I was seriously considering building a mono-blue deck with Venser at the helm and tearing my Nin, the Pain Artist deck apart. Instead, I decided to make Nin my control deck, splashing red for bomb creatures and theft.
I have a tendency to let the price of my decks start to soar, so I'd like to make a conscious effort to keep this one under $150 while still tightening it up. That means I probably have another $35 or so to spend (and if, for example, I take out a $3 card ... that $3 goes back to the deck's budget).
Cards I'm on the fence about:
Magosi, the Waterveil: I don't take extra turns, but this seems like a good early-turn play. However, the first time I tried, it died to land destruction. Should it just be an island?
Seat of the Synod: Trinket Mage target in the event that I don't hit my land drops, but dies to artifact destruction. Should it just be an island?
Mystifying Maze: I took Maze of Ith out, put this in instead. But with the number of enter the battlefield effects that see play in EDH, how often will I be able to blink my opponents' creatures without suffering?
Any cards I'm missing? What about ratios: more counters? Fewer counters? Better counters?
I generally want to run as many indestructible creatures as I can. The small ones make great walls, the big ones are efficient beaters that are immune to most sweepers, and they combo so well with Nin.
Here are my suggestions: creepy doll- the more indestructible, the better muddle the mixture- counterspell + tutor drift of phantasms- wall + tutor darksteel gargoyle darksteel sentinel gorgon flail- basiclisk collar #2 tezzeret the seeker- probably the best planeswalker for the deck heat stroke- this changes the way the game is played in your favor. With a high number of indestructible creatures, you suddenly have the only creatures that won't die in combat. Very solid inclusion laboratory maniac- Just in case you're drawing 10+ cards a turn sturmgeist- similar to psychosis crawler spellskite- very useful protection, and can be zapped for 3 cards a turn clout of the dominus- useful for Nin and Niv-Mizzet elgaud shieldmate- protection that can be zapped for 2 cards forbid- yup encrust- I think this is the best blue Commander-hosing enchantment. darksteel plate corrupted conscience- of all the creature steal, this one turns what you steal into a game ending threat. It also 'turns on' one of your own creatures into a threat curse of the nightly hunt- I'm testing this card as a political card. I've noticed in multiplayer that "must always attack" cards are good at preventing one player from getting out of hand, and this curse makes the rest of their game difficult. Also a good choice against someone who plays utility creatures, as opposed to combat-oriented critters manor gargoyle diplomatic immunity alexi's cloak izzet staticaster- out against tokens, plus it combos with deathtouch venser's journal- probably want this rather than spellbook hoarding dragon- might be coming out, as whenever I play it it always eats a swords to plowshares consecrated sphinx darksteel myr
You need cards like:
Expedition Map - get any land
I don't really play any must-have lands that I'd need at a given time. I'm usually happy with 2+ blue sources in my opening hand, and from there, I'm good to go.
Ethereal Usher - tutor Niv-Mizzet, the Firemind, Niv-Mizzet, Dracogenius
Niv really isn't a primary win condition for the deck. If I could transmute at instant speed, I'd love it. But I'd rather run a legitimate search option than one with limited targets.
Drift of Phantasms - tutor lots of 3cc spells (ie. Ophidian Eye)
I like this one better, because I run many more three drops than six drops (15 vs. 6), including my best counters. And a flying wall is great. Could take Guard Gomazoa's spot.
Vedalken Aethermage - tutor any wizard (ie. Nin, the Pain Artist, Niv-Mizzet, the Firemind, Niv-Mizzet, Dracogenius, etc)
Dizzy Spell - tutor 1cc spells (ie. Curiosity)
Muddle the Mixture - counter and tutor for your Nin, the Pain Artist
I only run five one drops, none of which are key to my plans. And Nin is my general, but not a primary win condition. If she gets tucked, so be it -- I'm not going out of my way to tutor her back up.
