Intet of Infinite Dreams | Primer

Commander / EDH hkhssweiss

SCORE: 79 | 85 COMMENTS | 12418 VIEWS | IN 21 FOLDERS


hkhssweiss says... #1

Hmmm, Worldly Tutor is my worst tutor. It mostly goes for my Vexing Shusher as my priority target, Consecrated as my next, than Tatyova. Is the hand denial much better the innate card advantage that Sphinx provides?

6 cmc -> 10 cmc as well, I'm worried that it can possibly a dead card in my hand or should I not consider that thought?

November 25, 2018 9:59 a.m.

SynergyBuild says... #2

It can depend. Really, I think that the issue is that I am unsure your gameplan all that well. You run Windfall and Wheel of Fortune, which are cards run with lists that aim to empty their hand so fast that the upside is twofold, with their opponents averagely getting a worse hand (they lose any cards that they tutored for, scryed up to the top, or otherwise molded their hand toward.), while you get a new hand to empty. The problem with this idea is that your deck, while mostly being good with this, then runs cards like Beast Within, a mana-expensive removal spell, big, clunky extra turn spells, Time Spiral, an overpriced (in-game) wheel, and big, clunkky engines like Nissa, Tatyova, and C-Sphinx.

All of this, as well as an overpriced commander with little synergy with the deck. yes, the top-of-deck tutors do become 10-mana tutor-to-play spells (1 for spell, 3 for cheat, 6 for Intet), with possible 4 mana copies later, given Intet sticks, but otherwise isn't a major part of the deck's gameplan.

I think a control varient would be a much better fit, so dropping the wheels for better control draw spells, as you are the reactive deck, emptying your hand slower than your opponents, works much better with the Season's Past combo, however Intet still isn't a great commander for the deck, as it isn't cheap enough to really help you, given you need to hold up mana on your opponents turns.

As is, the deck is split Wheel/Empty the hand into a new one into a combo eventually, similar to a storm deck, and also close to a control-extra-turn list. I am sure you understand my problem now.

November 25, 2018 10:12 a.m.

hkhssweiss says... #3

Hmmm I can see where you are coming from. Here is the rundown and game plan for this deck, basically Intet is the engine that makes all your spells cast for 3 mana. We run all the tutors accessible that I know of to reduce the cost and abuse Intet's ability. Early game is all about set up and setting up your ramp as well as your manipulation. We don't cast Intet until she can be protected, and we usually don't swing with her the same turn she is casted. This isn't a control deck, which is why there is no counterspell package in here with the exception of Mana Drain (Which was only added in due to a compelling argument my friend made that I lost, as essentially it is a ramp spell). This is a full out combo extra turn deck abusing Seasons Past and using Intet's ability to start it off earlier. She is there to be a threat and my meta knows it, it's the reason why I run the reactionary spells.

The reason I run wheels is because they are the fastest way to refill your hand as well as hand disruption. I generally empty my hand by turn 2-3, having that wheel is essential for Intet. Draw spells have to be burst or else it slows me down so cards like Pull from Tomorrow aren't great and plus they are feels bad when you rip them off the top with Intet.

Yes I agree Intet may not be the best commander for this type of build, but the personal goal is to refine her as much as possible to the utmost limit. Her current build is notorious at my LGS and has won about 70% of the games played with her. This is what I came up with after playing with her for 4 years and tuning after certain cards being banned (Prophet of Kruphix).

The extra turns aren't as clunky as you would think, they essentially become an overcosted Explore but that's one turn further than all the other players as well as if you have library manipulation you are able to dig deeper. On average Intet starts to combo out by turn 6-7 unless you mulled a really bad hand.

Hope that helps to explain! :)

November 25, 2018 10:41 a.m.

SynergyBuild says... #4

I think a control Intet could be more efficient. Red and Blue for stax, Green to ramp out, breaking parity, and follow it up with some normal Kiki-Combo. Using Intet to 'draw' cards throughout the whole process, acting as much-needed card advantage and a secondary wincon in the skies.

