Varragoth, Bloodsky Sire costs 5 mana total, has to survive a turn to tutor. In: Vampiric Tutor (the only budget option I can think of is Scheming Symmetry, which you already have)
Out: Crypsis too expensive for what is effectively unblockable. In: Cover of Darkness gives some evasion to all of your ninjas (budget option: Aqueous Form)
Out: Dark Ritual powerful card but yuriko doesnt have much use for triple black. In: Mox Amber yuriko enables this on turn 2 or 3 (budget option: Arcane Signet)
Out: Infiltrate. In: Slip Through Space same effect but replaces itself (though I prefer to just play more ninjas than unblockable spells!)
Out: Teferi's Time Twist not great since most of our creatures don't have an etb ability. In: Moon-Circuit Hacker cheap ninja that draws a card
Out: Ultimate Price removal that doesn't hit most commanders isn't ideal. In: Deadly Rollick (budget option: Dismember)
Out: Victim of Night not bad, but black has better removal. In: Infernal Grasp -2 life is pretty negligable in commander
Out: Commander's Sphere 3 mana ramp is quite slow for yuriko decks. In: Chrome Mox (budget option: Dimir Signet)
Out: Isochron Scepter we intentionally play lots of instants with cmc >2. In: Misdirection free "counterspell" that's also budget-friendly
Out: Preordain if you bottom any cards, you can't set up a card for yuriko. In: Ponder works better with yuriko
Out: Enter the Infinite generally uncastable. In: Blinkmoth Infusion also uncastable, but deals 14 damage instead of 12
If you have any questions or comments don't hesitate to reach out again!
BozoJoker on Evelyn
10 months ago
Predators' Hour, Damnation, Twilight Prophet, Drana, Liberator of Malakir, Blasphemous Act, Mind Stone, Fire Diamond, Call the Bloodline, Flameshadow Conjuring, Vampire of the Dire Moon, Reflections of Littjara, Feed the Swarm, Thassa, Deep-Dwelling, Nullpriest of Oblivion, Champion of Dusk, Ghostly Flicker, Essence Flux, Displace, Bedevil, Rakdos Charm, Malakir Rebirth Flip, Teferi's Time Twist, Reality Shift, Pongify, Hurl Through Hell, Illusionist's Stratagem, Olivia's Wrath, Kindred Dominance
kimosabe on Accidental Esper?
11 months ago
I'm an esper enthusiast, and no stranger to the ETB/Flicker game play. Consider the following:
Instant flickers: Ghostly Flicker, Teferi's Time Twist, Illusionist's Stratagem
ETB value engines: Conjurer's Closet, Thassa, Deep-Dwelling
Please feel free to critique my decks. Good luck
zapyourtumor on Grixis Cat Pact
1 year ago
You can reduce costs on your lands by cutting shocks and bad lands like Crumbling Necropolis for other decent dual lands. Here are some of my suggestions:
Painlands: Shivan Reef
Slowlands: Shipwreck Marsh, Haunted Ridge, Stormcarved Coast
Pathway lands: Clearwater Pathway Flip, Blightstep Pathway, Riverglide Pathway
Temple lands: Temple of Malice, Temple of Epiphany
Of course, if you can afford them I'd keep in as many shocks as possible, but crumbling necropolis isn't great. I removed brackets around some of the lands because I ran out of suggestion space.
Harmless Offering is only good if you have something to donate, which is why I suggest going down to 3 at most. In my version I actually only play two, which I doesn't really make sense until I introduce my next card suggestion...
Teferi's Time Twist: This card definitely requires a bit more of a build around, but my deck ran 3. Why is it so good? We can use it to reuse our Demonic Pact at instant speed, which means we now have 5 cards that prevent us from losing to pact. This means it gives us a 4 CA swing + 4 life + removes something for only 2 mana. It also synergizes well with other cards like Phyrexian Scriptures and Snapcaster Mage (although the latter is pretty expensive).
Abyssal Persecutor isn't good enough, in my opinion. The ceiling is only a 2BB 6/6 flyer, and the plan of reducing your opponent to 0 life and then destroying/donating it seems pretty dubious. And if you donate it to your opponent ahead of time, they have tons of ways to answer it, such as removing it themselves or sacrificing it. Removing Persecutors would help to focus your deck a bit.
In general, I'd say you have too much dig and tutors and not enough control pieces.
3-4x Counterspell seems like a no-brainer. Yes, it is slightly harder on the mana than Mana Leak, but it is just so much better. It's also not that expensive (unlike Cryptic or Charm).
Drown in the Loch is a very good removal spell and counterspell in modern for any UBx deck, I'd run at least three of these as well. Drown and CS let you also cut Mana Leak.
