
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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Temple of Epiphany
Land
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
: Add or .
ThassaUpYo@ssa on
Anyway I Started Blasting
2 months ago
Bluelian! I've got some additional cards that I think we should consider and potentially work into your list to provide you with more wincons and card draw:
Solphim, Mayhem Dominus, Jin-Gitaxias Flip, Electrostatic Field, Docent of Perfection Flip, Counterspell, Mana Drain, Fierce Guardianship, Deflecting Swat, Blue Sun's Zenith, Electrodominance, Lightning Bolt, Increasing Vengeance, Rapid Hybridization, Force of Will, Valakut Awakening Flip, Sublime Epiphany, Jeska's Will, Finale of Revelation, Crackle with Power, Banefire, Finale of Promise, Red Sun's Zenith, Seething Song, Mindsplice Apparatus, Primal Amulet Flip, The Magic Mirror, Twinning Staff, Thousand-Year Storm, Double Vision, City on Fire, Ral, Storm Conduit, Riptide Laboratory, Temple of Epiphany, Cascade Bluffs, Stormcarved Coast, Scalding Tarn, Fiery Islet, Spirebluff Canal, Training Center, Reflecting Pool, and Plaza of Heroes
eliakimras on
B.F.D.
3 months ago
Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)
I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:
1st. Ramp
Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.
- I would swap out Dragonlord's Servant, Goblin Anarchomancer, Bronze Walrus, Dragonspeaker Shaman, Open the Gates, Mind Stone, Lapis Orb of Dragonkind, Commander's Sphere, Gilded Lotus for Fellwar Stone, Farseek, Nature's Lore, Three Visits, Cultivate, Kodama's Reach, Chromatic Lantern, Coalition Relic, Herald's Horn.
2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)
- Storage lands like Crucible of the Spirit Dragon are only worth it with proliferate shenanigans. Exotic Orchard serves you better.
- Forgotten Cave and Tranquil Thicket can be Sheltered Thicket and Ketria Triome instead. (Synergy with the landfetchers above.)
- Highland Lake, Swiftwater Cliffs, Temple of Epiphany, Timber Gorge and Woodland Stream could be these utility lands instead: Mosswort Bridge, Myriad Landscape, Blighted Woodland, Kessig Wolf Run, Littjara Mirrorlake.
- Bala Ged Recovery Flip, Valakut Awakening Flip and Glasspool Mimic Flip are three spells that can be played as a land. I would take out Dragonmaster Outcast, Delina, Wild Mage and Demanding Dragon for them.
- Evolving Wilds and Terramorphic Expanse could be swapped out for Unclaimed Territory and Secluded Courtyard.
3rd. Better counterspells
- Evasive Action and Mana Leak could be Negate and Swan Song instead.
4th. Better removal
- Consider Beast Within, Chaos Warp and Resculpt over Hull Breach, Dragon's Fire and Lightning Bolt.
5th. Better boardwipes
- Klauth's Will is a more versatile Magmaquake. Ryusei, the Falling Star can be cloned for extra doom for your opponents. Curse of the Swine does not touch your board.
- I would take out Magmaquake, Preordain and Opt for the cards above.
6th. More card draw
- Garruk's Uprising is a better Colossal Majesty.
- Garruk, Primal Hunter and Return of the Wildspeaker are also all-stars here. I would take Korlessa, Scale Singer and Mirror Box out for them.
7th. Better win conditions
- About this, please check miirym , need recommendations build and the comment I made on that page. You have plenty of options in this regard.
The_Warleader on
Mind Blast -Modern
7 months ago
Sweet deck! Very reminiscent of an old-school legacy deck Draco-Blast. Here's some ideas for this:
I think you need, at the least, a playset of Lightning Bolt to finish off your opponents after you've hit them once. I don't think you can expect to hit them twice, and if you hit one of your eight 15 cmc targets, you'll put them into bolt range if they've shocked themselves or fetched twice. It also is nice to just have some sort of creature removal main board, since the format is so fast and creature-dependent.
Sphinx of Foresight seems a bit too ambitious at 4 mana to achieve what you want it to. I would just cut those for 4 Serum Visions.
I think you only need the eight 15 drops in Autochton Wurm and Shadow of Mortality. I would cut the rest. If you play too many of these cards your draws will be too gunked up with cards that don't do anything. You're goal is probably just to hit them once with one of these, so in theory you only need to see one per game.
I would play temples over the crystal grottos ( Temple of Epiphany , etc.)
The Summoning Trap idea I think might be a bit too cute as you aren't really playing many creature spells that will get countered. But maybe if you play more surveil cards you could play a playset of Persist ? Something to consider anyway.
Hope this helps, good luck!