November 25, 2018 12:26 p.m.

hkhssweiss says... #5

I feel that is more inefficient in terms of using Intet's ability. I do however appreciate the perspective that you give, it gives me a lot to think about as the thought never came to me for using Intet as a stax shell with her ability to break parity.

November 25, 2018 7:16 p.m.

hkhssweiss says... #6

Should of posted this awhile ago, but finally found out how to do the alter posting lol

My new baby looks so lit!

December 4, 2018 5:17 a.m.

ErebosMortuus says... #7

Dude teach me how to post that sh!t. I've made like 40 alters so far xD

December 4, 2018 5:58 p.m.

hkhssweiss says... #8

Yeah I can! Go enable chat or we can go Discord and I can show ya how, I had to do a bit of research to see what actually made it work haha!

December 4, 2018 7:52 p.m.

hkhssweiss says... #9

I wanna see how all your alters look like!

December 4, 2018 7:53 p.m.

Inkmoth says... #10

Dude, I hate you. I want to dismantle 2 decks just to make this :/ thanks for the level of detail you put into it. I love being able tom understand the thought process by reading the card choices and their descriptions. Have you ever considered Omniscience?

December 5, 2018 9:48 a.m.

hkhssweiss says... #11

Inkmoth_ Haha, yes I actually used to run back in the day in the very first iteration of the build, along with Vedalken Orrery and Leyline of Anticipation. The only reason why I don't run it anymore is because there is no way to abuse it with Intet besides flipping it off the top, I can't tutor for it like how I can for Expropriate with Mystical Tutor.

The premise of this deck build is pure advantage, card disruption, and top deck manipulation. The other card I would think of running would be Mirri's Guile. Thanks for checking out my pet baby! :)

December 5, 2018 4:32 p.m.

JohnnyCRO says... #12

Hi!

First off, a nice deck you've got there! I got directed here by a friend telling me that they found a competitive Intet. And though this claim of theirs is still a bit stretched IMO, this is surely one of the finest Intets I've seen so far!

I have a question tho; is there a particular reason you are playing so few counterspells and ramp? I glanced over the writeup briefly, but I didn't find a solid explanation for these.

It's that more confusing because from my experience, Intet tends to be one of those commanders that are easy to keep in check, but that go wild if left unchecked. A friend used to play it and the deck required a fine ramp package and more than a few counterspells to get Intet out fast enough and to keep Intet alive for more than a turn or two.

Thank you in advance for the clarification!

December 7, 2018 3:58 p.m.

hkhssweiss says... #13

JohnnyCRO

Hey thank for checking out my baby!

In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a ramp.net deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.

In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.

I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.


I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.

December 8, 2018 4:41 a.m.

JohnnyCRO says... #14

Thanks for a detailed reply!

What I was expecting in the ramp section is more rocks, signets specifically (Simic Signet, Izzet Signet and Gruul Signet). Having 34 lands is fine, but rocks make it more likely for you to hit your land drops past t2-3 since you're not stripping your deck bare of lands. Also they make hands without green sources much easier to keep since rocks can cover you up if you end up needing green. If your meta has a lot of Vandalblast effects it would make sense, but other than that (over)reliance on green in 3+c, especially with a fine budget like yours, doesn't make sense to me personally. Also, and this is a smaller concern, at Mana Vault starts to look quite appealing as a pseudo-ritual to enable intet t2/3 more reliably.