Mnemonic Wall - same as Izzet Chronarch
Archaeomancer - same as Izzet Chronarch
Good points. I have a friend who likes to go infinite using these guys and extra turn effects. I'm not sure I want to go there, but bouncing counters back to hand seems good.
Mulldrifter - staple for blue deck
Meh. I generally draw good.
Curiosity - combo for Niv-Mizzet, the Firemind
Ophidian Eye - same as Curiosity
Not really much of a combo fan, but if I take this deck to play in a GP's side event or another competitive venue, I'll definitely consider them.
Darksteel Ingot - you need more artifact based ramp
Manalith - same as before
Coalition Relic - same
Vessels of Endless Rest - same
I actually started cutting mana rocks. I never seem to miss land drops, given all the card draw. I've been contemplating a Thran Dynamo, but haven't stalled out in a game yet.
Relic of Progenitus - allows you to control graveyards
Wipe Away - for enemy combo breaks
Torpor Orb - if enemy has alot of ETB effect
That's what all the counters are for?
Darksteel Pendant - if you cant afford Sensei's Divining Top
Part of me really wants to buy another Top. I'd probably try out the Pendant as a budget option if Trinket Mage could hit it. As is, I tend to focus more on drawing lots of cards than filtering the quality of my draws.
There's a good chance that Drift of Phantasms and Archaeomancer make their ways in.
I generally want to run as many indestructible creatures as I can. The small ones make great walls, the big ones are efficient beaters that are immune to most sweepers, and they combo so well with Nin.
Here are my suggestions: creepy doll- the more indestructible, the better
Thought about it for flavor purposes only with Stuffy Doll, but would rather have Psychosis Crawler in the same spot.
Muddle the Mixture is another good suggestion that'll likely go in. It finds Cyclonic Rift and Lightning Greaves, two cards that are often very useful.
I'm usually not drawing so many cards with Nin that I can't just ping one of my creatures for non-lethal damage. If I do need to draw a ton, I can always just ping Nin herself and re-cast her. I think that's a better use of resources than sinking 7 mana into the Gargoyle. The Sentinel is a better option given flash; if I left mana up for a counter (standard) and didn't need it (also standard), it gives me something else to do.
Very true. Not sure why I don't run him. He'll probably make his way in.
heat stroke- this changes the way the game is played in your favor. With a high number of indestructible creatures, you suddenly have the only creatures that won't die in combat. Very solid inclusion
If there were more solid indestructible options, I'd certainly consider it. But I need indestructible creatures that offer additional benefits. Plus, Avacyn's a card that sees lots of play for my opponents.
encrust- I think this is the best blue Commander-hosing enchantment.
Probably so. I like saving Spell Crumple and Hinder for the generals I hate seeing, though. An enchantment can be destroyed; a tuck effect is harder to recover from.
Had it in, took it out. For five, I'd rather just drop Stuffy Doll. The equipped creature will just eat a Path to Exile anyway.
corrupted conscience- of all the creature steal, this one turns what you steal into a game ending threat. It also 'turns on' one of your own creatures into a threat
My meta hates infect; I love it. They might have to get over it.
curse of the nightly hunt- I'm testing this card as a political card. I've noticed in multiplayer that "must always attack" cards are good at preventing one player from getting out of hand, and this curse makes the rest of their game difficult. Also a good choice against someone who plays utility creatures, as opposed to combat-oriented critters
Maybe in addition to Spellbook. I like Venser's Journal, don't get me wrong. But finding Spellbook with Trinket Mage and dropping it same turn is useful.
hoarding dragon- might be coming out, as whenever I play it it always eats a swords to plowshares
Yeah, I took it out of my Jor Kadeen deck in favor of Thundermaw Hellkite. If I'm going to eat a removal spell, at least make it be worth it (and not lose an artifact permanently, too!).