BringerOTBD on
Breya, Etherium Shaper
9 months ago
Update: -Marionette Master / +Cyberdrive Awakener -Machine God's Effigy / +Imotekh the Stormlord -Blasphemous Act / +Their Name is Death -Disciple of the Vault / +Steel Overseer -Reverse Engineer / +Losheel, Clockwork Scholar -Bedevil / +Void Rend -Temple of Malice / +Cryptothrall -Temple of Enlightenment / +Optimus Prime, Hero Flip -Temple of Deceit / +Thirst for Knowledge -Temple of Epiphany / +Shivan Reef
Notes: I chose Cryptothrall over Spellskite because they serve the same function, to protect your stuff, but Cryptothrall requires less effort. I put in Optimus because I wanted to experiment with him. Lastly, I'm keeping Austere Command in the deck since I like to have a board wipe that hits enchantments and artifacts.
multimedia on My Highest Powered Deck
1 year ago
Hey, you have an interesting/fun deck, but sorry it's casual power level (PL) 5 at most.
Lands in the manabase and ramp sources are a big sign of what PL. A low budget manabase that has Highland Lake and Temple of the False God isn't PL 7-8. Very little ramp with a 4.0 avg. CMC is not PL 7-8. Please get rid of Temple of the False God.
It's difficult to get to PL 8 or higher on a low budget because the best lands and mana rocks are some of the most expensive cards in Commander. At best on a low budget unless playing mono-colored you're looking at PL 6. Your deck doesn't have any instants or sorceries? Izzet has many good low budget instants and sorceries especially for draw.
You have an infinite combo Niv-Mizzet, Parun + Curiosity, that helps to have a higher PL. Although, Niv-Mizzet, Parun is better as a win condition when it's the Commander not inside the 99. You have many potential other win conditions: Purphoros, God of the Forge, Reckless Fireweaver, Impact Tremors, Nettle Drone, etc., but lack enablers to combo with these win conditions.
To increase PL your deck needs to be more tuned to get to the final goal which is to win the game. PL 8 uses just about all cards in the deck to help to assemble a combo win, ramp, tutor, draw, protect the combo or stop an opponent's combo. If a card doesn't help to do one of these then it's not needed in the deck. Don't try to get to PL 8 unless you can spend for expensive price cards instead shoot for PL 6.
Here's some low budget cards to increase the PL of your deck:
- Arcane Signet
- Talisman of Creativity
- Izzet Signet
- Mind Stone
- Shivan Reef
- Cascade Bluffs
- Glint-Horn Buccaneer
- Tandem Lookout
- Ophidian Eye
- Brainstorm
- Counterspell
- Preordain
- Ponder
- Frantic Search
- Negate
- Impulse
- Arcane Denial
- Pull from Tomorrow
- Fact or Fiction
- Sigil of Sleep
- Basilisk Collar
- Banishing Knack
- Everflowing Chalice
- Ornithopter
- Retraction Helix
- Expansion / Explosion
- Dualcaster Mage
- Solve the Equation
- Ral, Storm Conduit
- Memory Deluge
- Chaos Warp
- Capsize
- Grixis Panorama
- Temple of Epiphany
- Izzet Boilerworks
tayzillamane on
Oona
1 year ago
So I actually did an order the day before you commented and luckily for me a lot of your suggestions are in my order.
To help with draw I’ve added Gravestorm Rhystic Study Verity Circle Waste Not
To help with lands I’ve added Choked Estuary Creeping Tar Pit Jwar Isle Refuge Mistvault Bridge Salt Marsh Submerged Boneyard Sunken Hollow Swiftwater Cliffs Tainted Isle Temple of Epiphany
To help with mana rocks I’ve added Arcane Signet Corrupted Grafstone Dimir Signet Fellwar Stone Izzet Signet Thought Vessel
I’ve been really contemplating making Mirko Vosk my commander due to the lack of red but I really wanted Xander to work.
9-lives on
1 year ago
Alright! Awesome! forneyt, thank you so much for your help! You are amazing! Yes, nearly all of my cards take at least . Unfortunately, I can't change my manabase this week, and I plan on playing this week. However, I have this small issue: wouldn't it be better to run multiple Raugrin Triome and Mystic Monastery instead of lands that enter tapped while they have only two mana colors, like Needle Spires, Wandering Fumarole, Temple of Triumph, Temple of Epiphany and Celestial Colonnade? That means there are at least 6 tri-land I can add instead of those, and that brings me back to 8x tri-lands as in my original manabase as posted. The advantage of those cards is their activated abilities, but I don't plan on running many of those abilities. And, Everything that is listed on this deck is already owned by me. I also have 3x Soul-Scar Mage, but I can't run that at the same time as Soulfire Grand Master. I don't own Soulfire Grand Master, either.