As for counters, I'm a blue mage at heart and I might be biased here. But from your description it seems like your counters package could've been better when you played it. Cheap and efficient counters, such as Dispel, Flusterstorm or Mana Leak, are the best at protecting combos and keeping you in the game. Much better than Counterflux or Misdirection. Their low cmc makes it easier to leave mene open for them. And though paying for 1 or 2 mana counterspell is a feels bad moment, when you take into account that you spent that mana to both "draw" a counter (so it's a clear +1 instead of +0 when cast) and to pay for it in advance (which is very useful bc with just 2-3 cards exiled, any form of counterwars math on your opponents' part falls apart. This also makes tapping out much easier, making it possible for you to milk all the value from the mana available to you). In my opinion it's good. Just "good" is nothing compared to a Expropriate of course, but being a blue player that I am I tend to evaluate cards depending a lot on their floor value instead on their ceiling. If you don't cast your counters, either your manabase/your sequencing/opponents' sequencing got better of you OR there was nothing to counter. In the first scenario counters are not to blame, s**t happens, and in the other one you're probably in a good shape counters or not. But if you can/have to expend your counters, if they were used well, they either saved your butt or handed you the win. In both cases they're literally deciding the game. Again, though casting a counter for is a feels bad moment, even greater feels bad moment is having no response at a game-deciding play or, even worse, having a response, but being 1-2 (colored) mana short to cast it.

Again, my blue devil (TM) horns might be showing too much. I'm not saying you should cram in a dozen of the most popular counters in the game, there is neither such need nor space, but maybe you could use few really efficient ones. My personal recommendations would be;

  • Flusterstorm - this bad boy gets better the more competitive your meta gets. In a meta where people are likely to cast multiple spells per turn and to do it early, this practically becomes an uncounterable counter that dismantles storm by itself. All for a low low price of
  • Negate - is a very reasonable mana cost even in 4c decks, and the non-creature drawback is minimal
  • Counterspell - the classic. In hyper-competitive metas might be pushing it too far, but in 3c it's still reasonable enough to be considered
  • Dispel - great for coutnerwars and dealing with non-wrath removal, especially in competitive
  • Spell Pierce&Mana Leak - these get worse as the game drags on so evaluate these with a grain of salt. But if you're up against fast decks a lot, these might be the silver bullet you need
  • Stubborn Denial - this one is great if you get Intet to stick, and even before that having a bit worse Force Spike isn't the worst thing in the world, especially in competitive

Just so that we're clear; I like the deck. And I don't doubt it works for you in your meta. I also think that its perfectly fine if someone wants to build their deck their way, it's their deck after all. But the moment I see something referred to as "competitive", I hold that deck to a very high standard to the point of becoming stingy. I'm sorry if what's written or the amount of it left a different impression.

December 8, 2018 8:35 a.m.

hkhssweiss says... #15

JohnnyCRO

I appreciate the critique greatly! I am very open minded and I enjoy it greatly when I hear a different perspective. I am a competitive player so this response is great to further develop Intet as I am currently hitting a plateau with her, she is my most revised deck going over 20 different iterations already. The reason I don't run much rocks over hard ramp is due to the amount of artifact removal we have in the play group however I do agree rocks are much more faster than wasting a turn to cast said ramp spell.

I know my counter spell suite quite well as my other decks due run all the efficient ones, you are forgetting however one of my favorite ones which is Delay cheap, efficient, and not heavy on blue requirements as well. The reason I said those counter spells before was when I had them in the very beginning stages I didn't have the budget nor did I really delve into Magic as I was getting back to them. In Intet it was originally developed as a good/stuff but transitioned into a wholly different build now.

The mana base is near perfect also, I have never had a problem with missing a green source nor blue as I'm running a perfect 9/3/3 ratio. I don't mind people being biased, it's their personality and perspective that they give that I value, as I want to refine this deck to the best possible way. I do view my main decks as being competitive and I play in a cEDH environment, so don't worry and be as blunt as possible as that's the only way to truly refine the deck. I ain't no pansy ass bitch that gets whiny because some one has a different view, rather I appreciate any critique and I'll give out my own perspective as well.


So now with that being said, what do you think can be cut for a counterspell suite that will not "dilute" the deck. So far I am seeing Oracle of Mul Daya being a possible flex spot as well as Bring to Light and Dack Fayden. Let me know what you think on the best course of action to further refine Intet.

Thanks again for taking a look over!

December 8, 2018 5:38 p.m.

JohnnyCRO says... #16

Always glad to have a good discussion!

