I've been interested in building a cloudpost deck for some time now. I could never figure our what color combination to do as multi-color post decks tend to have a pricy manabase. I've settled on mono-blue as I have a mono-black and mono-green deck already and blue seems like the only other mono-colored post deck that would make sense. The following is what I am thinking so far, but I am unsure.
Not sure if it has enough blue sources or enough big plays to end the game. I'm thinking once it gets to a certain point, the Archaeomancer lock should pretty much ensure a win.
The more that I play this style of deck that more that I appreciate how much better Mnemonic Wall is than Archaeomancer. The difference between 4 and 5 is trivial in Post decks and UU is a real cost. Not because hitting UU is hard but because you want to cast your recursion spell alongside other Blue spells on the same turn and that's where things get tight. I actually find it significantly easier to cast Crush + Wall every turn because even though it's 9 vs 10 mana 6UUUU always felt harder than 7UUU. The Wall is also a better blocker which does matter because I've never once won a game with 'Mancer beats. 0/4 isn't huge or anything but it's significantly better than 1/2 and, again, I do think that the Wall is easier to manage (cost wise) in practice. I know that you're probably only playing 'Mancer because of me but in my defense my old decks used to have a lot of 3 CMC draw spells such as Compulsive Research and I liked that curve a lot. Once you start cutting those then the 3 -> 4 curve starts to become a lot less important.
4x Recurring Insight is overkill. I love the card, don't get me wrong, but this deck doesn't lose games due to a lack of value. Run 1-2 but don't go overboard.
For what it's worth I'm generally satisfied with 4x Wall and 0x Archaeomancer (or any split really). This is especially true when your deck doesn't have a critical mass of powerful 3 CMC draw spells to recur. I like the recursion well enough but they don't have value early on and you kind of want cheap spells that affect the board earlier if possible.
As much as I like loading up on "Wrath of Gods" I'm starting to think that you don't need more than 4 total since Blue Wraths aren't quite on the same level as White ones. They're still powerful for obvious reasons but I do feel as though you can overload on them. It's kinda worth noting that Whelming Wave doesn't bounce Krakens and whatnot but I mean Tide is great too since it nails all nonland perms which is better for turning Prophetic Prism into a draw engine.
I like having actual finishers such as Memnarch and Kozilek, the Great Distortion. I find that the deck durdles way too hard and while it wins games it does so far too slowly for my tastes. I like winning but I'm not looking to play a fatigue game that goes to decking so I like having some actual meat for when I hit a ton of mana. You don't need to run a ton of bombs but insofar as your deck has Academy Ruins and ways to tutor for it then you may as well jam some Myr Battlespheres in there or something. Any big Artifact should work just fine and you probably only need 1-2.
Seems like more cuts than things to add, but good points overall. I think I'll add a couple Inkwell Leviathans as finishers. I feel like 5 mass removal will end up working well with a 3/2 split between Crush of Tentacles and Whelming Wave. Crush hits all non-lands and wave will leave my finishers on the board removing all other creatures. I'm still lacking ideas for early plays. Maybe more cantrips to dig for the posts or some Jens to grab blue sources and provide another blocker?
For early-game plays I don't like loading up on Cantrips. They don't do enough IMO.
Personally I play 4x Maps and 4x Ponder at 1 CMC and then I play six 2 CMC spells which is usually 4x Prophetic Prism and then 2x Fellwar Stone or any other "real" manarock. That almost always gives me stuff to do on turns 1 and 2 and remember that even if you miss on untapped/colored mana for turn 1 (which is common) that Fellwar Stone still casts Ponder immediately on turn 2. For 3 CMC it's just Sea Gate Oracle and for 5 CMC it's only Mnemonic Wall. The biggest difference between our lists is that I personally run 4x Diluvian Primordial where you currently have Rite of Replication/Recurring Insight because I prefer the body that I can actually bounce. I don't think that you need more than 1 Inkwell and you might like Memnarch as an answer to extremely threatening spells and effects since you can easily recur it.
Hey, I wanna share my cloudpost deck maybe you get some inspiration from it.
