Maybeboard


Current CMD Deck

Island into Jeweled Lotus hold priority and An Offer You Can't Refuse your own lotus for 2 treasures, we make , Sol Ring , exile Simian Spirit Guide from hand , cast Treasonous Ogre pay 15 life for , cast Twinflame targeting Treasonous Ogre hold priority again and cast Dualcaster Mage targeting the Twinflame. Twinflame copy the Dualcaster Mage creating another Dualcaster Mage with haste, use that to copy Twinflame again for infinate 2/2s with haste

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Always always always cast instants at the end of the opponent before your turn rather than on your turn as it gives you a better knowledge of what to do. no point getting a Curiosity at sorcery speed in preparation for when you cast niv next turn, passing and your opponent plays a Drannith Magistrate or try to win the game with their combo when if you held mana you could have used Counterspell. The only exceptions ill accept for you casting instants at sorcery speed is if you are going to fall behind if you don't and you need an act of desperation or if you win the game ofcourse, eg Mystical Tutor for Pyroclasm on top then Serum Visions to draw it and board wipe. didnt draw a land for the turn Brainstorm/Anticipate effect to find the land and play it. niv enchanted with Curiosity and also a pesky Kenrith's Transformation stopping you from winning Stern Dismissal the transformation and cast another spell to start the combo off and win. Lightning Bolt to kill a Hermit Druid that didnt have haste before that player gets to untap with it.

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pay attention to what your opponents are doing/have in play/mana/cards in hand.

  • play slow and develop your board with mana rocks and creatures
  • leave open mana for instant speed counter/kill/draw
  • answer their threats asap and try build-up card advantage
  • wait till you can combo with counterspell backup,
  • play the combo as fast as you can and hope they don't have any responses.
  • just run niv out and hope for the best

the deck's main strength is the ability to pivot between these playstyles depending on what's happening and what stage the game is in. there will be games where the options you chose for one game will win you the game but if you do the same thing later it you may lose the game for it. one game you may win by waiting for counterspells+combo to show up and you play the combo and protect it and win. then the next game you have the combo in hand but pass to wait for counters your opponent then plays his own combo and wins the game before you can interact.

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Also sometimes you make the perfect plays and lose, that doesn't mean it's incorrect, just means you got unlucky. same visa vera, you can make shit plays and somehow win, this does not mean its the correct play, doesn't mean its right, means you got lucky. now stop brainstorming on turn 1 XD.

(ive tried to keep the too add pile budget-friendly, Lotus Petal and Pact of Negation are the only cards over $5 on the list :) )

to add: Tandem Lookout(redundancy on combo cards), 2xIsland(more blue then red since blue cards can help you find mountains), Simian Spirit Guide(0->1 mana), Glint-Horn Buccaneer(the correct card to include NOT Laboratory Maniac or Clear the Mind PLEASE), Lotus Petal(0->1 mana), Rite of Flame(1->2 mana), Gitaxian Probe(start combo from 0 mana), Treasure Cruise(better delve spell then Magmatic Sinkhole), Windfall(hand sucks or opponent has scary hand), Lonely Sandbar/Forgotten Cave(Desert of the Mindful but better), Pact of Negation(0 mana counterspell, means you can attempt to win the game with no mana left up you can have protection from removal or counterspell. also if you do combo and draw you entire deck even if you have no mana left over you can still interact with people, very good in a pinch too)

to remove: 2xMountain(less red mana since red cards have a harder time finding blue mana), Blasphemous Act slow, Magmatic Sinkhole(2 delve spells max per deck and there are better options), Desert of the Mindful(Lonely Sandbar/Forgotten Cave are 1/2 the cost to cycle), Clear the Mind(card sucks poo >:( Glint-Horn Buccaneer better)









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48% Casual

52% Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

18 - 0 Rares

23 - 0 Uncommons

39 - 0 Commons

Cards 100
Avg. CMC 2.33
Tokens Copy Clone, Treasure
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