In case there really is that much mass artifact removal, this does seem like the best solution. Although I'd still consider Vault. Especially since you get to avoid the life loss clause if someone nukes it. Also, since we're discussing ramp, I've noticed how few red spells, especially permanents, you have. How does this reflect on Bloom Tender? 2cmc dork giving 3 different colored mana is sick. But when the deal drops to 2 different colored mana one has to wonder if you're getting enough value for your mana considering it has summoning sickness and dies to any wrath in the game.

I love me some Delay. I use it myself actually. However I prefer it in extremely fast decks (I use it in Edric). I would include it if there is room, but I'd give priority to (most of) the counters mentioned above. It's just a personal preference though.

Here are some suggested cuts. These seem reasonable to me, but they might be relevant to your meta more than I think;

  • Bring to Light - it's 5 mana and it can't get you an extra turn nor SP. I don't see the value.

  • Dack - fine. But in this context it's "just" fine.

  • Nissa - no significant upside I see, 5 mana is a lot for that

  • Heroic Intervention - I can see Veil being a nice tech to have a 1cmc counter without blue. But this doesn't seem to do much that Negate coouldn't. But Negate can surely do more than this thing can. Also since I'm mentioning the whole non-blue counters thing; Guttural Response, Pyroblast and Red Elemental Blast might be worth it depending on your meta. I've noticed that red is the least used of your 3 colors and this way you could squeeze extra juice out of it. This is a huge "maybe" of course, but their potential makes them a worthy consideration.

  • Krosan Grip - this is a meta call. It took me a year playing green in EDH to realize it's not a staple. "The point at which you can live with the fact that sometimes your stuff will get countered is the point where you realize you don't need Krosan grip." 3 mana is a lot to remove a single permanent. If you easily have the mana open when you need it and that split second is very relevant in your meta, by all means play it! But if you notice that it slows you down significantly, that too often you don't have mana to cast it or that split second is more of a bonus than a true selling point, those might be the signs that you don't need it and that the spot is underutilized.

Hope this helps! I'm curious about your opinion.

December 9, 2018 5:19 a.m.

hkhssweiss says... #17

JohnnyCRO

I'm generally not too worried on permanents for Bloom Tender as generally Intet is there on the battlefield with Bloom out. If not 2 for 2 is still value with the general low curve of the deck. I actually have been trying to find more red permanents or spells to add in the deck, it's just that so many of the things that red provides are just outclassed by what the blue/green side of the pie can provide. unfortunately most of the time I use Bloom Tenders mana in conjunction with Intet's...My meta doesn't see Bloom Tender in a deck with 3 colors as lets say a 5C Najeela can do.

Going on to the next point, when Intet goes off it is generally pretty hard to stop even without the counter spell back up due to having Vexing Shusher and Boseiju. Consistently she can go off by turn 5-6, but I already accepted that she can't be a true competitive tier, but I can definitely see this build as being high powered. She can't consistently pull the T3 threatening rule.

Card Choices:

  • Bring to Light I actually agree with you on this, this has been my flex spot and been actually testing it out. This was actually to mainly get my wheels as the most important thing for Intet is consistent CA or having a fully stock hand. There is the time that this can get you an extra turn due to Mana Confluence/City of Brass but the chances are unlikely to have both in play the same game.
  • Dack Fayden I agree on the same sentiments, he hasn't been spectacular, but he has his uses when I steal artifacts, but that's just it. He can help me dig but I might as well use Faithless Looting for sheer efficiency.
  • Nissa, Vital Force As I said with Bring to Light, CA is key, she does make all my land ramp spells into cantrips as well, 5 is a lot and my usual rule of the thumb is that in any competitive EDH deck 5 cmc cards have to do one of two things, A) Give an tremendous advantage or B) Wins you the game. She gives a lot of advantage in being a unkillable CA and being able to activate a turn after. She would be the last to cut if I'm given the choice atm unless there is a better consistent CA engine.
  • Heroic Intervention Now I haven't truly tested this card out as of yet as this card was swapped in from a Mox Diamond, I saw the potential and this was pre-anti counter spell mindset. So yes this card can be cut to test a counter suite package.
  • Red Elemental Blast/Pyroblast These would be more meta call cards as I would run Dispel or Flusterstorm over them. This would be the only type of deck I'm reluctant to run Swan Song however due to Intet needing a combat trigger to proc, same with any Brago decks as well lol
  • Krosan Grip currently at the moment, I'm not having any problems with this nor do I have any problems casting it and it always comes in clutch when I need the split second the most. There are plenty of Paradox combo decks in my area as well as Jhoira decks so indeed the split second is a meta call but I like it in this deck as of now.