I play a similar deck. I strongly recommend Crop Rotation over Reap and Sow since it's 1 vs 4 mana. A very common sequence is turn 2 Wall of Roots (into Ancient Stirrings) into Crop Rotation which sets you up nicely for the following turns. I also think that Wall of Blossoms should become Axebane Guardian since your deck already has eight 2 drops and the Guardian is sick with your other rampy Walls. Otherwise Moment's Peace should either be Ancient Stirrings or Sylvan Scrying unless your meta is hyper-aggressive because you already have twelve Walls for defense which should be way more than enough.
Out of curiosity (and perhaps also because I got Crush of Tentacles in the mail and I'm playing 2HG this Saturday)... What's a good Crush deck nowadays?
But I didn't want to spend a dime when I built it other than on the Surge cards so it's mostly built from my old Pauper deck. Sundering Titan needed a home after he was banned from EDH and his interaction with Crush is obviously absurd. The mana looks a lot worse than it actually is and you can goldfish it on Forge if you want to see what I mean. In practice you don't struggle to cast your spells at a reasonable clip. That being said it's obviously designed to be a 2HG deck and the reason why it has 4x Fall of the Titans and 4x Crush of Tentacles is because you can cast them on-curve with Surge via your Ally's aid and that's a big deal. Forge won't do those cards justice.
Note that Swords to Plowshares/Lightning Bolt/Flame Slash can be cards like Sudden Demise or Mizzium Mortars. Mortars is especially appealing if you can Overload it but that always felt win-more to me and I preferred having the cheaper spell in general since hitting RRR takes so long to reach.
It seems to work pretty well. It is slow, but that is the nature of the deck. I stuck with the sea monster theme (even have sea monster sleeves) and am happy with that decision. There is a minor nobo between stormtide leviathan and the octopus tokens from crush of tentacles, but the moat effect + turning glimmerposts into islands has been worth it overall.
(I traded the academy ruins which is the only reason it isn't still in the deck.)
I recommend fielding Soothsaying or Oath of Jace over Fellwar Stone. The deck doesn't need ramp and it's nice to have cheap/relevant things to bounce with Crush that don't die to creature removal. Soothsaying is a budget Sensei's Divining Top that digs you into Posts early on whereas the Oath is a powerful lategame card advantage engine that filters away excess Islands and such.
Kaladesh has just handed you Glint-Nest Crane - I wonder if it's worth swapping some of those in for Sea Gate Oracles?
They don't hit the Rites, Crushes or Archaeomancers, but they'll help ramp in a way (by hitting all the Expedition Maps and mana rocks). And they're down a turn earlier and a flying blocker.
Kaladesh has just handed you Glint-Nest Crane - I'd run that every day of the week over Sea Gate Oracle in this deck. It'll dig for artifacts, comes down a turn earlier, and is a flying blocker with a decent caboose.
Kaladesh has just handed you Glint-Nest Crane - I'd run that every day of the week over Sea Gate Oracle in this deck. It'll dig for artifacts, comes down a turn earlier, and is a flying blocker with a decent caboose.
Doesn't hit Posts.
Behold my ninja edit skills.
To be fair, it hits the Maps, which hit the Posts. Does that make it better than Sea Gate Oracle? Dunno, but I reckon it'd be worth testing at least.
To be fair, it hits the Maps, which hit the Posts. Does that make it better than Sea Gate Oracle? Dunno, but I reckon it'd be worth testing at least.
It's not.
Well, that was efficient.
The non-efficient answer would be:
It doesn't dig you into your land drops early on, it doesn't grab key combo pieces such as Wall/Crush, it doesn't hit Posts, the deck can't afford to run Artifact lands such as Darksteel Citadel, it's a weaker card advantage engine when paired with mass bounce and it doesn't always hit. This isn't an Affinity deck with 26+ Artifacts that will hit 90%+ of the time. SGO is slower but it always hits and it can grab anything relevant that you happen to see. Yes, it's only 2 cards deep but so many of your key grabs are non-artifact cards.
The fellwar stones were mostly there for additional sources of blue mana without having to play an island instead of a locus, but may not be necessary. I like the idea of Oath of Jace to dig into more value. It also tosses things in the yard that mnemonic wall can return later if needed.
The fellwar stones were mostly there for additional sources of blue mana without having to play an island instead of a locus, but may not be necessary. I like the idea of Oath of Jace to dig into more value. It also tosses things in the yard that mnemonic wall can return later if needed.