Removal and Sweepers
Terminate is a decent card, but not super efficient and efficiency is important. Lightning Bolt is a staple removal spell, and also gives you an alternate win condition of burning them out with Demonic Pact, flickering pact multiple times, and bolts to the face. It's rare but it has come in handy for me before.
Fatal Push is another one that's worth a few spots. Remember, if you run Drown you don't need as much other removal.
I do honestly like Radiant Flames in this deck, I've run some in my pioneer version for a while. Straight Damnation may be better, but Flames lets you curve out into Pact.
Duress is not good. Thoughtseize is really expensive, but Inquisition of Kozilek is quite affordable, a great card, and also just a really good modern staple in general. I'd pick up 4 for sure. You frequently want to take cards with 0-3 cmc anyways, and the life loss on Thoughtseize hurts.
Tutors and Dig
Expressive Iteration is modern's premier card advantage spell right now. While it isn't always great with counterspells, you can frequently exile a removal spell or a pact or something else to cast on your turn. I would cut the other dig/draw spells for more of these.
Painful Truths is honestly not bad. It may be better to relegate 1-2 †o the sideboard for slower, grindier matchups, but it seems too slow for the maindeck. Dark Petition seems ok but I don't think it's good enough either.
Memory Deluge is a great instant speed dig spell for any control deck. I'd replace the Petitions and stuff with these. You shouldn't need any dig past EI and Deluge.
I do like the idea of Persecutor as an additional win condition that wins through combat damage, but something less combo oriented seems better to me. My pioneer deck ran 2 Sprite Dragons along with some Bloodthirsty Adversary in the side to be able to win through combat. Murktide would be a good choice for an alternate wincon but it's pretty expensive. I think Sprite Dragon or maybe Dragon's Rage Channeler may be decent sideboard choices for this role.
gavriel1136 on Help with my Mizzix deck
1 year ago
I have a Mizzix deck of my own, (though my tapped out version is likely outdated), so I can share my insights. I also avoided storm for mine as well.
First off, your mana production likely needs to be higher. 4 rocks and some rituals won't cut it, especially with so few lands. People looove removing Mizzix, and having more mana to recast her is vital. If you like spells that give mana, consider Brass's Bounty or Spell Swindle
Second, is there a reason you have so many things to give instant speed? Leyline of anticipation, quicken, vedalken orrery. Why are these necessary? Blue/red has plenty of instant speed interaction without needing to speed up sorceries.
Third, your wipes. You have three and Mizzix dies to all of them. Consider effects that will not force you to recast your commander. Curse of the swine is nice, and but there are other options.
Lastly, some random card choices I don't follow. Foil, Counterflux, and Guilded Drake all seem sort of suspect. The first two make Mizzix's ability irrelevant, and the third plays into your minor "theft" subtheme, but frankly is just a random card to include. Better counterspells are ones that take advantage of Mizzix's abilities, such as Syncopate and Power Sink. I know 1 mana spells are efficient, but after you get 1 experience counter, those ponder, Brainstorm, and preordains are gonna feel way worse.
P.S., for protection, I recommend things that give hexproof/ shroud, such as Lightning Greaves or Giant's Amulet. On the spell side, Dive Down, or Blink effects like Teferi's Time Twist usually serve me best
DrukenReaps on Commanders You Defend?
1 year ago
RNR_Gaming you skipped over several of my points ;)
I'd also point out the majority of commanders do the same things every game to some extent. Atraxa decks are all walkers or generic counter decks, Meren decks all reanimate the same handful of things, Lathril is just elfball, Kozilek is just eldrazi tribal, Yuriko is either ninja tribal or big cmc, Edgar goes high cmc control vampires or low cmc aggro vampires. Very rarely do people have obscure decks without predictable strategies. The details can change as they have in my Mairsil deck from time to time. Sometimes I use Oona as my win con, other times tree of perdition, or even just turning Mairsil sideways after hex parasite eats a few planeswalkers. There's more to if you want me to go into it. People that look at Mairsil often limit themselves rather than be creative with him.
"Since release I would say the only thing that 100% goes into almost every list is Asmodious." This is just false and no one ever backs it up when they say it because they can't. Asmodeus the Archfiend, Unmarked Grave, The Deck of Many Things, Endling, Oriq Loremage, Pendant of Prosperity, Thassa, Deep-Dwelling, Spark Double, Sakashima of a Thousand Faces, Doom Whisperer, Ormos, Archive Keeper, Teferi's Time Twist, Notion Rain, Shenanigans, Battlemage's Bracers, Netherborn Altar, Lithoform Engine, Sanctum of Eternity, Wizard's Spellbook, and more. These all easily fit into Mairsil lists and make for difficult choices on what to keep and what to cut. Again though if you wanted to only build as optimally as possible there are only 2 or 3 things that lead to victories. Although even one of those didn't exist until after Mairsil was printed, Thassa's Oracle. He gets plenty of toys, people are just unimaginative imo.
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