  • I do appreciate the insight, and I am not as stubborn about the anti-counter spell as I was before like 3 years ago. My current goal is to refine Intet as far as possible, so right now these are the changes I'm going to include into Intet but I want to know your thoughts.

    These changes seems reasonable to me.


    I have a couple questions for you since you seem to have a good head on your shoulders and as well as some great perspective and MTG experience.

    1. In forgoing hard land ramp, would you think cutting cards like Kodama's Reach/Cultivate for fast rocks be better? or would you say the other way around and cut the 2 cmc ramp spells for the 2 cmc rocks as with the 3 cmc ramp they replace itself. I have already cut out Skyshroud Claim months ago and I haven't entirely missed it at all.
    2. What red permanent/spell do you know that can help this version of Intet? I been doing research a lot and I could of missed some. That has been my biggest dilemma aside from tuning Intet to the most optimal version of herself. There is a entire lack of red and basically the red is in here for the Wheel of Fortune and Vandalblast, I used to run Chaos Warp as well but that has been cut out as sometimes it can benefit the opponent more, slight chance, but a chance nonetheless.
    3. Thanks again for your insight, I have a feeling that after these next couple discussions Intet will be reborn into a new iteration of herself, I'm looking forward to hearing from you!
December 9, 2018 6:54 a.m.

SynergyBuild says... #18

Upping the red goodstuff is easy, Aggravated Assault is top notch with Intet, Bear Umbra, and Nature's Will. Also given you have 5 good options, Imperial Recruiter could work too, especially supported by Spellseeker, if you don't mind the addition of more tutors, they could work wonders. If you want explosive mana, Orcish Lumberjack is absurd!

Running Sylvan Tutor into Jin-Gitaxias, Core Augur could be great, with you already running Worldly Tutor, it could be back-breaking. Vorin-clex is worse, but could be a nice backup option.

December 9, 2018 9:52 a.m.

hkhssweiss says... #19

SynergyBuild

Haha thanks for checking out again buddy, I already used to run Aggravated Assault. It was cut out in this current version when streamlining Intet. I am a bit iffy on Imperial Recruiter at the moment, a 3 cmc tutor that can only grab me an E-Wit, Oracle, Snapcaster, Bloom, or Shusher. Two are ramp and I would rarely go for them, it would mainly be for the Vexing Shusher if I were to add it in. Spellseeker on other hand seems more viable once I add in a counter spell suite, so I'll keep that in mind.

Orcish Lumberjack I love him in a fast combo deck that can win on the spot or be able to reuse lands but I would have to test him out and see if the extra burst is worth the loss of land and if I flip into lumberjack. Sylvan Tutor is still a flex and I'm going to have to test it out once I get one. Jin-Gitaxias, Core Augur didn't make the cut, too clunky in hand, even if I have it out via Intet's cheat, it will get removed. The only thing great about it was the refill when I played it. Never got around more than one whole turn, too vulnerable to be stolen in grave, as well as doesn't win me the game when used in Season Past. Vorinclex, Voice of Hunger doesn't do much for me as well, I'm not running a goodstuff.deck as it's much slower than focusing on comboing out into extra turns.

December 9, 2018 6:03 p.m.

JohnnyCRO says... #20

@hkhssweiss

Sorry for taking my time, exams are a thing.

I completely agree that red is meh compared to those 2. IMHO green and blue are the strongest colors in EDH, while red leaves much to be desired here. Every deck containing red I ever tried to theorycraft/build ended up having red as a splash for artifact removal, a wheel or two and a few looters (Mizzix, Kess, even Daretti was more colorless than he was red). It's just that the moment I saw Bloom Tender I started drooling over a potential t3 Intet. And just as that thought make me happy, it made me just as sad to realize that it often "just" provides .

Even if it cannot go toe to toe with Zur, Teferi and similar decks, it can at least make itself relevant there. Thus both becoming a more important deck at the table, instead of being that deck that's 2 turns slower than the rest of the table, and increasing the possibility of surviving long enough to drop Intet and s(t)eal the win here and there.

  • Bring to Light - I love that rainbow lands interaction. I'm tepmpted to put it in the next semi-casual UGx deck I'll build (this might never happen, but let's keep up the good vibes). Still, we agree that id doesn't pull its weight as it is now.

  • Dack - nothing to add here

  • Nissa - I see your point. However IMO at 5 mana you should be making preparations to drop Intet instead. Also, she taps you out without providing any card advantage right away, thus opening a hefty interaction window which opponents can use to set you back more than Nissa was worth. In my experience you need a healthy amount of draw and filtering to reach 5 mana, and after that relying on her to draw cards for every land drop might not give you as many cards as you'd want/"deserve" from such an investment. Precognition Field is no Necropotence, but if you're looking for a draw engine this might be it. You're constantly a card ahead and you immediately get the chance to interact with the board/stack just as if it has drawn you a card right away. I wouldn't recommend it as an optimal choice, but I'd play it over Nissa, at least as a draw engine.

  • Heroic Intervention - I tested it briefly in Edric. And though they aren't that similar, it never did anything that a counter wouldn't be able to. But I often wanted it to be a bit more useful when opponents took the initiative and tried to push for a win.

  • red counters - as I stressed out, and we agree here, it's a meta call. We also agree on Swan Song and the reason I didn't mention it. It's one of the best counters in the format, but in a deck where you depend on your creature(s) getting through, giving anyone flying blockers isn't a good idea.

  • Krosan Grip - leave it in then. I myself kept it in my Tasigur for a long time and now I'm pointing it out whenever I see it in a deck fast/optimized enough that such cmc might be a problem.

I'd leave in Natural State depending on your meta. If you need multiple pieces of artifact/enchantment removal, this one is very underestimated IMO, and it even gets better the more competitive your meta is. However if you want/can remove a removal bc you have too much or you often use it to remove things you'd rather counter, sure.

Also Ponder is very valuable IMO. Digging 3 cards deep is quite good, and the ability to reshuffle and get a random card is also useful. At the low low price of , even sorcery speed can't diminish its usefulness IMO. I've only just noticed that you aren't playing Preordain either BTW.

Dack -> Delay, Bring to light -> Pact and Heroic intervention -> Negate are all tremendous upgrades IMO. I'd just like you to think about Nature's claim, Ponder and Nissa once more. But if you end up doing it your way, it's cool. The pilot and the builder surely knows his deck better than me, I'm just giving suggestions here.

I'm glad that my comments and advice are of help to you.

1) this is a tricky one. Good thing about KReach/Cultivate with high-cmc generals is that they both ramp you and their fix your next land drop. This is important bc high-cmc generals demand a land drop or two more than cheap ones (unless there is some insane artifact ramping going on, but that is too glass cannon for my taste), and this way you can manage to pull off those land drops elegantly while doing additional ramping. This 2 for 1 use makes it possible to have the perks of lower land count while still hitting your drops well. Of course this works best with cmc 5 generals (my best friend is playing Sigarda, Host of Herons this way and it's doing wonders for him. Hate seeing her t3/4 consistently just as much as I'm proud to have helped). However cmc of 6 would require another land drop or more ramp. And what's the point of playing ramp if it just ramps you halfway into something you want? It's about designing a good curve so your spells can work off one another. In this case, it would mind optimizing your ramp package to reach 6 mana consistently (maybe 7-8 with the new interaction package in case your meta has plenty of removal, this one is a tactical decision more than anything else). So if we say you hit your first 3 land drops, for the sake of simplicity, the question should be what can get you from that to 6 mana the fastest. With manabase as finely crafted as yours, KReach/Cultivate don't get you further than a Sol Ring or a Fellwar Stone, and by no means farther than a Mana Vault/Mana Crypt since their ensured 5 mana with raw ramping for 1 immediately isn't worth to you more than ramping for 1 cheaper ramp spells do (since your target spell, your general, has cmc of 6, not 5), but they do it on earlier turns so you can play Intet faster on occasion and they give mana without the need for green or for 3 mana already available to you.

