I like to think of my "class" as green/blue, so I was rather delighted to see Rashmi as a genuinely interesting GU commander. The hard part is figuring out what to do with her. Right now, I'm working on general control (mostly copying, with some stealing) with at least vestiges of tempo wreckage left in (e.g. Temporal Spring, Set Adrift). What I need is a way to congeal the themes into something consistent. And maybe get some proper frigates besides Deep-Sea Kraken and Simic Sky Swallower.
--Hooting Mandrills: Mostly because I was looking for green delve--keeping the colors as balanced as possible is something I try to do--only to find the pickings to be slim. (And Become Immense didn't appeal to me at all.) At least it's a reasonable-size trampler.
--Exotic Orchard: Included in case Mind's Dilation swipes something with a W/B/R kicker or activation. Although come to think of it, Thran Quarry can serve the same function...
--Scrying in general: According to EDHRec, scry cards are surprisingly uncommon in Rashmi decks, at least as compared to things like Brainstorm and Mirri's Guile. In any case, I am worried I might have too much scry in relation to things that serve a purpose besides library manipulation.
--The lands: Just noting that I try to have exactly half the lands basic, exactly half non-basic.
--Simic Sky Swallower: I was getting worried that I didn't have ways to reliably do lots of damage late-game. (No, I haven't played yet; I want to get things just right at first so I don't waste money on needless cards, whether physical or online.) This came to mind as a way to do notable damage and trigger Rashmi's ability with a heavy likelihood of success.
--Cloudstone Curio, Temur Sabertooth, Sword of Light and Shadow: A card that comes back to hand is essentially another chance to activate Rashmi.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
1 Rashmi, Eternities Crafter
Lands (38)
9 Forest
10 Island
1 Alchemist's Refuge
1 Botanical Sanctum
1 Breeding Pool
1 Command Tower
1 Exotic Orchard
1 Flooded Grove
1 Halimar Depths
1 Hinterland Harbor
1 Lumbering Falls
1 Meteor Crater
1 Opal Palace
1 Reliquary Tower
1 Simic Growth Chamber
1 Soldevi Excavations
1 Temple of Mystery
1 Temple of the False God
1 Thornwood Falls
1 Thran Quarry
1 Yavimaya Coast
Creatures (27)
1 Altered Ego
1 Brutalizer Exarch
1 Coiling Oracle
1 Courser of Kruphix
1 Deep-Sea Kraken
1 Draining Whelk
1 Eternal Witness
1 Hooting Mandrills
1 Kruphix, God of Horizons
1 Magus of the Future
1 Master Thief
1 Mystic Snake
1 Progenitor Mimic
1 Prognostic Sphinx
1 Reclamation Sage
1 Sakura-Tribe Elder
1 Seedborn Muse
1 Selkie Hedge-Mage
1 Simic Sky Swallower
1 Sower of Temptation
1 Stunt Double
1 Temur Sabertooth
1 Torrential Gearhulk
1 Trygon Predator
1 Windrider Patrol
1 Wood Elves
1 Yeva, Nature's Herald
1 Asceticism
1 Cream of the Crop
1 Eyes of the Watcher
1 Jace's Sanctum
1 Leyline of Anticipation
1 Mind's Dilation
1 Mirri's Guile
1 Retreat to Coralhelm
1 Soothsaying
Artifacts (7)
1 Cloudstone Curio
1 Crystal Ball
1 Hedron Archive
1 Sensei's Divining Top
1 Simic Signet
1 Sol Ring
1 Sword of Light and Shadow
Sorceries (7)
1 Cultivate
1 Primal Command
1 Set Adrift
1 Skyshroud Claim
1 Spitting Image
1 Temporal Spring
1 Urban Evolution
Instants (11)
1 Desertion
1 Dig Through Time
1 Disallow
1 Dissolve
1 Fated Infatuation
1 Heroic Intervention
1 Krosan Grip
1 Noxious Revival
1 Plasm Capture
1 Simic Charm
1 Submerge
Some notes...
--Hooting Mandrills: Mostly because I was looking for green delve--keeping the colors as balanced as possible is something I try to do--only to find the pickings to be slim. (And Become Immense didn't appeal to me at all.) At least it's a reasonable-size trampler.
--Exotic Orchard: Included in case Mind's Dilation swipes something with a W/B/R kicker or activation. Although come to think of it, Thran Quarry can serve the same function...
--Scrying in general: According to EDHRec, scry cards are surprisingly uncommon in Rashmi decks, at least as compared to things like Brainstorm and Mirri's Guile. In any case, I am worried I might have too much scry in relation to things that serve a purpose besides library manipulation.
--The lands: Just noting that I try to have exactly half the lands basic, exactly half non-basic.
--Simic Sky Swallower: I was getting worried that I didn't have ways to reliably do lots of damage late-game. (No, I haven't played yet; I want to get things just right at first so I don't waste money on needless cards, whether physical or online.) This came to mind as a way to do notable damage and trigger Rashmi's ability with a heavy likelihood of success.
--Cloudstone Curio, Temur Sabertooth, Sword of Light and Shadow: A card that comes back to hand is essentially another chance to activate Rashmi.