1 Nin, the Pain Artist
Counters
1 Venser, Shaper Savant
1 Overwhelming Intellect
1 Counterlash
1 Rewind
1 Scattering Stroke
1 Spell Crumple
1 Hinder
1 Dissipate
1 Cancel
1 Counterflux
1 Arcane Denial
1 Negate
1 Counterspell
1 Izzet Charm
1 Deprive
Steal
1 Conquering Manticore
1 Zealous Conscripts
1 Dominus of Fealty
1 Mimic Vat
1 Control Magic
1 Insurrection
Destroy/Damage/Remove
1 Inferno Titan
1 Hoard-Smelter Dragon
1 Niv-Mizzet, the Firemind
1 Chaos Warp
1 Cyclonic Rift
1 Pongify
1 Stuffy Doll
1 Psychosis Crawler
Draw
1 Jin-Gitaxias, Core Augur
1 Sphinx of Magosi
1 Niv-Mizzet, Dracogenius
1 Spellbook
1 Rhystic Study
1 Invoke the Firemind
1 Concentrate
Top-Deck Control
1 Cryptic Annelid
1 Spire Owl
Search
1 Trinket Mage
1 Firemind's Foresight
1 Fabricate
Accelerate
1 Solemn Simulacrum
1 Goblin Electromancer
1 Gilded Lotus
1 Izzet Keyrune
1 Izzet Signet
1 Sol Ring
Equipment
1 Sword of Feast and Famine
1 Quietus Spike
1 Lightning Greaves
1 Basilisk Collar
1 Skullclamp
Beaters
1 Akroma, Angel of Fury
1 Malignus
1 Mindshrieker
1 Guard Gomazoa
1 Fog Bank
1 Blustersquall
Utility
1 Izzet Chronarch
1 Clone
1 Sakashima's Student
1 Leyline of Anticipation
1 Rite of Replication
Land
1 Command Tower
1 Izzet Boilerworks
1 Steam Vents
1 Sulfur Falls
1 Izzet Guildgate
1 Reliquary Tower
1 Temple of the False God
1 Mystifying Maze
1 Desolate Lighthouse
1 Vivid Crag
1 Vivid Creek
1 Magosi, the Waterveil
1 Tolaria West
1 Halimar Depths
1 Seat of the Synod
14 Island
7 Mountain
I have a tendency to let the price of my decks start to soar, so I'd like to make a conscious effort to keep this one under $150 while still tightening it up. That means I probably have another $35 or so to spend (and if, for example, I take out a $3 card ... that $3 goes back to the deck's budget).
Cards I'm on the fence about:
Any cards I'm missing? What about ratios: more counters? Fewer counters? Better counters?
Here are my suggestions:
creepy doll- the more indestructible, the better
muddle the mixture- counterspell + tutor
drift of phantasms- wall + tutor
darksteel gargoyle
darksteel sentinel
gorgon flail- basiclisk collar #2
tezzeret the seeker- probably the best planeswalker for the deck
heat stroke- this changes the way the game is played in your favor. With a high number of indestructible creatures, you suddenly have the only creatures that won't die in combat. Very solid inclusion
laboratory maniac- Just in case you're drawing 10+ cards a turn
sturmgeist- similar to psychosis crawler
spellskite- very useful protection, and can be zapped for 3 cards a turn
clout of the dominus- useful for Nin and Niv-Mizzet
elgaud shieldmate- protection that can be zapped for 2 cards
forbid- yup
encrust- I think this is the best blue Commander-hosing enchantment.
darksteel plate
corrupted conscience- of all the creature steal, this one turns what you steal into a game ending threat. It also 'turns on' one of your own creatures into a threat
curse of the nightly hunt- I'm testing this card as a political card. I've noticed in multiplayer that "must always attack" cards are good at preventing one player from getting out of hand, and this curse makes the rest of their game difficult. Also a good choice against someone who plays utility creatures, as opposed to combat-oriented critters
manor gargoyle
diplomatic immunity
alexi's cloak
izzet staticaster- out against tokens, plus it combos with deathtouch
venser's journal- probably want this rather than spellbook
hoarding dragon- might be coming out, as whenever I play it it always eats a swords to plowshares
consecrated sphinx
darksteel myr
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
I don't really play any must-have lands that I'd need at a given time. I'm usually happy with 2+ blue sources in my opening hand, and from there, I'm good to go.
Niv really isn't a primary win condition for the deck. If I could transmute at instant speed, I'd love it. But I'd rather run a legitimate search option than one with limited targets.
I like this one better, because I run many more three drops than six drops (15 vs. 6), including my best counters. And a flying wall is great. Could take Guard Gomazoa's spot.
I only run five one drops, none of which are key to my plans. And Nin is my general, but not a primary win condition. If she gets tucked, so be it -- I'm not going out of my way to tutor her back up.
Good points. I have a friend who likes to go infinite using these guys and extra turn effects. I'm not sure I want to go there, but bouncing counters back to hand seems good.
Meh. I generally draw good.
Not really much of a combo fan, but if I take this deck to play in a GP's side event or another competitive venue, I'll definitely consider them.
I actually started cutting mana rocks. I never seem to miss land drops, given all the card draw. I've been contemplating a Thran Dynamo, but haven't stalled out in a game yet.
That's what all the counters are for?
Part of me really wants to buy another Top. I'd probably try out the Pendant as a budget option if Trinket Mage could hit it. As is, I tend to focus more on drawing lots of cards than filtering the quality of my draws.
There's a good chance that Drift of Phantasms and Archaeomancer make their ways in.
Thought about it for flavor purposes only with Stuffy Doll, but would rather have Psychosis Crawler in the same spot.
Muddle the Mixture is another good suggestion that'll likely go in. It finds Cyclonic Rift and Lightning Greaves, two cards that are often very useful.
I'm usually not drawing so many cards with Nin that I can't just ping one of my creatures for non-lethal damage. If I do need to draw a ton, I can always just ping Nin herself and re-cast her. I think that's a better use of resources than sinking 7 mana into the Gargoyle. The Sentinel is a better option given flash; if I left mana up for a counter (standard) and didn't need it (also standard), it gives me something else to do.
I'd rather be playing Quietus Spike in the same range.
Very true. Not sure why I don't run him. He'll probably make his way in.
If there were more solid indestructible options, I'd certainly consider it. But I need indestructible creatures that offer additional benefits. Plus, Avacyn's a card that sees lots of play for my opponents.
Actually seriously considered this in my self-mill Mimeoplasm deck, but my play group doesn't particular care for alt win-cons.
Very true, but with wings. Another good candidate for the deck, and only $0.30.
Play a lot of this in my Karn Tron modern deck. Could definitely makes its way in here.
Better for Niv. I usually like to be able to ping Nin herself if necessary.
Is it bad that I don't really care if people mess with my own creatures? I'm more about denying you resources than about building my own.
Yup.
Probably so. I like saving Spell Crumple and Hinder for the generals I hate seeing, though. An enchantment can be destroyed; a tuck effect is harder to recover from.
Had it in, took it out. For five, I'd rather just drop Stuffy Doll. The equipped creature will just eat a Path to Exile anyway.
My meta hates infect; I love it. They might have to get over it.
So easy to blow up an enchantment, though.
Another spot where I'd rather have a cooler five-drop creature than something that's indestructible for indestructibility's sake.
Potential.
Very true.
Maybe in addition to Spellbook. I like Venser's Journal, don't get me wrong. But finding Spellbook with Trinket Mage and dropping it same turn is useful.
Yeah, I took it out of my Jor Kadeen deck in favor of Thundermaw Hellkite. If I'm going to eat a removal spell, at least make it be worth it (and not lose an artifact permanently, too!).
How do I not run Consecrated Sphinx in this deck?
See above, and above, and above (though better than probably all the other options due to its relatively low CMC).
Thanks for the thoughtful reply!
OUT: ???
Honestly not sure. Maybe Hoard-Smelter Dragon, Guard Gomazoa, Spire Owl, Overwhelming Intellect, Invoke the Firemind, Concentrate?