In short; IMO cheaper ramp, be it in the form of spells, dorks or rocks, wouldn't serve you any worse than these do. But cheaper ramp would be more useful on early turns and could help you get away with a bit greedy hands. And though this covers my point, I wanted to explore it a bit more to make a wider point about ramp in general. Why those 3cmc spells are kicking ass in my friend's Sigarda, Host of Herons, why I'm planning to fill my Grand Arbiter Augustin IV with 2 cmc rocks and why Edric decks play even Boreal Druid over things like Fellwar Stone. It's about your curve, about key spells you're looking to cast and about how those two influence the card choices you make.

2) Sadly, again, red has so few excellent cards that IDK if I even could recommend many. Synergy build gave you some awesome suggestions, Orcish Lumberjack and Imperial Recruiter might indeed be what you're looking for. Apart from that, I don't think I can be of help. :-/

P.S.

Sorry for all the spelling mistakes I (might) have made. As you can imagine this took me some time to get down and I'm at least 4h behind on sleep. Thank you in advance.

December 10, 2018 12:24 p.m.

hkhssweiss says... #21

JohnnyCRO

No worries! I understand finals are a thing haha, no need to rush. I appreciate the time you take to do a well thought out response, besides I only play once to twice a week. Wish it was more but life is also a thing :P

Yes I do wish Bloom Tender can tap for so much things but that is also what Expropriate is for and when they let me take their permanents lol! I feel the same with you on that point, most of the decks that I build with red becomes a splash with your same exact reasoning. My friend made a good point on decks with red in them, they either overtakes the deck to build around them or they only provide slight help to the other colors.

I like the pun you did with the s(t)eal, quite witty good sir.

You are right on the Precognition Field it provides a good engine and since this is a spellslinger deck that extra reach does help quite a bit which thus lead me to keep more of the spell ramp over rocks for now. I was trying to fit in Preordain before, but yes the advantage for digging deep is helps tremendously.

I'm going to consider running Orcish Lumberjack and Imperial Recruiter as what SynergyBuild had suggested before. The burst is quite strong, as well as losing lands isn't as troubling. What I want a perspective on though is that if Ramunap Excavator or Crucible of Worlds worth running as well now.

I'll do some changes and when I collect the cards I'll give you another link to check it out.

So far cards I'm going to pick up is Mana Vault as well as Precognition Field, I have all the other cards and going to do some deck modifications. Thanks again for your insight, I'm excited to try these changes out in a couple days at my LGS!

December 10, 2018 1:09 p.m.

JohnnyCRO says... #22

I'm glad we're on the same page here.

Excavator and Crucible seem more fit for something with a loam engine and/or some other way to utilize discarded lands rather than just a way to make sure you hit your land drops. Then again, I must admit I was thinking about them for this deck; they would really help you make your land drops and ensure perfect fixing with all the fetches you have. Even more so if you ever manage to get your hands on a Mox diamond.

If you have the time, test it and see how it goes. Although don't go into it expecting too much.

I'm glad if I helped. I'd love to take a look when you're done with the modifications, feel free to hit me up when you have a list and some testing results.

December 10, 2018 1:22 p.m.

hkhssweiss says... #23

I actually had a Mox Diamond in here, it was what was swapped out for Heroic Intervention cuz...Kess needed the Mox Diamond more and I only have two LOL

You definitely helped out quite a bit! I was at a plateau with Intet and now I think I can push her a bit more up!

Also for sure, doing some modifications tonight as well as LGS in two days xD!

December 10, 2018 1:50 p.m. Edited.

hkhssweiss says... #24

JohnnyCRO

Alright so I'm back with a lot more test data after a couple games with Intet.

In a casual meta, new Intet blows people out of the water. Once the engine starts running she literally can't be stopped. Unless singled out purposely or being the archenemy, it's really hard to stop and I pull threat off constantly.

In a highier tier meta, depending on which decks I play against, I have an average of winning 4/5 games with her. The control package really shines here as I have a lot more interaction than before and more stopping power and protection. There are however times I wish Dispel was a Stubborn Denial or a Flusterstorm due to almost always tapping out in the early game. I might have to run a bit more counterspell suite, but it is getting quite tight now on what I can run and find the right balance.

In a cEDH meta, it is tough no lie. I probably only win around 2/5 matches, mulligan hands are quite aggressive here to dig for suitable answers against the maximum power decks. Intet only really shines here around T6-7, having resources engines here is key or constant wheeling to gain attrition/value over other players what really helps. Early game is all about control and popping the right rocks and resource advantage for other players. I may have to run more removal if going against these type of decks more often, optimally subbing in Seeds of Innocence over Beast Within or maybe some stax piece as I can gain attrition over stax a lot easier than other fast combo decks.

Swapped in Mana Vault over Bear Umbra as while yeah totem armor and untapping lands on attack trigger is great, but having it easily remove is a different story. Still testing with Mana Vault as I picked one up a couple days ago and just added it in. The burst might be good, but the higher chance of dropping Intet by T2/3 into a Mystical Tutor/Expropriate generally is game as well.

What are your thoughts on the revised Intet so far?

December 27, 2018 6:26 a.m.

JohnnyCRO says... #25

Glad to hear a good feedback!

I never doubted the deck would wreck casual tables, moving on.

Because the deck "seems to like" to tap out I think that more cheap interaction would be a good idea. Cheap interaction seems to be working well for you, And as the meta gets stronger, solutions like Flusterstorm and Stubborn Denial will likely be more and more appealing. For a casual meta Stubborn Denial would be by the best IMO bc it's a Negate, while Flusterstorm is the worst because it's unreliable to stop creature-based wincons and wins with spare mana. In cEDH however, Flusterstorm is the best by far because it's almost impossible to counter it. Flusterstorm or Stubborn Denial can probably be decent alternatives to Dispel on any level tho, and giving them a shot in its place would be more than OK. It might also be wise to free up an extra slot and test each pair of the 3.

Hmmm, I would advise against going full-on stax; most usual tools I can think of right now either hurt you as much as they do everyone else or they cost you enough tempo to miss the point even though they might work well. However cEDH likes artifacts, and you don't happen to play many which is good here. Root Maze might be your jam. The deck seems like it wants its lands, but it doesn't seem nearly as dependent on hitting land drops and early ramping as some other decks are. It would slow you down significantly, but it would stop storm and most combo decks I can think of right now. Null Rod is also very neat if you can afford a copy, and for this deck it works better than Maze bc your land ramp is online and when comparing just lands, your deck is used to getting more out of those than an average deck at cEDH level. Also, consider Natural State. Its 3cmc limitation isn't crucial. Though missing some high-cmc artifacts like PEngine or CVeil, the ability to remove a pesky combo piece or crucial ramp piece for just seems like something Intet might want access to. Generally when talking cEDH (or anything close to it), going rate for removal is 1 mana. For 2 mana some bonus is to be expected (like exile or extremely wide array of threats it can deal with). At 3 mana there must be a very good reason to play it if it doesn't destroy multiple targets. So Krosan Grip and Beast Within could go out for something cheaper, something that you can easily slip by as you nearly tap out to do your stuff. Root Maze, Null Rod and Natural State being my personal recommendations. But whatever you pick, go for cheap removal/stax that targets artifacts specifically.

December 27, 2018 11:15 a.m.

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