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Head Games and Jester's Mask are about as fun of interactions as you can get with Triplets. You'd probably also like something like Telepathy, then maybe a Peek along with your Git Probe to serve as a cantrip and get you info. Could also run Zur's Weirding to cause some chaos at the table. Not only will people be worried about whoever is drawing the card getting to use it, but they also have to worry about you as well.
Oh and you have two Mirrormades.
Hope this helps! :^)
September 27, 2020 6:32 p.m.
@king-saproling I've been wanting to make a deck with Zur's Weirding for a while now, but I think I'd rather use it in something like Muldrotha where having your cards discarded has no real negative impact on your play. This deck functions on a few key components that I can't really get back once they're gone, so I'd prefer to avoid giving my play group in particular an easy avenue to shutting down my strategy. I do love the card though.
I opted for Honorable Passage over Justice just to keep it as a fun little surprise rather than a static effect that everyone's constantly thinking about and playing around. Justice might be more functional as a game slowing piece, but I enjoy the idea of slapping somebody with their own Aetherflux Reservoir out of nowhere.
I think I'll be replacing Wrath of Marit Lage with Drought. I had considered the card before but I had assumed that the black mana symbols in its rules text rendered it unable to be modified and thus only suited to shutting down black decks. After actually checking the updated oracle text, however, the rules literally say "black mana symbol" instead of just using the symbol, so I'm going to assume I can legally change that bit of text. On second thought though, it might be a bit of a headache arguing over and over about its legality, so I don't know. I'll definitely keep it in mind.
I do like Bubble Matrix as a way of preventing people from just swinging with their leeches in order to get rid of them. Plus it'll probably result in a lot less hate and arguing at the table.
Thanks for the recommendations. I do appreciate it a lot. :^)
September 26, 2020 10:51 p.m.
I'd cut Mulldrifter. Having to pump your Thunderkin in order to abuse the draw is less than ideal. The card on its own is pretty underwhelming as well. Might be better to just run another copy of one of your toolbox creatures or perhaps finding a way to work in looting effects like Cathartic Reunion (idk what the best pick in modern is as far as looting goes since the looting ban) to put your value pieces in your graveyard while you dig through your deck.
September 24, 2020 8:43 a.m.
Sundial of the Infinite lol. I'm not sure if I'm serious or not, but hey, it turns Flickerwisp into straight up removal. It also lets you keep whatever you reanimate with Incandescent Soulstoke and Thunderkin Awakener, and you won't have to kill off your poor Lightning Skelementals anymore.
Like I said, this might be a joke, but it also might not be. :^)
September 24, 2020 4:33 a.m.
Nice deck. :^)
September 21, 2020 2:59 p.m.
To answer your question about Helm of the Host I wouldn't swap it out for Keranos, God of Storms. I also wouldn't run Helm if you don't have a way of winning with it though. You could run Godo, Bandit Warlord to combo with it, but unless you actually have a wincon involving it, I would just swap it out for something else.
September 21, 2020 2:21 p.m.
As far as cards I would take out to make room for other slots, Misdirection and Slaughter Pact look like good options for replacement. You might also consider swapping Avacyn's Pilgrim for a Priest of Titania.
Nice deck. :^)
September 21, 2020 1:12 p.m.
Nice deck. :^)
September 20, 2020 9:50 p.m.
I recommend running more stax/hate pieces in this deck. Cards like Null Rod, Sire Of Insanity, Stranglehold, and Trinisphere would do a lot to slow down any proactive combo players at the table and give you time to get your MLD value engine running. This deck isn't fast enough to win a race with them, so you'll need to stifle their speed significantly in order to compete with the faster decks at the table that aim to win in the first few turns.
Chrome Mox would be a nice addition. Could probably serve to replace Arcane Signet since you need your mana to be as fast as possible if you have any hope of hating out your speedier opponents before they go off. I don't know if you need an Eternal Witness in this deck, and I think you could also benefit from running some more cheap mana dorks along with a Priest of Titania rather than ramp spells like Kodama's Reach to speed up your ramp and hit your end game faster. Speaking of Titania, Titania, Protector of Argoth would be pretty strong in this deck.
Like your deck! Hope this helps. :^)
September 20, 2020 4:37 p.m.
Yes, you die to crab commander damage. :(
Like the crab, and the deck. :^)
September 20, 2020 9:33 a.m.
This is actually really cool. I can tell you put a lot of work into this, and even that is probably an understatement.
Indulging Patrician would make a pretty nice White Rabbit aesthetically, but mechanics-wise doesn't really fit the whole "in two places at once, loves to be chased" theme other than she's flying. I guess you could also consider the life loss she inflicts on opponents to be her mocking and teasing.
I really like this. Nice job. :^)
September 19, 2020 4:36 p.m.
I'd recommend swapping out Chromatic Lantern, Prophetic Prism, and Worn Powerstone for different rocks. Lantern I don't feel is super necessary in a 2 color deck and I'd even be reluctant to run it in a 3 color deck. Usually it's run to make up for a weak land base or to help super color intensive decks, but your land base is really nice and your deck is a 2 color deck with a colorless focus. The draw from Prophetic Prism is probably going to benefit you less than ramp you'd get from another rock. Finally Powerstone comes in tapped and it's 3 cmc so it's much slower than what we'd probably like our ramp to be.
For Lantern I'd recommend Arcane Signet take its place, for Prophetic perhaps one like Prismatic Lens so you get to keep your mana fixing ability or Mind Stone so you retain the draw. Finally Powerstone could be swapped out for a Talisman of Curiosity. I personally would also swap out Commander's Sphere for an Izzet Signet but I know a lot of people like that you can tap it and then draw off of it so that's up to you.
You might also want some more card draw in this deck, maybe through cantrips like Brainstorm, Gitaxian Probe, and Ponder. There's also Skullclamp since you're running a few 1/1 token producers, and enchantments like Reconnaissance Mission and Coastal Piracy to synergize with your Thopter Spy Network.
I like this deck a lot. Hope this helps! :^)
September 19, 2020 4 p.m.
Are you wanting this deck to be more of a competitive stomp, or a more lax play around with equipment and give people a chance deck?
September 19, 2020 1:32 a.m.
You ever have problems with not having enough mana? Seems like your manabase might be a lil bit tight
September 19, 2020 12:07 a.m.
The once a turn clause is definitely a drawback for sure, but I the way I figured it is if you have enough consistent card draw happening every turn then you're still getting to use the ability and you're finding other cards that will trigger it. More card draw never hurts, especially when your commander's activated ability can be a wincon depending on how many cards you have in hand. That reminds me, Library of Leng and Reliquary Tower both serve as pretty good budget options for holding onto all of the cards you'll be drawing, with Thought Vessel being a good but less budget option.
As far as drawing on everyone else's turns, the previously mentioned Runic Armasaur is a really nice choice. Some decent green instant draw you might like are Aggressive Urge, Benefactor's Draught, Bind, Feral Instinct, Inspiring Call, Lace with Moonglove, Lammastide Weave (lol), Momentous Fall (lots of tokens makes the sacrifice no big deal, especially if you get some big ones out there), Provoke, Skyshroud Blessing, Viridescent Wisps, and Vivify could be considered. Also the previously mentioned Verdant Rebirth. I'd say replacing the more situational cards that you'd usually be cycling anyway with cards that net you draw and share the same cost as the cycle should serve as replacements. For example Stinging Shot and Thornado are probably better off being replaced by some of the 2 cmc cards I just listed like Aggressive Urge, purely because in that case you're getting an effect and a card instead of just paying 2 to draw a card.
Gnarlback Rhino and Veil of Summer also have the potential to net you a card on another player's turn, with Veil being a good card all around and giving you some much needed stack interaction to get around enemy counters.
September 18, 2020 10:58 p.m.
Here are some cards you might like: Beast Whisperer, Broodhatch Nantuko, Colossal Majesty, Deep Forest Hermit, Druid's Deliverance, Evolution Sage, Explore, Full Flowering, Gaea's Blessing, Garruk, Primal Hunter, Generous Stray, Giant Adephage, Gilt-Leaf Archdruid (pushing the budget, I know. Just thought I'd throw it out there),Hunter's Insight, Paragon of Eternal Wilds, Rampaging Baloths, Runic Armasaur, Sandwurm Convergence, Second Harvest, Selesnya Eulogist, Seton, Krosan Protector, Shapers' Sanctuary, Snake Umbra, Temur Sabertooth, Verdant Rebirth, Voice of Many.
Figured I'd give you a lot of different choices and you can pick through them for the ones you like.
What I would recommend you do with this deck is turn its focus into a cat and druid tribal deck that incorporates a lot of card draw and token generators along with populate effects. I feel it would bring a lot more synergy to your deck without increasing the price.
IF you ever wanted to break budget a little bit for this deck, I'd suggest maintaining the whole cat/druid/token themes and incorporating a little more of an enchantment focus with cards like Argothian Enchantress, Verduran Enchantress, Yavimaya Enchantress, Eidolon of Blossoms, and Setessan Champion. This would both boost your druid count a bit and your card draw significantly. These combined with enchantments like Beastmaster Ascension, Parallel Lives, Season of Growth and auras such as Keen Sense, and Sixth Sense, would net you a lot of value and power.
You might also consider cutting some of your lands like Blighted Woodland, Desert of the Indomitable, Slippery Karst, and maybe 1 or 2 forests, and adding in more ramp cards. I'd suggest maybe a Kodama's Reach and some artifact ramp like a Mind Stone, but I think you should focus most of your ramp on land auras like Wild Growth, Fertile Ground, Wolfwillow Haven, and Overgrowth. They'd be really nice if you ever decided to go down the Enchantress route.
I knooow this is long I'm sorry but I just see a lot of cool fun and potential in this deck of yours. :^) I tried to keep my recommendations budget but a few pricier choices might've slipped through. I hope this helps!
September 18, 2020 6:32 p.m.
The damage you get from your wheels is nice but being able to dunk your opponents' hands into the graveyard and then draw 28 cards while they get 0 with Notion Thief is a power move. Sure they aren't taking a little bit of damage, but you're establishing such insane card advantage that it doesn't matter anyway. You'll have all the answers to all your problems in your hand, and they'll be topdecking and hoping for good luck. In other words, don't worry about the damage.
As far as Damnation and Black Sun's Zenith go, I'd still recommend Damnation. Perhaps you're concerned about commander games going so long that you'd need to have repeatable wipes to rely on all game, but in reality games can be over within a matter of turns. cEDH games have the potential to end turn 1, albeit a pretty rare occurrence. It may be a singleton format with a bigger deck than you're used to, but that doesn't mean the games always drag on and on to the point where Black Sun would be netting big value all game.
Another strategy you might consider is copy effects. Cards like Dualcaster Mage could generate some big wheels for big value. You could also copy cards like Molten Psyche multiple times for really nasty damage. Assuming a player starts with 6 cards in hand, if you cast Molten Psyche and copy it just once, that alone is 18 damage. 2 copies hits for 32. Copying ordinary wheels while Nekusar is out will also do some serious damage across the board. Just something to consider.
I don't know if you'll want to take out Fate Unraveler. Probably better cards to take out before them. Deck is definitely looking stronger though. Nice job.
September 17, 2020 5:50 a.m.
Commander / EDH
SCORE: 21 | 8 COMMENTS | 589 VIEWS | IN 6 FOLDERS
Commander / EDH
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Commander / EDH
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Commander / EDH
SCORE: 2 | 53 VIEWS
|Playing since||Ravnica: City of Guilds|
|Avg. deck rating||9.67|
|Favorite formats||Commander / EDH, Modern|
|Good Card Suggestions||91|
|Last activity||17 hours|