|Commander / EDH||Legal|
Printings View all
|Commander Anthology 2018 (CM2)||Uncommon|
|Iconic Masters (IMA)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Battle Royale Box Set (BRB)||Uncommon|
|Urza's Saga (USG)||Uncommon|
Combos Browse all
Each player discards their hand, then draws cards equal to the greatest number a player discarded this way.
|Have (4)||MrShhh , metalmagic , shinbatsu ,|
|Want (6)||msween00 , Timedrqgon , Entens , ozy193 , Lemtard , TheTimCan|
Latest as Commander
1 week ago
Hey, saw your forum topic asking for help.
With Esper you have access to four of the best repeatable sources of card draw in Commander:
Although, I'm not a fan of Arena, but many players do like it. Zur the Enchanter is good to help to tutor for these enchantments. Zur can could also tutor for Paradox Haze . Baleful Strix is an artifact and it's draw that can be recurred, reanimated, blinked or bounced. Thief of Sanity is good in multiplayer Commander and it fits with the theme of casting your opponents cards. Consecrated Sphinx can draw you a lot of cards in multiplayer Commander. Blue gives you many powerful staple draw spells:
1 week ago
Hey, looks good, but you left out Approach of the Second Sun in the deck list, the main wincon you want to use?
Unfortunately, Approach with rebound doesn't work to win you the game. A rebounded Approach is being cast from exile not from your hand. Because you must cast Approach from your hand to win as long as you did cast Approach any other way at any other point in a game. The extra turns and draw spells are good with rebound to draw seven cards deep to find Approach.
Reconnaissance is good as a repeatable way to remove Taigam from combat. After he attacks getting the rebound trigger for your spells you can take him out of combat, protecting him. This is helpful because Taigam doesn't have evasion and he has to attack to get the rebound trigger for your spells. Mother of Runes and Giver of Runes are repeatable protection and can give Taigam evasion by giving him protection from a color of a creature who's blocking him in combat. These cards can also protect Monastery Mentor who is by far the best prowess creature. Consider cutting several of the lackluster prowess creatures for more two drop mana rocks and draw spells? Getting Taigam onto the battlefield faster with ramp does much more with instant and sorceries.
Cards to consider adding:
- Mother of Runes
- Giver of Runes
- Reliquary Tower : no max hand size is helpful when drawing cards.
- Adarkar Wastes
- Prairie Stream
- City of Brass
- Talisman of Progress
- Baral, Chief of Compliance
- Knight of the White Orchid : land ramp, can search for Fountain, Farmland, Stream or Plains and put one of them onto the battlefield.
- Mystical Tutor
- Mind Stone
- Mystic Remora : one of the best budget sources of repeatable draw in multiplayer Commander.
- Dig Through Time : excellent delve card in Commander, amazing with rebound.
- Preordain or Serum Visions
- Frantic Search
- Impulse or Fact or Fiction
- Aven Mindcensor : disrupt your opponents tutors making them less effective includes Fetch lands.
Cards to consider cutting:
- Cloudcrest Lake
- Azorius Guildgate
- Tranquil Cove
- Jeskai Elder
- Jeskai Sage
- Reliquary Monk
- Serene Master
- Stratus Dancer
- Student of Ojutai
- Wandering Champion
- Elusive Spellfist
- Ishai, Ojutai Dragonspeaker
- Ojutai Exemplars
- Zephyr Scribe
- Enlightened Ascetic
- Forbidding Spirit
- Kami of False Hope
1 week ago
Narset isn't considered tier 1 due to color identity (no G or B really hurts), mana cost, and lack of consistency. Slotting enough topdeck tutors to make it "go" reliably eats away slots that should be filled with ramp, removal, or counterspells. The high density of extra turns required to consistently hit one in the top 4 means you'll wind up with them sitting in hand as expensive dead draws unless you're already comboing out with free turns for a win.
Sarkhan also has a point about your damage output. The only way you're getting kills is empty deck + Nexus or Beacon. With both of them countered or exiled or in hand, your combo stops. Also consider that 19x4=76, so unless you've magically drawn or milled 10-16 cards, you'll run out of turns and swings before hitting empty library. You could always hit Nexus or Beacon the 4 extra times required to achieve empty library state, but you're leaving your fate to chance. Also consider, you could just entirely whiff on your first 4 drawn and have to pass the turn, or really at any point in the combo chain. You should also consider that without any combat buffs or even first strike, any 2 power critter with first strike OR any 2 power critter with 4 or more toughness makes you really sad.
I think you're missing out by not running a suite of wheels and red mana rituals to help power out early Narset. Wheel of Fortune Timetwister Windfall should be included for sure, if for no reason but to neutralize runaway card advantage of opponents on turn 1. Great for refilling hand after dumping rocks and rituals too. I would also include Rite of Flame as it lets you hit many 2 cmc rocks on turn 1. Pyretic Ritual and Desperate Ritual are also options but rather slot heavy for what they give you. Seething Song is nice ramp but gives an overproduction of red that makes it hard to turn it into Narset.
Your lack of counterspells means its really easy to shut off your combo turn. Swing and reveal a free turn, it gets countered, and you're left twiddling your thumbs hoping someone doesn't win before your next turn. Similarly, you can't protect Narset from pyroclasm effects or wrath of god effects. Null Rod or Stony Silence or the new Collector Ouphe coming out before you've played Narset means you are going to lose before you can draw enough lands to get to 6. You run two cards that can remove either of those cards, and 3 that can counter it. Similarly, Kataki, War's Wage and Manglehorn also cause big problems. And please don't try to tell me you just go too fast to be stopped by them. Stax pieces also cause immense problems for this deck, just like your other deck, because your removal is so low. Turn 1 Trinisphere makes this deck cry big sad tears. Stranglehold means you have to flip into your only 2 answers or also cry big sad tears, you can't tutor to them and you run almost no draw. The list goes on.
I asked this on your other deck too, but what decks are you playing against? You keep saying you play against competitive decks in a competitive league, but there's just no way you're facing optimized decklists and players who make correct choices based on board/hand texture if this and your other list are big winners at the table. Are you pubstomping 15 year olds in your small town of 1,000 people? That's really what this list looks like. The fact you continually archive comments that are literally only days old on this list and your other because they contain criticisms of your list speak a lot about what it is too, and it makes it hard to find actual discussion on your deck because you keep stifling it. This is just a pubstomp list to snag those +1's and views from casuals, nothing more, you even have a +1 button in your description ffs.
For real though, stop tagging your pubstomp lists as competitive and talking mad game about the cEDH community. Your deckbuilding philosophy is "let the rest of the pod stop others from winning" and it really shows man. Your opinion about turn 4 means nothing because the meta revolves around the turn 3 board state. You have a real head-in-the-sand reaction to critiques of your deck, and calling us "sheeple" for realizing only certain commanders are actually viable at the premiere competitive level is rather childish. Yes, its cool to make lists for commanders to try to make them relevant, but there is actually a power level difference that gives a strong edge to certain commanders and decks. Spend some time and learn the meta before shitposting and making me write paragraphs. Again.
And yeah, I'd love to see some step by step instructions. I'm not confident this deck gets to empty library state from one swing, or even 2 or 3 swings. Also stop assuming that hitting a piece of MLD is the same as an extra turn, using MLD then passing leaves you vulnerable to the dorks and artifacts that are EXTREMELY common in cEDH, you're just handing games over to competent players who realize MLD is a viable strategy in cEDH and appropriately diversify their mana base.
1 week ago
Hey there not sure if this will help the lack of gas problem, but you can try it out.
Narset, Parter of Veils only allows opponents to draw one card and then you can play cards like Windfall , Day's Undoing , Magus of the Jar , and Teferi's Puzzle Box to reload your hand but then have your opponents discard their hands and only draw one—-or in the case of Prosperity or Minds Aglow there is no discarding but then you can reload your hand while opponents only get to draw one card. If you do decide to go this route I would suggest one or two tutors for Narset herself and for the instant and sorceries that Wheel and deal. Noble Benefactor is a janky—huggy option for a tutor, and then there are cards like Muddle the Mixture (can get any spell of 3cmc or Mystical Tutor . I cant recall any tutors for green and blue that can get any planeswalkers.
Anyway, hope my suggestion helps. It’s slightly off theme from the sea monsters but it could be a good sub-theme for you to try. Plus the wheel and deals can get ripped straight from Chaos Wand as well.
2 weeks ago
So with the new set coming out there’s more ninjas so they’re an obvious include- here’s my two cents on switches..
Take out Wharf Infiltrator for Ingenious Infiltrator . Easy upgrade, Wharf really doesn’t provide that much as a 2 mana 1/1, there’s plenty of decks that run 1/1 mana dorks etc that can become easy chump blockers since they’d rather block then take the damage from a ninjutsu hit. Plus the ninja has infiltrator in the name still so flavour win yay! Finally, the card draw is AMAZING. Go wide with creatures that much faster.
I would switch Thada Adel, Acquisitor for Fallen Shinobi . Again they do similar things, however I’d rather get a free cast from an opponent and get the ninja triggered abilities over her. A 3 mana 2/2 isn’t so great either, even though I understand islandwalk, if the opponents don’t run blue, it’s just essentially a wasted slot or a chump blocker - which isn’t true to the deck.
Notion Thief I would definitely substitute for Changeling Outcast . I think the text you have to pay attention to is that it says you draw the extra card in their DRAW STEPS. Outside of that, like main phases, you don’t get that draw - so it’s way too situational and really doesn’t shut much down at all... unfortunately another wasted slot. The Changeling however, is a 1 mana 1/1 unblockable that is also considered a ninja!! Woohoo ninja paradise!
Nightveil Sprite out, Pteramander in. A 1 drop is better than the 2 drop. Nightveil gives you surveil, but you’ll be ninja’ing out most of the time anyway so that’s just an extra mana to drop the creature on the field, you basically graveyard a card if you don’t want it (and when you attack with ninjas you’re blindly going in to the next card anyway), and then spending an extra mana to do it him back on the battlefield. So in that process you could’ve saved a card from hitting the grave and saved 2 mana if you had of used Pteramander. It’s in your sideboard, id definitely use it.
Etrata, the Silencer out Windfall in. You have it in sideboard, it’s amazing. Not only will you refill your hand most likely in multiplayer games, always live by the rule that your opponents current hands are better than the ones they will get. They have plans for those hands, they may have tutored combo pieces, you just got rid of that and filled your hand to throw more creatures out. DEFINITELY use this card. If you’re sceptical why Etrata, yes the first half of her text sounds amazing that you exile a creature when you do combat damage with her and if you do 3 they lose. But you shuffle her into your library after you deal combat damage. It is super inefficient unfortunately, and you just spent 4 mana on a exile a creature card when there’s way better card disruption out there, or you could have spent the 3 to cast Windfall and maybe drawn into a wincon or lots more creatures?
I’d also switch Crystal Ball for Naga Ninja. I understand how useful scrying can be in Yuriko, but I also believe this guy outplays the card by far. Instead of scrying 2 each time (would’ve cost 4 to do the first one), you could have paid 3 mana to ninjutsu naga boi out, and created a copy of him, two ninjas for 3 mana over scry 2 for 4?! Next turn you would have scry 4 for 5 mana in total, whilst hypothetically you could have dealt damage with 2 more ninjas and created 2 more copies. I think you get where I’m going with this... the value is so insane in comparison.
This is just my opinion and what I would recommend, more ninjas for less mana, go wide! By the way if you find board wipes are getting to be bad news, id look at switching out Evacuation and Just the Wind for more counters. Some of my favourites are Arcane Denial for an extra card (even if the opponent gets 2), Muddle the Mixture - Transmute is just extra gravy, and Spell Pierce the classic. There is better ones, but these are just budget ideas I thought may assist. Also I mentioned evacuation, because even though it is a nice card, I feel better having more protection for my board over returning all creatures In response to my creatures dying - but that’s just my preference!