forneyt on
1 year ago
Okay, thanks for the clarification haha. I think in the case of a more casual environment, Izzet Charm is great because it provides you different options, so it is rarely a dead card. Keep in mind that Izzet Charm only counters noncreature spells, whereas Mana Leak counters any spell, which is why having a couple of each is good. Mutiny looks like a fun, on-theme card, but it is very conditional, so I would suggest only doing 1 mainboard and maybe 1 sideboard. My issue with Illusory Wrappings is that if you enchant the creature and then bolt it, that is a 2-1 exchange in your opponent's favor (your enchantment [1] + your removal [1] for their creature [1]). A good replacement could be Polymorphist's Jest, which is an instant so you could swing in with your creatures then use it as a combat trick to take out more of your opponent's creatures with 1 spell. That is intensive and conditional, so that should probably be a 1-of in mainboard or max 2 in sideboard.
A couple Shocks should be plenty because it's a budget build, but no more than 2 of each because they are inefficient. Although, I think Shock would be better than Opt in this deck because you want to maximize damage, so perhaps you could push those out and replace them with Shocks and Izzet Charms. Once you have the budget for Skullcrack, the Shocks should be the first to go. I also believe that Guttersnipe, while it is undoubtedly a good card, should be replaced with Soulfire Grand Master because 3 mana is a lot when you have so many creatures in the deck. The Electrostatic Fields are cheaper, and they can be good blockers (on theme) and are resistant to opponents' Lightning Bolts, unlike Guttersnipe.
Classic Counterspell could also be good in this deck once your mana base is secure. Negate is also an amazing counterspell in the right meta, and it's cheap! One in the mainboard and/or a couple in the sideboard could prove valuable. Counterspells are important, but they are only helpful if they are applicable and castable. Make sure you have some variety and not too many with severe restrictions. So 4x Counterspell is good, but 1x Counterspell, 1x Mana Leak, 1x Negate, and 1x Izzet Charm is better. The 1x Mana Leak takes away the restriction without taking away the variety, the 1x Negate allows the mana flexibility of Mana Leak without the mana restriction at the expense of restrictive targets, and 1x Izzet Charm allows for greater variety in plays, but it's hard to beat the power of Counterspell so it deserves its spot.
That brings me to your mana base. My biggest suggestion is to avoid lands that don't tap for because almost all of your spells use in some way, and you can get mana screwed really easily if you don't have access to it. The pain lands would be perfect for your deck: Shivan Reef and Battlefield Forge. They provide you with your colors and come into play untapped, which is huge. In my opinion, Nephalia Academy is not helpful and you might as well have a Wastes instead because at least that can be tutored if a creature gets Path to Exiled. But I have some other utility lands to suggest for you.
If you find yourself building up a good board presence, Castle Embereth would be very helpful. If you find that your opponents are going wider, Surtland Frostpyre could be a good boardwipe. Geier Reach Sanitarium would be good to cycle dead draws, but it doesn't tap for a helpful color. Needle Spires and Wandering Fumarole are great manlands in your colors, and although Celestial Colonnade doesn't tap for , it can be the difference between staying behind and pulling ahead in longer matchups and is worth an include. Temple of Epiphany and Temple of Triumph are decent Turn 1 plays, as they can let you plan your next turn and counterstrike. Also, the longer I look at Soulfire Grand Master, the more I think it's perfect for the deck. If you take advantage of the lifelink it gives, the pain lands will be absolutely no trouble. It also allows you to recast your spells as you go into the late game in longer matchups, which is amazing. Keep in mind that for Mutiny, the opponent's creature is doing the damage, so you won't gain life.
Anyway, a solid manabase would be 4x Shivan Reef, 4x Battlefield Forge, 2x Raugrin Triome, 1x Needle Spires, 1x Wandering Fumarole, 2x Temple of Triumph, 1x Temple of Epiphany, 1x Celestial Colonnade, 3x Mountain, 1x Plains, 1x Island. About a third of these land come into play tapped instead of half as your deck currently stands, they all tap for relevant colors, and several give you some utility if your spells fall short. Some of the numbers will need to be tweaked depending on what your spells are, but this should be a great improvement! And all of these lands are around a dollar, many are less than a dollar (except for Celestial Colonnade, which is only a couple dollars, but it's really that good). Depending on the requirements, you may need to switch a Mountain for an Island, but your dual lands should cover it well.
Have (3) | JordanSanFran , metalmagic , orzhov_is_relatively_okay819 |
Want (10) | ArtistaFeo , twt , Mikarynu , Amaterasu312 , Jhiaxus , deathlich64 , Perplexate , Alcarin , Tigrito , bradyofportdetroit |