Venser, Shaper Savant
Legendary Creature — Human Wizard
Flash (You may cast this spell at any time you could cast an instant.)
When Venser, Shaper Savant enters the battlefield, return target spell or permanent to its owner's hand.
|Have (2)||, CompleteWaste|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Venser, Shaper Savant Discussion
1 week ago
Doing it without Tron lands could give you a brew that looks very similar to existing Soulherder archtypes (just without Soulherder)... something like this might be almost-competitive (although at this point, it's a very different list to what you're trying to achieve, so not sure if this is the route you'd want to go down):
- 4x Panharmonicon
- 4x Noble Hierarch
- 4x Coiling Oracle
- 4x Ice-Fang Coatl
- 4x Eternal Witness
- 1x Venser, Shaper Savant
- 1x Acidic Slime
- 1x Thragtusk
- 1x Hornet Queen
- 4x Ephemerate
- 3x Counterspell
- 3x Force of Negation
- 4x Path to Exile
- 4x Snow-Covered Forest
- 4x Snow-Covered Island
- 2x Snow-Covered Plains
- 1x Temple Garden
- 1x Hallowed Fountain
- 2x Flooded Strand
- 2x Misty Rainforest
- 2x Windswept Heath
- 4x Prismatic Vista
1 week ago
Wendithewendigo That's Venser, one of the main good guys of the Time Spiral and Scars of Mirrodin blocks and original source of Karn's Planeswalker spark. He's pretty much permanently dead.
3 months ago
Hey, you're welcome. Venser, Shaper Savant is powerful with Yarok when you have infinite mana because then he can be a potential win condition by bouncing all your opponents permanents (their lands) as well as since he has flash repeatable protection from counterspells or removal that tries to stop the combo. Venser is not a true win condition in that you automatically win the game instead with Yarok he's a lock that doesn't allow your opponents to have any permanents.
Venser + Peregrine Drake + Yarok is not as mana efficient as Shrieking + Cloud + Yarok, but it's less cards (reduces three steps) to have a win condition with Yarok because of Venser. Shrieking + Cloud is only infinite mana; you realistically need three more cards to combo. First, a creature who draws when it ETB or another effect that draws when you cast or a creature ETB or a mana sink to draw. Then, have to draw the win condition to use infinite mana. Finally, you want some protection for the combo thus you want to draw some counterspells. With Venser you can cut out all three of these steps.
3 months ago
Thanks for the comments and feedback. As you can see, I've used a few elements that were inspired from your build, such as the wizards Ertai, Wizard Adept , Venser, Shaper Savant , and Teferi, Mage of Zhalfir . I also like the options that the transmute cards bring to maximize potential playability, so great additions with Drift of Phantasms , and the others.
I feel Defense of the Heart can be a really good pace keeper. I find it especially useful combined with Tishana, Voice of Thunder & Jungleborn Pioneer to generate three bodies and draw a minimum of three cards. But, yes, this is also great opportunity to seek out situation based creatures!
Cauldron of Souls is a new addition, so I'll have to follow up. I saw it in another list and liked the idea of preventing a board wipe simply by having a lord in play, but it may end up being too niche for 5 mana and the necessary setup. Also, artifact removal can make quick work of the cauldron , so is it just a sitting target until its potentially used? I'm talking myself out of this one it seems.
I really just want Herald's Horn to work, so it stayed in the list despite any reservations. Is it ramp, is it tribal, is it card draw? I think the sum of all it's parts fit in the list, and only at a cost of . It certainly plays well with Arcane Adaptation & Maskwood Nexus . Sylvan Library also has some synergy to fix the top card with its scry ability, so I guess I'm tooting my horn .
My intentions with Realmwalker are similar to Herald's Horn by allowing top card play/view. Plus, when combined with any of the flash options in the deck it can make things exciting. I think Realmwalker has performed well for me and it's here to stay. Also, an added benefit is that neither card require that you reveal reveal anything to your opponent when peeking.
For removal, I've used Curse of the Swine over the years for flare, but it's ultimately become a staple for me. Sometimes there's only a couple intrusive baddies to remove, and this makes quick work of them. I'll definitely take your advice and use Reality Shift over the non-exile removal, so thanks for pointing that out.
Darting Merfolk pairs with Intruder Alarm to be quite abusive when you have Kumena and a few fish to play with. Tap three fish (even including Darting Merfolk ) to draw a card, pay to return Darting Merfolk to your hand, then recast to untap all fish. Rinse, repeat. I'm not sure there's too much more, but with the appropriate resources it can be pretty powerful.
I've done okay with the colorless lands so far, but it's definitely something I'll need to watch closely. I just added Yavimaya Hollow , so maybe it's a good idea to remove something else colorless in exchange.
I agree with you about Genesis Wave . Honestly, I only avoided the card so I didn't completely plagiarize your deck ;) I'll take your recommendation and add it now! Overall I felt like I could run fewer counter spells and more removal in this package, so this is an excellent inclusion.
Regarding the one drops, I've rethought that comment after your response and it makes sense to stay focused on the combo aspect of this build. Solid advice.
Thanks again, and I appreciate the insight!
3 months ago
Hey, well done on a budget, but what's with the manabase?