Anyway I hope you enjoy reading my thoughts on it, lemme know what you think!
2 weeks ago
eerie343 for sure ill try to share a couple combos in detail for everyone. This will be a huge message so hold on!
The deck functions off the Fblthp and Proteus Staff combo. Fblthp being the only creature in the deck means that when you cast proteus staff on Fblthp he will be put on the bottom of your library and you'll reveal every card from your library until you reveal and then cast Fblthp from your library with Proteus Staff's ability. Before Fblthp is cast you are able to rearrange all the cards revealed this way however you want. So you can rearrange your entire library how you want and then draw two cards, just by targeting Fblthp with Proteus Staff for 3 mana.
Once you have rearranged your library and drawn the cards of your choice this is where it can get fun. Depending on your mana or board presence you may want to do other things but here are some combos I like.
To simply win the game you want to search and grab Jace, Wielder of Mysteries , High Tide if needed, and Tunnel Vision . You also want to make sure when you rearrange your deck to put a card on the bottom that you will remember. When you have the resources needed simply cast Jace and then Tunnel Vision. Target yourself with Tunnel Vision and name the card at the bottom of your library. You will then mill yourself to the last card of your library. Then activate Jace's +1 ability and win the game on the spot!
Another combo is grabbing Goblin Charbelcher and making sure you rearrange your library so that when you activate Goblin Charbelcher you will dig through 40 or so cards before revealing a land card so you then deal 40 damage to an opponent.
Saucier combo includes grabbing Animatou's Augury and High Tide when you have the mana cast High Tide and then Animatou's Augury to then cast for free Flow of Ideas (based off your proteus staff rearranging this needs to have you draw Blustersquall or a card like it, Frantic Search will untap some mana, and Part the Waterveil ) then cast Commence the Endgame for free with Animatou drawing some more cards and creating lets say a 8/8 amass token based on your hand size, hopefully even bigger! Continuing with Animatou's Augury you can then cast Octopus Umbra for free making the amass token a 16/16 because amass is +1/1 counters not base power. Then with your remaining mana you want to cast frantic search giving you extra mana if needed to cast Part the Waterveil . On your bonus next turn you can cast Blustersquall and swing in with your 18/18 amass octopus token to then start putting the pressure on hilariously.
Finally there's a Fblthp commander damage combo! Haven't done it yet but I'm pretty sure it works. You have to get Diviner's Wand out and attached to Fblthp as the combo includes drawing enough cards to make Fblthp able to swing in for lethal commander damage. Once this has happened and you have at least 7 mana, 5 or more cards in hand and you have arranged your library this certain way you can pull off the combo. Start by casting High Tide from your hand then Frantic Search . Draw Brainstorm and Blustersquall or a card like it. Discard two poop/not needed cards in hand. Cast Blustersquall for its overload. Cast Brainstorm , draw Flow of Ideas and put others back. Cast Flow of ideas. Draw 7 cards. 1 being an Island (lay this). 1 being a random artifact of your choice. 1 being Thirst for Knowledge and another being Windfall . Cast Thirst for Knowledge drawing more cards and discarding the random artifact. Cast Windfall drawing more cards. At this point opponent's creatures are tapped and your Fblthp should be at least a 21/21 with the help of Diviner's Wand . Swing in with FBLTHP for the commander lethal damage!!
2 weeks ago
I'm not sure Cryptbreaker or Skirk Ridge Exhumer are the right way to go; I think tutors tend to be significantly better. Final Parting is good for getting both the reanimation spell and the reanimation target. Ancient Excavation and Frantic Search are good cards I see in your maybeboard; they pitch drawn targets from your hand, while also replacing them with good cards. Mystical Tutor helps to find whatever spell you need to reanimate. Vampiric Tutor is the best, though that card is pushing $70-$80 now.
