Oops, sorry, misread it. My bad. Yeah, OK, that really has a lot of potential. Do you think that a deck with this Legend at it's helms would be built similar to a Maelstrom Wanderer EDH deck?
I personally would play him with a whole bunch of etb creatures. Academy researchers definitely has some great value potential. Cast ydris into a researcher and get a good aura on the field, potentially with its own etb. If you're playing against a 3-5 color deck there's a bunch of non basics your opponent is relying on do something like anathemancer wouldn't be terrible. To go with the researchers bestial fury wouldn't be bad to drop either. Later game is like to cascade into a big game hunter. Or you could cascade into something like peregrine drake or cloud of faeries to untap some of your lands and cast another spell that turn. That's the kind of deck I would build around him though is some sort of control with a bunch of etb effects. There's a lot of good counterspells out there but I don't see there being too many in one deck. The only thing I could see changing the game up is a well timed wrath but something like eldrazi monument can fix that. Then they're just stuck with their exile spells. But with eldrazi monument I'd want token generation on etb just to be able to sac the tokens instead of legitimate creatures.
Armed/dangerous would be a fun one give ydris double strike and attack with something else dumb along side him and just redirect all blockers to the something dumb. If we're going the double strike rout assault strobe definitely needs to be on the list for a single red that's definitely nice. Berserkers onslaught in the later game to give everyone you attack with double strike. Blood mist needs to be there as well. Domri rade although it may be hard to get to his ultimate. Equipment like fire shrieker and grappling hook may have some relevance. Psychotic fury is a must add in an aggro build. Runes of the deus would be a fun one to play. Give him +2/+2 trample and double strike. Savage beating would be a good one. Give everyone double strike and get an additional combat phase to be able to cascade multiple times. Temur battle rage would also be a great value to cast. Giving him trample and double strike for 2 cmc is crazy value to be able to cascade into something else good.
Battle rage won't give you the value you think sense he already has trample, and it won't cascade. And assault strobe is a good card but it adds another cascade blank to your list and at 1cmc it is a blank that stops the cascade from anything. If it is the only miss on the list and you don't have too many subpar hits you can probably get away with it, but when you start talking about adding battle rage which is another miss and more auras and equipment that do t give any value until the next turn it starts being a bigger problem.
The tension with yidris is that he wants you to be casting different kinds of spells pre combat than post combat. balancing the enablers with the value cards is the problem. I'd air on the safe side of fewer enablers. too many enablers ruins your cascades, but even with zero enablers you're still getting your value cascades.
Sense you should limit your combat tricks pretty heavily I would suggest only using cards you can get multiple uses out of, and that you could still use in your second main phase, instead if strobe and battle rage
I like it because I don't mind playing it after combat or off a cascade. Can always just take the extra combat step.
And if you play it entwined post combat you get the same 4 cascades, one off beating and 3 off the other spell instead of 4 off the second one. That will probably work out better sense the first cascade will be off 5cmc and the second spell will usually cost less
Do you know what is also really good? Reading.
Cast Savage Beating only during your turn and only during combat.
yep, completely forgot about that part, thanks for reminding me. disregard what i said about playing it off cascade, thats one cascade blank in the deck, though at 5cmc it wont be a problem too often i hope. but honestly there is a pretty good chance i would choose use this after damage but before moving to main phase so i would still get the cascade trigger on it, i would be trading the extra hit of double strike for a cmc5 cascade and then the number of cascades is the same as i said before and the rest works out pretty much the same
Another route I was thinking about are rattlesnake cards like Executioner's Capsule and Caustic Caterpillar that Cascade when they come in, but don’t lock you into tapout Sorcery mode. Spellbombs are pretty good too. The 0cmc cards in the deck would be the insane premium type (Wheel of Fate, Ancestral Vison, Mana Crypt, Lotus Bloom, etc). Getting all of those from out of your deck for free is crazy.
Also, the “counterspells” that work similarly, like Mausoleum Wanderer and Glen Elendra Archmage. They cascade when they come in, then wait for the right time to do their thing.
Also, Momir Vig, Simic Visionary seems to be really good for a more creature-oriented version of the deck. Cast Wood Elves with Cascade, tutor for Coiling Oracle and find it with the Cascade, cast it and get both Momir triggers. Seems really strong to set up what you Cascade into, and then trigger Momir again from casting from Cascade.
This is what I currently have set up for Yidris. All my swords are tied into my murder Hippo deck and only have 1 of each copy. No extra shoes to pass along as well. During my tests with this I've had turn 4 and turn 4 Maelstrom Wanderers triple Cascading with Yidris' effect. I'm up for suggestions on improving. No Dual lands, shock lands, fetch lands.
So this guy is a fun alternative to Maelstrom Wanderer and Intet the dreamer and has the wonderful addition of black.
Most obvious things to play with are double strike and extra combat steps. Not having white limits double strike cards but there are plenty in red and artifacts.
I mocked up a Storm list for a few goes around, and I actually found it a little clunky in a few ways. Mostly, Yidris and the Storm playstyle each pull you in different directions. Yidris wants you to take the most advantage of any turn where you have his effect post-combat, and Storm wants you to hold cards in hand and pass until you have a “critical mass”. So although I’ve seen Yidris played out T3 and that player Storm off on their next T4, it wasn’t consistent for me when I mocked it up.
What Yidris ended up contributing (and reading other posts I think is agreed) is just a bit of additional cards and mana build-up until he got killed. The combo turn always came later. And a decent portion of the time he would Cascade into stuff that I really didn’t want to use at the time (Dark Ritual, Cabal Ritual, Manamorphose, High Tide), but which are the grease that holds together decks running Past in Flames , Yawgmoth’s Will, Mizzix’s Mastery, etc.
From a quick glance at Macabre’s build, all of the rituals except High Tide actually got cut for about 20 slots of 2cmc ramp. That might be the more sensible thing to do with Yidris. But, it is really disappointing to lose rituals, and if the goal is building to a high static mana count anyway, a more compact combo like Reset-Reiterate might be just as easy to stick as a huge Tendrils turn.
Another solution might be getting Yidris in with Flash. Using something like Leyline of Anticipation or Winding Canyons, and you don’t have to try for Yidris until you’ve got the cards in hand to try to go off. Of course, relying on specific cards from your deck is not great. But otherwise, seems that Yidris doesn’t really add that much over Jeleva, unless you are either using Green to get a higher land count or using Yidris himself.
I mocked up a Storm list for a few goes around, and I actually found it a little clunky in a few ways. Mostly, Yidris and the Storm playstyle each pull you in different directions. Yidris wants you to take the most advantage of any turn where you have his effect post-combat, and Storm wants you to hold cards in hand and pass until you have a “critical mass”. So although I’ve seen Yidris played out T3 and that player Storm off on their next T4, it wasn’t consistent for me when I mocked it up.
What Yidris ended up contributing (and reading other posts I think is agreed) is just a bit of additional cards and mana build-up until he got killed. The combo turn always came later. And a decent portion of the time he would Cascade into stuff that I really didn’t want to use at the time (Dark Ritual, Cabal Ritual, Manamorphose, High Tide), but which are the grease that holds together decks running Past in Flames , Yawgmoth’s Will, Mizzix’s Mastery, etc.
From a quick glance at Macabre’s build, all of the rituals except High Tide actually got cut for about 20 slots of 2cmc ramp. That might be the more sensible thing to do with Yidris. But, it is really disappointing to lose rituals, and if the goal is building to a high static mana count anyway, a more compact combo like Reset-Reiterate might be just as easy to stick as a huge Tendrils turn.
Another solution might be getting Yidris in with Flash. Using something like Leyline of Anticipation or Winding Canyons, and you don’t have to try for Yidris until you’ve got the cards in hand to try to go off. Of course, relying on specific cards from your deck is not great. But otherwise, seems that Yidris doesn’t really add that much over Jeleva, unless you are either using Green to get a higher land count or using Yidris himself.
But what about using Yidris as value engine to accelerate the game and then getting cards like Palnychron etc to generate huge amounts of mana to combo off. In this case your deck would be more value oriented, topfocused to control your draws just enough to let you draw most stuff at the right time by crippling their hands with wheel-effects. The combo via Storm comes later. And by later I am not talking about turn 20, but more like turn 9 to 12 given the fact that you live till then.
So now the deck has been out for a few days, what does everyone have problems with in their yidris good stuff deck or yidris storm? I haven't fully committed to one or the either.
Wasn't able to buy it yet But I wanna try a Cascade deck which goes nearly infinite with Palynchron and bounces to draw all your library and end the game.
I combined my Intet, the Dreamer deck with Yidris, I must say the end result is oddly similar that of Narset, i.e., you attack and get your cascade, and suddenly you never stopped attacking.
I'm running a creatureless storm-style brew that was initially brainstormed as an Oops All Spells thing and backed down a little from that all-in design over time in favor of more consistency.
My experience has been that the if you hit someone with Yidris and have about 4 CMC of stuff to cast, you either win or get so far ahead you may as well have won. Yidris is a must-eliminate target for the table as soon as you try to land him, much like Narset. If he sticks and hits, it's usually over.
So now the deck has been out for a few days, what does everyone have problems with in their yidris good stuff deck or yidris storm? I haven't fully committed to one or the either.
Currently testing a “goodstuff” brew with as many free 2cmc spells as possible, with the goal of developing Sol Ring, Exploration, Top, and Wheel of Fate every game. As explained, hitting with Yidris tends to put you so far ahead that you might as well have won. I recall it’s the first time I’ve ever hard cast Jin-Gitaxias in an EDH game.
All stars have been Lotus Cobra and Bloom Tender. The problem is occasionally running out of gas on the Cascade turn, and of course, getting Yidris killed. Trying to work out a decent Flash package.
What do you people think of Recycle and Null Profusion? If you're looking to cast as much as possible in a turn, you probably won't run out of gas, especially with things like Mana Flare, Early Harvest, and Turnabout.
What do you people think of Recycle and Null Profusion? If you're looking to cast as much as possible in a turn, you probably won't run out of gas, especially with things like Mana Flare, Early Harvest, and Turnabout.
I would try Future Sight and Magus of the Future before those. It is just easier to manage, less likely to backfire, and ends up being easier to play a bit of interaction. Other cards that are also good for the big Cascade turn are Memory Jar and Attunement. Some way to draw cards without the mana commitment. Also, just putting Wheel of Fate back into your deck with Memory's Journey and Krosan Reclamation has done well for me, and they hang around as rattlesnakes against players trying to use the graveyard or go off with Laboratory Maniac.
You're right. It works better if you Cascade into your Top first. Also, I rarely find myself Cascading very much at the point of the game where I'm playing a 6cmc enchantment. Yidris rarely lives more than 1-2 swings.
But as for the others, they work really well. I've been having good results with Ideas Unbound also in a specific build where the 2cmc slot is what I want to Cascade.
The card is cool but there is no competitive reason to play it over jeleva in my mind as the green splash does effectively nothing,the best card you get is carpet of flowers. The card itself is not better either they both require a swing and he does not work when you run out of gas. Consider the vintage power lines you get are typically better than casting a 4cc creature and you want the command zone to be a way to not hit top deck mode or push through hate this seems like a poor choice . Storm will always be a strong deck and he is better than a random 5cc commander but just seems like a worse jeleva. I will say his combo turn when you cast something like time spiral would probably be very satisfying to play out.
I have been noticing with my 2cmc driven build that it’s pretty automatic to get everything from out of the deck that is 1cmc and below. The consistency of doing this by Turn 5-6 or so is pretty solid. I’ve got a few ideas to take some niche cards a 1cmc and ride with them as far as possible. The cards I’ve been considering are:
Vanishing – Sort of play it out like Bruna, where you just commit to one creature and protect with Vanishing. It’s kind of hard to play draw-go with the rest of the deck though, if you want value out of Cascades.
Sensei’s Divining Top – The old Future-Top combo with Cloud Key, Etherium Sculptor… ? Top has been pretty necessary so far in all builds, since it’s the one thing that guarantees value from the 2cmc cascades after all the 1cmc and lower cards are out of the deck.
Another unrelated synergy that has to do with gaming the cmc’s, I tried out the enchantress cards, and they are actually quite good when you can cascade reliably into enchantments. I’ve had just Exploration and a few other enchantments in there at 1cmc, and really, drawing 2-3 extra cards without spending mana that turn is great when you’re trying to chain spells together.
I’ve tried enchantress before and it was always terrible, but there is some consistency here with the cmc you’re going to Cascade into that it ended up better than expected.
If you build this deck with no 1 mana spells, a ton of 2 mana cost ramp, a hypergenesis, and big eldrazi, it could be interesting.
You can also put 1=cmc spells in. Cascade can cascade a cmc=1 spell into a cmc=0. So you cascade into Hypergenesis always if you cascade with a cmc=1. Now if you don't want spells with cmc=1 to get cast you would be right. You need to cut them to reliably cast Hypergenesis. But on the other hand wouldn't you want cmc=1 draw and sculpt spells.
EDH:
Maelstrom Wanderer
Niv-Mizzet, the Firemind
The tension with yidris is that he wants you to be casting different kinds of spells pre combat than post combat. balancing the enablers with the value cards is the problem. I'd air on the safe side of fewer enablers. too many enablers ruins your cascades, but even with zero enablers you're still getting your value cascades.
Sense you should limit your combat tricks pretty heavily I would suggest only using cards you can get multiple uses out of, and that you could still use in your second main phase, instead if strobe and battle rage
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
Monthly Proxy Legacy
Charlotte/Greensboro area, NC
Pm me for details
Do you know what is also really good? Reading.
Modern: WURG Twin
Standard: Mardu Planeswalkers
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/661834-mardu-planeswalker?comment=1
Monthly Proxy Legacy
Charlotte/Greensboro area, NC
Pm me for details
Also, the “counterspells” that work similarly, like Mausoleum Wanderer and Glen Elendra Archmage. They cascade when they come in, then wait for the right time to do their thing.
Also, Momir Vig, Simic Visionary seems to be really good for a more creature-oriented version of the deck. Cast Wood Elves with Cascade, tutor for Coiling Oracle and find it with the Cascade, cast it and get both Momir triggers. Seems really strong to set up what you Cascade into, and then trigger Momir again from casting from Cascade.
4 Yidris, Maelstrom Wielder
Creatures:
2 Coiling Oracle
2 Sakura-Tribe Elder
3 Animar, Soul of Elements
3 Fierce Empath
3 Shaman of FOrgotten Ways
3 Wood Elves
3 Yavimaya Elder
4 Bloodbraid Elf
4 Gamekeeper
4 Jarad, Golgari Lich Lord
4 Oracle of Mul Daya
4 Sakashima the Impostor
5 Indrik Stomphowler
5 Keranos, God of Storms
5 Kruphix, God of Horizons
5 Mulldrifter
5 Nath of the Gilt-Leaf
5 Xenagos, God of Revels
6 Arcanis the Omnipotent
6 Deadeye Navigator
6 Etherium-Horn Sorcerer
6 Inet, the Dreamer
6 Niv-Mizzet, the Firemind
6 Progenitor Mimic
6 Sun Quan, Lord of Wu
6 Thunderfoot Baloth
7 Blood Tyrant
7 Spearbreaker Behemoth
8 Maelstrom Wanderer
Artifacts:
1 Sol Ring
2 Dimir Signet
2 Fellwar Stone
2 Rakdos Signet
2 Simic Signet
3 Chromatic Lantern
3 Commander's Sphere
3 Crystal Shard
3 Sol Grail
3 Jace Beleren
4 Garruk Wildspeaker
4 Kiora, the Crashing Wave
7 Karn Liberated
Enchantments:
5 Future Sight
Sorcery:
1 Killing Wave
3 Cultivate
3 Kodama's Reach
3 Parting Thoughts
4 Decimate
4 Far Wanderings
4 Explosive Vegetation
4 Rite of Replication
4 Unexpected Results
5 All Suns' Dawn
Instant:
2 Rakdos Charm
3 Capsize
3 Putrefy
5 Bituminous Blast
6 Curtains' Call
6 Spelljack
Lands:
3 Forest
3 Mountain
3 Swamp
2 Island
1 Command Tower
1 Crumbling Necropolis
1 Darkslick Shores
1 Dismal Backwater
1 Dragonskull Summit
1 Drowned Catacomb
1 Evolving Wilds
1 Exotic Orchard
1 Frontier Bivouac
1 Golgari Rot Farm
1 Graven Cairns
1 Gruul Turf
1 Highland Weald
1 Izzet Boilerworks
1 Izzet Guildgate
1 Jungle Hollow
1 Opulent Palace
1 Rakdos Carnarium
1 Rugged Highlands
1 Savage Lands
1 Simic Growth Chamber
1 Simic Guildgate
1 Swiftwater Cliffs
1 Temple of Abandon
1 Temple of Epiphany
1 Temple of Mystery
1 Temple of the False God
1 Terramorphic Expanse
1 Thornwood Falls
This is what I currently have set up for Yidris. All my swords are tied into my murder Hippo deck and only have 1 of each copy. No extra shoes to pass along as well. During my tests with this I've had turn 4 and turn 4 Maelstrom Wanderers triple Cascading with Yidris' effect. I'm up for suggestions on improving. No Dual lands, shock lands, fetch lands.
BWREDGAR MARKOV VAMPIRESBWR
I saw an interesting take on Storm in this video. I am currently working on a more budgetish list.
Greetings
King
UWRWorking on: Pyromancer AscensionUR
What Yidris ended up contributing (and reading other posts I think is agreed) is just a bit of additional cards and mana build-up until he got killed. The combo turn always came later. And a decent portion of the time he would Cascade into stuff that I really didn’t want to use at the time (Dark Ritual, Cabal Ritual, Manamorphose, High Tide), but which are the grease that holds together decks running Past in Flames , Yawgmoth’s Will, Mizzix’s Mastery, etc.
From a quick glance at Macabre’s build, all of the rituals except High Tide actually got cut for about 20 slots of 2cmc ramp. That might be the more sensible thing to do with Yidris. But, it is really disappointing to lose rituals, and if the goal is building to a high static mana count anyway, a more compact combo like Reset-Reiterate might be just as easy to stick as a huge Tendrils turn.
Another solution might be getting Yidris in with Flash. Using something like Leyline of Anticipation or Winding Canyons, and you don’t have to try for Yidris until you’ve got the cards in hand to try to go off. Of course, relying on specific cards from your deck is not great. But otherwise, seems that Yidris doesn’t really add that much over Jeleva, unless you are either using Green to get a higher land count or using Yidris himself.
But what about using Yidris as value engine to accelerate the game and then getting cards like Palnychron etc to generate huge amounts of mana to combo off. In this case your deck would be more value oriented, topfocused to control your draws just enough to let you draw most stuff at the right time by crippling their hands with wheel-effects. The combo via Storm comes later. And by later I am not talking about turn 20, but more like turn 9 to 12 given the fact that you live till then.
Greetings
King
UWRWorking on: Pyromancer AscensionUR
Greetings
King
UWRWorking on: Pyromancer AscensionUR
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
My experience has been that the if you hit someone with Yidris and have about 4 CMC of stuff to cast, you either win or get so far ahead you may as well have won. Yidris is a must-eliminate target for the table as soon as you try to land him, much like Narset. If he sticks and hits, it's usually over.
Most Used (of many dozens) EDH Decks:
Brago, King Eternal - Stax
Grenzo, Dungeon Warden - Aggro Combo
Wort, the Raidmother - Spellslinger Swarm Control
Animar, Soul of Elements - Tempo Combo
Yidris, Maelstrom Wielder - Spellslinger
Exodia the Forbidden One:
Oona, Queen of the Fae - Combowins.dec
Currently testing a “goodstuff” brew with as many free 2cmc spells as possible, with the goal of developing Sol Ring, Exploration, Top, and Wheel of Fate every game. As explained, hitting with Yidris tends to put you so far ahead that you might as well have won. I recall it’s the first time I’ve ever hard cast Jin-Gitaxias in an EDH game.
All stars have been Lotus Cobra and Bloom Tender. The problem is occasionally running out of gas on the Cascade turn, and of course, getting Yidris killed. Trying to work out a decent Flash package.
The Stax build would be brutal. Stuff like Thoughts of Ruin, Tectonic Break, Sunder, Boom//Bust, Jin-Jin, Sire of Insanity would tend to put the game away very reliably in that setup.
Beating Face with Bane
Beatrice, the Golden Witch
I would try Future Sight and Magus of the Future before those. It is just easier to manage, less likely to backfire, and ends up being easier to play a bit of interaction. Other cards that are also good for the big Cascade turn are Memory Jar and Attunement. Some way to draw cards without the mana commitment. Also, just putting Wheel of Fate back into your deck with Memory's Journey and Krosan Reclamation has done well for me, and they hang around as rattlesnakes against players trying to use the graveyard or go off with Laboratory Maniac.
TBH, draw is rarely the problem for me.
But as for the others, they work really well. I've been having good results with Ideas Unbound also in a specific build where the 2cmc slot is what I want to Cascade.
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Training Grounds – All the expensive activated abilities in these colors – Memnarch, Olivia Voldaren, Thrasios, Triton Hero, so on.
Vanishing – Sort of play it out like Bruna, where you just commit to one creature and protect with Vanishing. It’s kind of hard to play draw-go with the rest of the deck though, if you want value out of Cascades.
Sensei’s Divining Top – The old Future-Top combo with Cloud Key, Etherium Sculptor… ? Top has been pretty necessary so far in all builds, since it’s the one thing that guarantees value from the 2cmc cascades after all the 1cmc and lower cards are out of the deck.
I’ve tried enchantress before and it was always terrible, but there is some consistency here with the cmc you’re going to Cascade into that it ended up better than expected.
You can also put 1=cmc spells in. Cascade can cascade a cmc=1 spell into a cmc=0. So you cascade into Hypergenesis always if you cascade with a cmc=1. Now if you don't want spells with cmc=1 to get cast you would be right. You need to cut them to reliably cast Hypergenesis. But on the other hand wouldn't you want cmc=1 draw and sculpt spells.
Greetings
King
UWRWorking on: Pyromancer AscensionUR