|Commander / EDH||Legal|
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|Ravnica Allegiance (RNA)||Common|
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Counter target spell. Its controller puts the top three cards of their library into their graveyard.
Thought Collapse Discussion
2 days ago
Then perhaps Spark Double and Jace, Wielder of Mysteries ? Both go in to the house mill plan. Essence Capture is a bad card. There is no creature I can think of that is worth countering on turn 2. The biggest early threats are Fervent Champion and Knight of the Ebon Legion . Also, your creatures either are too small in power to do effective blocking, or at the time you play them unable to block at all. Thought Collapse counters the 3-mana things your opponents may have, and has the ability to counter more than just creatures. For other suggestions, God-Eternal Kefnet and Stolen by the Fae go into your semi-Aggro plan and Kefnet allows for repeatable abilities, much more than Gadwick, the Wizened can apply.
2 days ago
Skyler1776 I am focusing on mono-blue for this deck. Yes, the deck is not wholly mill, but 1 for a 5/4 flier is just too good to pass up. OK - a mill deck that can get a bit aggro. This is actually one of a set of mono-colour decks with average cmc less than 2 that I have been toying with. Thus Thought Collapse or Didn't Say Please , but not both.
I do like most of your suggestions and already have those cards in Dimir Thieves M, which I occasionally play at an FNM and normally get into the top 8, while having great fun with some rather janky combos.
2 days ago
If I may.
1). Vantress Gargoyle seems like a really slow way to have a creature. Also, it doesn’t really fit with the mill plan. I suggest Thought Collapse if you want to stay blue. 2). Adding in a full play set of Mystic Sanctuary is very beneficial to your deck. Returning your counterspells is very good in the mirror. 3. By staying mono-blue, you are losing out on some of the best cards that benefit from milling. Drown in the Loch is great counterspells/removal, Murderous Rider deals with planeswalkers that you otherwise have a hard time dealing with. If your opponent goes firs and puts down Teferi, Time Raveler , you have no way to remove it, and your counterspells are as good as useless. Also, Thought Erasure is an amazing card in your deck, allowing for possible removal of an opponent’s best cards, like Questing Beast or any of the god-eternals.
6 days ago
Wow, a wall of text with potentially useful advice.
"is not really needed since most cards are instants and can be cast immediately after attacking with Narset."
A simple Manalith would aid in getting out Narset. As it stands, you will only be able to get Narset on turn 6, assuming you don't miss a land drop.
- You have no haste granting cards, so your strategy will only take off on turn 7 if you are lucky and nobody plays an Edict effect..
- Most people can gain a significant advantage by turn 7 if all goes well. No amount of counters can stop 3 opponent's from building their boards. You'll be a sitting duck most of the time.
There is a reason almost all commander decks run a Sol Ring . The faster you can play your strategy, the more likely you are to win.
"unless they are instant cards i don't really need them."
- Chemister's Insight is strictly better than Inspiration . There is no reason you cannot use both, but Chemister's Insight has far more utility.
- Counterspell , Archmage's Charm , Sinister Sabotage , Thought Collapse , and Dissolve are all strictly better than Cancel , and those are the cheap $$$ counters.
- Lightning Bolt and Skewer the Critics are strictly better than Lightning Strike and Wizard's Lightning especially considering you don't have any wizards.
- Your deck runs Lifelink . The card itself is cheap, but by the time your Commander is out, cost shouldn't be a consideration. Cards like Daybreak Coronet and Steel of the Godhead provide you with far more utility.
Questionably, you are running Artificer's Epiphany with only one artifact in the deck.
- You are running 11 counters as control. Those 11 counters won't do you any good with Narset unless you plan to counter your own spells. Running cards like Disperse keeps stuff off the field and will be still be useful if you happen to exile it later on.
Your burn spells won't do much against larger creatures either.
"this is not a budget deck. budget, mana or money, is not a priority. if it somehow is then it is merely a coincidence."
- I'm not sure what you're trying to say here, but I feel the need to advise you that:
- Your mana base does, in fact, matter.
- You have far better options for cards.
- The only reason to play this deck as it is, is if you were on a budget. If you are not, then you can certainly replace the cards with better versions.
3 weeks ago
So for starters, I think you should definitely include Ponder and Preordain . These two one-mana cantrips don't look like much, but they'll let you run thirty-three lands rather easily and smooth out your draws. There's a reason they're super-banned in Modern, and it's not 'cause no one likes them.
Brainstorm is similar to the aforementioned, but you need shuffle effects to make it good -- getting stuck with two dead cards on top of your deck blows chunks. I think you need at least three fetches to justify running brainstorm, and probably want six plus, really. If the Zendikar/Onslaught fetches ( Polluted Delta , Verdant Catacombs , etc.) are inaccessible (they often are), there're other fetch options. Prismatic Vista is good, but that one can be expensive too... Evolving Wilds , Bad River , Rocky Tar Pit , Flood Plain , Terramorphic Expanse and Ash Barrens are all valid and much more affordable.
Concerning your counter-board, there's room for (a little) improvement without breaking the bank. Disallow , for instance, is a strictly better Cancel . I don't think Thought Collapse is very good... three mana is a lot of pay for a counterspell is a lot, and milling an opponent is frequently good for them in EDH. I think you may be better off using that slot for something like Fact or Fiction (which builds card-advantage) or a low-cost counter like Spell Snare , Spell Pierce or Dispel .
The best way to improve this deck, I think, is to work on the mana-rocks. The best ones outside Sol Ring ( Mana Crypt , Mana Vault , Mox Diamond , etc.) are unfortunately very expensive; however, there're a lot of two-mana mana rocks that are very affordable, and you may already have lying around. In my experience, two-mana rocks are a lot better than three mana rocks. Consider some or all of the following: Talisman of Dominance , Dimir Signet , Fellwar Stone , Arcane Signet (I think/hope the price will drop soon), Mind Stone , Prismatic Lens , Everflowing Chalice ... These'll let you keep up with green decks, or at least have a chance of doing so.
I see you're running Gravecrawler . I feel semi-obliged to point out that Skullclamp is stupidly good with Gravecrawler . Note that if you have a lord like Diregraf Captain out, it becomes slightly less fun; however, with your Carrion Feeder , you can keep it coming.
I think most UB decks benefit from running Ashiok, Dream Render and Narset, Parter of Veils . Their hatebear-like static abilities are super relevant in EDH, and if you pair Narset, Parter of Veils with your Windfall , you're halfway to playing Leovold, Emissary of Trest (who, thank whatever G-d may be, is banned).
Obviously, I don't know exactly how this deck will play -- I've never played this list. However, I suspect you end up with a lot of guys on the field. If that's the case, consider Slate of Ancestry as a draw engine with discard as a perk.
If you run a reanimation package, you can get cards like your Grave Titan down REAL fast. Consider Entomb in addition to your Buried Alive , and two or three cards like Animate Dead , Reanimate , Necromancy , Dance of the Dead , etc. Depending how spicy you want to get, Dreams of the Dead is in your colors... I think it's probably pretty bad, but I figured I'd mention it.
Patriarch's Bidding is around $20 nowadays, but it'll help you recover from a boardwipe real fast. I suggest running it in most black tribal decks, unless your meta is more than 40% to 50% tribal.
Winds of Rebuke is a good bounce effect that also mills you... It'll build card advantage via your graveyard, so you should at least test it.
Right. That's all I got for now. Good luck!
1 month ago
Adds: Kokusho, the Evening Star , Ravenous Chupacabra , Go for the Throat , Hero's Downfall , Murder , Snuff Out , Solemn Simulacrum , Sidisi, Undead Vizier , Crux of Fate , Baleful Strix , Rapid Hybridization , Disallow , Negate , Beacon of Unrest , Rise of the Dark Realms (if you still have one), Ashnod's Altar , Hedron Archive , Gray Merchant of Asphodel , Buried Alive , Read the Bones , Deep Analysis , Night's Whisper , Swan Song , Meteor Golem , Living Death , Wayfarer's Bauble , Razaketh, the Foulblooded , Illusionist's Bracers , Training Grounds
Cuts: Body Double , Clone , Consuming Aberration , Necropolis Regent , Phenax, God of Deception , Sire of Stagnation , Stitcher Geralf , Syr Konrad, the Grim , Wrexial, the Risen Deep , Dire Undercurrents , Propaganda , Steal Enchantment , Blustersquall , Countersquall , Grisly Spectacle , Psychic Strike , Pull from Tomorrow , Sinister Sabotage , Thought Collapse , Undermine , In Garruk's Wake , Kindred Dominance , Psychic Drain , Time Warp
1 month ago
Lonelyyoshi1 The reason Mill decks work is because you strip your opponent's resources away from them before they can ever draw them. Basically, making someone mill is control. You want to be milling cards from your opponent every turn and right now you have two strategies in your deck. Creature and draw. the two strategies cross over with Psychic Corrosion , Hedron Crab , because both of those say "do something you're gonna do every turn and mill your opponent" Now the Creature strategy would be a focus on Sage's Row Denizen . Fewer spells and add value creatures. Merfolk Trickster , Cloudkin Seer , Frost Lynx , Fblthp, the Lost . I'm sure the great minds of this forum can list much better versions then i can but those are the few i know right now without google. The whole goal of this version would be to get Sage's Row Denizen out and play a "draw go" style unless you need to play a value creature. I would even run creature copying effects to really abuse the sage like Quasiduplicate , Mirror Image , Spark Double , Rite of Replication . you would have to drop most of your planeswalkers and maybe only keep Kasmina, Enigmatic Mentor and run other effects like Blink of an Eye , Callous Dismissal to out value your opponent until you can go nuclear with your sages. at least thats how i would do a creature version. The draw version focuses more on Psychic Corrosion and control. You would run instant speed draw spells like Opt , Radical Idea , Chemister's Insight so you can keep mana open to counter your opponent with Negate , Cancel , Wizard's Retort , Counterspell . You would be 100% draw go. Your turns would more or less be draw, play a land, trigger Hedron Crab , pass. then you counter your opponents spells. if they don't play anything scary you use all your mana at the end of their turn to use your draw spells and make them mill with Psychic Corrosion . you would want to play a bounce spell, recommend Unsummon and your Jace package to get free draws for the mill. Again, I've already shown i don't know the meta for modern so listen to the other guys commenting. The reason i don't like Jace, Arcane Strategist is because he's 6 cmc and doesn't really move you towards your game plan as fast as the other Jaces do. That is also giving your opponent a free turn with 6-7 mana where they don't have to worry about a counter spell. You could run Force of Negation but you are really taking a risk relying on 1 card to protect you so you can play a Jace that has 30% synergy with your deck. I'd rather play my second Psychic Corrosion and have mana up for Thought Collapse or Opt and Radical Idea . Ultimately it is your deck so have fun with it but these are my thoughts. If you would like i could probably use your card list to build two version of your deck and you can try both out.
1 month ago
Domri, Force of Unrestrained Vengeance
Legendary Planeswalker - Domri
Creatures you control enter the battlefield with haste and +1/-1 until end of turn.
+1 Exile the top two cards of your library. You may put one of those cards into your hand. If you do, pay life equal to its converted mana cost.
-3 Destroy target creature or artifact. If that creature or artifact was a token, you may destroy another token that shares a name with it.
-7 Exile the top three cards of your graveyard, then return all cards you own in exile to your hand. Until the end of your next turn, you have no maximum hand size.
Yeah he's mad. At everyone. I want to play this with Risk Factor and other jump-start cards that get themselves exiled while doing damage. (I still think Risk Factor is underestimated) He is also friendly with Rakdos-flavored Delve.
I'm a fan of counterspells that have additional effects, such as the dimir Psychic Strike and the simic Plasm Capture and the azorius Absorb . We even have some mill counterspells ( Thought Collapse and Countermand ). They're not as efficient as a good ol' Counterspell , which may never get reprinted into standard (thank the stars), but they do let us fit counterspells into decks that we want to do other things with (like I put Absorb into my standard deck with Resplendent Angel in order to help protect it and trigger its ability on my opponent's end step). So the next challenge is to create for me a counterspell that has an additional ability, made for a specific deck archetype, the way mill is made for mill and Plasm Capture is made for ramping up to big sick simic things.
Thought Collapse occurrence in decks from the last year
All decks: 0.09%
Commander / EDH:
All decks: 0.0%