I feel like the cards you're trying to reanimate are not as powerful as they could be. Grave Titan is great, if only because it gets 10 power on the board immediately, but I don't see all too many other great reanimation targets. Massacre Wurm is a good card, though it can be expensive; Harvester of Souls is also a good target. If you want to reanimate cards like Ulamog, the Infinite Gyre , Shallow Grave and Makeshift Mannequin could be useful.
If I may offer some non-reanimation advice:
Gravecrawler is a GREAT card in your maybeboard. It works well with Ashnod's Altar , adding for . If you run something like Skullclamp , it becomes a recurring : Draw two cards. It is worth noting, though, that this does not work if you have a lord on the table pumping your dudes. Furthermore, if you loop it with Phyrexian Altar and Altar of the Brood , you can mill everyone out. Pass the turn and you win.
Graveborn Muse is another good card-draw engine, as are Phyrexian Arena and Staff of Nin . I don't know exactly how wide your deck goes, but if it has a significant number of creatures on the board at any given time, Slate of Ancestry may merit an include.
If you run Watery Grave , Sunken Hollow or Fetid Pools , you can fetch them with your Bad River . Running Rocky Tar Pit and Flood Plain can also fetch these duals, and make your mana more consistent. In conjunction with your Crucible of Worlds , these guarantee your land drops. Morphic Pool is an ETB (mostly) untapped land you may want to consider.
Winds of Rebuke is a good spot-removal spell that also mills you. As a bonus, if you use it after an opponent resolves a Vampiric Tutor or Enlightened Tutor , you can mill their tutor-target. This feels slightly like sneezing slowly and simultaneously winning two discrete lotteries, while at the same time getting a date with your crush. I've done it a few times, and I suggest you try it.
Damnation is a slightly worse version of Toxic Deluge . You might want to consider running it if you need another boardwipe. Windfall works well after an overloaded Cyclonic Rift . Pairing Notion Thief with Windfall gets... interesting.
Finally, I think you may find Unstable Obelisk somewhat lacking. I suggest replacing it with one of the aforementioned 2-mana rocks, as they are easier to cast. Ashes to Ashes and the like are good ways to remove creatures as two-for-ones.
Good luck with deck building!
2 weeks ago
Reasoning- I was looking into my list the other day and thinking about some staples in the cEDH community and was trying to find ways to fit them into my list. I was looking to see what I could cut when it finally dawned on me that I was only running 4 cards that were red that weren't my commander. Reckless Fireweaver and Firebrand Archer were easy cuts as they were redundant effects that only really made a difference when I was already winning in some other way. Wheel of Fortune got cut for Windfall which is both a positive and a negative. On the positive side it has potential to draw me more cards in some instances, however on the negative side it could also potentially draw me fewer cards. I would be running Timetwister though if I owned one. Dack Fayden was the hardest of the cards to cut. His effect has always been very good for me in the past but as it was the last red card in the deck I decided to remove him to make some room for more counter spells/interaction. So Dack, along with Fireweaver and Archer, became Flusterstorm , Force of Negation , and Chain of Vapor giving me more ways to interact with other peoples decks. Padeem, Consul of Innovation was an easy cut for Urza, Lord High Artificer as they both cost 4 mana, however Urza gives us much more utility as well as another win condition when we produce infinite mana. When looking through the deck I also realized that Trophy Mage only got us 5 different cards from the deck, all of which weren't super impressive. So I cut it in favor of Mystic Remora , why I wasn't already running Remora in a blue cEDH list I have no idea. Last card I cut was Temple of the False God in favor of a Mountain. I made this change because often times this list doesn't have many lands in play so drawing temple often was a dead card. With their only being 1 Mountain in the list it was an easy call to up that number to 2 just for a little bit more consistency. Though we cut all the red cards from the deck we still need red to cast Jhoira and we want to make sure we can always have her out as soon as possible.
Windfall occurrence in decks from the last year
Commander / EDH:
All decks: 0.11%
UR (Izzet): 0.91%
WUB (Esper): 0.39%
UBR (Grixis): 1.35%
BUG (Sultai): 0.54%