I understand this is budget, but you can't possibly think that 36 basic lands for a three color deck is any where near competitive; deck is in the competitive hub. Where's Command Tower ? The majority of rest of the deck other than Disentomb and Raise Dead is built with a competitive mindset therefore I know you have good card sense with the budget that you have. Even on a low budget you can include playable dual lands:
- Command Tower
- Exotic Orchard
- Llanowar Wastes
- Yavimaya Coast
- Path of Ancestry
- Opulent Palace
- Sunken Hollow
- Necroblossom Snarl
- Vineglimmer Snarl
- Tainted Wood
My advice is if budget is a concern cut some expensive price cards to add some playable dual lands. Grim Tutor and Heroic Intervention are two cuts to consider since these cards can be replaced by lower price options Lazotep Plating and Profane Tutor . On a budget Fauna Shaman is not worth it since it could be replaced with a less expensive price tutor Shared Summons .
Consider a backup win condition that doesn't require that you draw your entire deck and hope that Oracle or Maniac live/resolve? Gray Merchant of Asphodel , Venser, Shaper Savant and Gonti, Lord of Luxury can be infinitely blinked or cast for three different win conditions. Peregrine Drake + Venser, Shaper Savant + Yarok, the Desecrated is another infinite mana combo.
Consider budget backups to all your main combo creatures? Backups are helpful because without them the combo is very fragile, easy for an opponent to disrupt.
- Venser, Shaper Savant and Temur Sabertooth backup Deadeye
- Dream Stalker and Man-o'-War backup Shrieking
- Peregrine Drake backup Cloud
Good luck with your deck.
3 months ago
blueiris - Thanks for the comment and compliment. I'm glad I could help you!
I have recently taken out Arcane Adaptation because, before Maskwood Nexus , I was only playing one effect like this and was doing fine. I'm testing Maskwood Nexus over Arcane Adaptation for the effect of making tokens. As of now, I have not missed having both effects, but it has been a recent change so I'm still testing.
The deck can operate just fine without everything being a merfolk. This is an effect to help with tokens from Master of Waves and so Seahunter can tutor out any creature that I need ( Frilled Mystic and Venser, Shaper Savant come to mind here). This kind of effect allows me to use the effects of Lullmage Mentor , draw ability of Kumena , and Merrow Reejerey to a better, more efficient extent. Not required, but helps greatly.
If you don't like Sensei's Divining Top for whatever reason, you don't need to play it. I'm the kind of player who will tell you to play with cards you like than what other people "expect" or "staple" type cards. I like Top because of the utility. This deck's number one goal is to be able to untap on other player's turn. I can draw a card (more likely with Kumena ), activate top to dig one deeper than before, to do it again on everyone's turn to try and ensure I draw what I need. I will agree that taking it out will definitely simplify the deck haha. Because Kumena is a powerful draw engine you don't need it.
I don't have Merrow Harbinger because I am playing Seahunter . He is FAR superior in my opinion. In saying that, a second tutor does become better if you play both Maskwood Nexus and Arcane Adaptation because it could become a Worldly Tutor with a body on the board. I would say playtest with and without it, and see how you like it.
I have gone through multiple iterations of this deck. I have recently left the infinite combo of Isochron Scepter and Dramatic Reversal because I didn't get it often enough to matter. It became a "win more." I will miss putting a Mana Drain on Isochron Scepter turn two haha. I'm trying to go back to one of my earlier iterations with Opposition and I'm REALLY trying to find a way to put Asceticism , Wrap in Vigor , Svyelun of Sea and Sky , and Illusionist's Bracers into the deck. They just seem like slower cards that I don't need, but want. That rant was just to say let me know if you have any other questions or options because I have probably tried a lot of them. If you have a list I'm down to look at it if you tell me what you're trying to do.
5 months ago
Thanks for all your support everyone! Its nice to be top-ranked! Quick gameplay update. Both my recent additions, Pyre of Heroes and good old Counterspell did work at game night last night. Pyre turned what was a tough game into a win when I was able to sacrifice Venser, Shaper Savant to tutor out Bloodline Necromancer after drawing into Ashnod's Altar . I'll keep testing, but my intuition is that these were great additions.
5 months ago
Aside from the highly silver bullet Mirror Shield s, the card that immediately jumps out at me as being on the weak side is Concentrate . If you just need to draw more cards to take advantage of things like Psychosis Crawler and Chasm Skulker , I'd prefer a wheel effect like Windfall . I also agree that you could use more ways to stifle opponents. Voidmage Prodigy is another wizard and counter option that could fit right in here. I've had a reasonable amount of success with him in my Kanagawa's Revenge casual build with cheap expendable wizards. Baral, Chief of Compliance , Venser, Shaper Savant , and Vendilion Clique are other strong control tools at various budgets. Against friends running creatures that can stop countermagic, I'd consider keeping the Merfolk Trickster s here since they can potentially work around such a problem. An alternative plan could be to try and keep the board clear of threats long enough to win the game. Cyclonic Rift is the perfect card for such a role, but it is very costly. Maybe a Devastation Tide played after Brainstorm ing could be good enough. Or if you really want to bully your playgroup, Wash Out naming green is an option. As someone who suffered years of people naming green with Iona, Shield of Emeria against my mono-green commander decks, I recommend caution when employing color hosers.