It's also relevant to note that even though it isn't card advantage it digs 3 cards to find a Post which is still insanely relevant on turn 3.
2 Devastation Tide
4 Archaeomancer
2 Mnemonic Wall
4 Expedition Map
4 Ponder
4 Sea Gate Oracle
4 Rite of Replication
4 Recurring Insight
Land
1 Academy Ruins
1 Reliquary Tower
2 Tolaria West
10 Island
4 Glimmerpost
2 Thespian's Stage
Not sure if it has enough blue sources or enough big plays to end the game. I'm thinking once it gets to a certain point, the Archaeomancer lock should pretty much ensure a win.
2 Whelming Wave
1 Archaeomancer
4 Mnemonic Wall
4 Mystic Remora
4 Expedition Map
4 Sea Gate Oracle
2 Oath of Jace
2 Inkwell Leviathan
4 Rite of Replication
1 Stormtide Leviathan
4 Glimmerpost
2 Thespian's Stage
1 Reliquary Tower
1 Tolaria West
12 Island
Prophetic Prism seems a lot better than Fellwar Stone in your current deck. You probably don't need the Ramp and the Prism is an actual draw engine with Crush of Tentacles recursion.
4x Recurring Insight is overkill. I love the card, don't get me wrong, but this deck doesn't lose games due to a lack of value. Run 1-2 but don't go overboard.
For what it's worth I'm generally satisfied with 4x Wall and 0x Archaeomancer (or any split really). This is especially true when your deck doesn't have a critical mass of powerful 3 CMC draw spells to recur. I like the recursion well enough but they don't have value early on and you kind of want cheap spells that affect the board earlier if possible.
As much as I like loading up on "Wrath of Gods" I'm starting to think that you don't need more than 4 total since Blue Wraths aren't quite on the same level as White ones. They're still powerful for obvious reasons but I do feel as though you can overload on them. It's kinda worth noting that Whelming Wave doesn't bounce Krakens and whatnot but I mean Tide is great too since it nails all nonland perms which is better for turning Prophetic Prism into a draw engine.
I like having actual finishers such as Memnarch and Kozilek, the Great Distortion. I find that the deck durdles way too hard and while it wins games it does so far too slowly for my tastes. I like winning but I'm not looking to play a fatigue game that goes to decking so I like having some actual meat for when I hit a ton of mana. You don't need to run a ton of bombs but insofar as your deck has Academy Ruins and ways to tutor for it then you may as well jam some Myr Battlespheres in there or something. Any big Artifact should work just fine and you probably only need 1-2.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
2 Whelming Wave
4 Sea Gate Oracle
4 Mnemonic Wall
4 Expedition Map
4 Fellwar Stone
2 Preordain
3 Recurring Insight
2 Inkwell Leviathan
4 Rite of Replication
Land
1 Academy Ruins
1 Reliquary Tower
2 Tolaria West
10 Island
4 Glimmerpost
2 Thespian's Stage
Personally I play 4x Maps and 4x Ponder at 1 CMC and then I play six 2 CMC spells which is usually 4x Prophetic Prism and then 2x Fellwar Stone or any other "real" manarock. That almost always gives me stuff to do on turns 1 and 2 and remember that even if you miss on untapped/colored mana for turn 1 (which is common) that Fellwar Stone still casts Ponder immediately on turn 2. For 3 CMC it's just Sea Gate Oracle and for 5 CMC it's only Mnemonic Wall. The biggest difference between our lists is that I personally run 4x Diluvian Primordial where you currently have Rite of Replication/Recurring Insight because I prefer the body that I can actually bounce. I don't think that you need more than 1 Inkwell and you might like Memnarch as an answer to extremely threatening spells and effects since you can easily recur it.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I play a similar deck. I strongly recommend Crop Rotation over Reap and Sow since it's 1 vs 4 mana. A very common sequence is turn 2 Wall of Roots (into Ancient Stirrings) into Crop Rotation which sets you up nicely for the following turns. I also think that Wall of Blossoms should become Axebane Guardian since your deck already has eight 2 drops and the Guardian is sick with your other rampy Walls. Otherwise Moment's Peace should either be Ancient Stirrings or Sylvan Scrying unless your meta is hyper-aggressive because you already have twelve Walls for defense which should be way more than enough.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
My "casual" 2HG deck of choice is currently:
4x Cloudpost
4x Glimmerpost
4x Vesuva
4x Unknown Shores
4x Shimmering Grotto
Creatures (7)
4x Sea Gate Oracle
4x Mnemonic Wall
1x Sundering Titan
4x Swords to Plowshares
4x Chromatic Sphere
4x Crop Rotation
4x Expedition Map
4x Fall of the Titans
4x Prophetic Prism
2x Prismatic Lens
1x Wear // Tear
1x Ray of Revelation
1x Ancient Grudge
4x Crush of Tentacles
But I didn't want to spend a dime when I built it other than on the Surge cards so it's mostly built from my old Pauper deck. Sundering Titan needed a home after he was banned from EDH and his interaction with Crush is obviously absurd. The mana looks a lot worse than it actually is and you can goldfish it on Forge if you want to see what I mean. In practice you don't struggle to cast your spells at a reasonable clip. That being said it's obviously designed to be a 2HG deck and the reason why it has 4x Fall of the Titans and 4x Crush of Tentacles is because you can cast them on-curve with Surge via your Ally's aid and that's a big deal. Forge won't do those cards justice.
Note that Swords to Plowshares/Lightning Bolt/Flame Slash can be cards like Sudden Demise or Mizzium Mortars. Mortars is especially appealing if you can Overload it but that always felt win-more to me and I preferred having the cheaper spell in general since hitting RRR takes so long to reach.
Another powerful option is Mystic Remora which is always insane. Way better than Ponder or Ancient Stirrings or whatever.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
It looks a lot worse than it plays. It's more competitive than people give credit for and the mana really does work.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
4 Crush of Tentacles
2 Whelming Wave
Recursion
4 Mnemonic Wall
1 Archaeomancer
Mana Fixing
2 Fellwar Stone
4 Prophetic Prism
2 Inkwell Leviathan
1 Stormtide Leviathan
4 Rite of Replication
Dig
4 Mystic Remora
4 Sea Gate Oracle
4 Expedition Map
12 Island
4 Cloudpost
4 Glimmerpost
2 Thespian's Stage
1 Tolaria West
1 Reliquary Tower
It seems to work pretty well. It is slow, but that is the nature of the deck. I stuck with the sea monster theme (even have sea monster sleeves) and am happy with that decision. There is a minor nobo between stormtide leviathan and the octopus tokens from crush of tentacles, but the moat effect + turning glimmerposts into islands has been worth it overall.
(I traded the academy ruins which is the only reason it isn't still in the deck.)
I recommend fielding Soothsaying or Oath of Jace over Fellwar Stone. The deck doesn't need ramp and it's nice to have cheap/relevant things to bounce with Crush that don't die to creature removal. Soothsaying is a budget Sensei's Divining Top that digs you into Posts early on whereas the Oath is a powerful lategame card advantage engine that filters away excess Islands and such.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
They don't hit the Rites, Crushes or Archaeomancers, but they'll help ramp in a way (by hitting all the Expedition Maps and mana rocks). And they're down a turn earlier and a flying blocker.
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Doesn't hit Posts.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Behold my ninja edit skills.
To be fair, it hits the Maps, which hit the Posts. Does that make it better than Sea Gate Oracle? Dunno, but I reckon it'd be worth testing at least.
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It's not.
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Green - Blue - Red - White - Gold
Well, that was efficient.
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The non-efficient answer would be:
It doesn't dig you into your land drops early on, it doesn't grab key combo pieces such as Wall/Crush, it doesn't hit Posts, the deck can't afford to run Artifact lands such as Darksteel Citadel, it's a weaker card advantage engine when paired with mass bounce and it doesn't always hit. This isn't an Affinity deck with 26+ Artifacts that will hit 90%+ of the time. SGO is slower but it always hits and it can grab anything relevant that you happen to see. Yes, it's only 2 cards deep but so many of your key grabs are non-artifact cards.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
It's also relevant to note that even though it isn't card advantage it digs 3 cards to find a Post which is still insanely relevant on turn 3.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold