After a lot of tweaking this is all I've come up with. I'd like to avoid Time Stretch as I feel it's an anti-fun card with how my deck would use it. Not that this deck is much fun anymore anyway...I need to spice things up a bit while locking out the other combos, making it more about playing the game and less about watching someone take 40 minute turns that end with everyone dead.
Suggestions are very much appreciated.
Edit: Forgot to mention, I know I'm missing Pact of Negation. It'll go in over Spell Crumple or something the moment I find one. Aside from that, main win conditions are general damage, Insurrection, Hive/Pact, and a few other silly things like copy effects + Paralectric Feedback on Time Stretch and the like. I could use some more straight-forward game-enders I suppose, or even just single player-eliminators. Nothing stops a combo quite as effectively as death.
Commander!
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
phyrexian revoker is a good card in general (there will always be some planeswalker or whatnot you can target), and stops Niv dead in his tracks.
I wish it stopped triggered abilities...unfortunately, it just means that the basic Curiosity/Ophidian Eye combo requires a card drawn a different way, which is what the entire deck is build upon.
Still a good card though. Loses out to the needle, but I might throw one in and see how it runs. Adds a bit of consistency.
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander!
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
If you have a friend at the table, play Trade Secrets and have both of you draw as many cards as you want to keep up with his bull****.
I personally hate players that play the same jank combo over and over again, it gets old fast.
"Common sense is not as common as one would believe."
"These kids today with their collector numbers and their newfangled tap symbol. Twenty Black Lotuses and twenty Plague Rats. Now that's real Magic."-Old Fogey
It's expensive, but Denying Wind should be enough to remove all the combos from an opponent's deck. Amnesia if you want hand disruption.
I've been looking for a Denying Wind. Amnesia wouldn't be as effective, as my opponents usually combo out with a top-deck draw engine or something like that. Thanks though.
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander!
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
If you have a friend at the table, play Trade Secrets and have both of you draw as many cards as you want to keep up with his bull****.
I personally hate players that play the same jank combo over and over again, it gets old fast.
Trade Secrets would rock if I had a helpful friend at the table D:
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander!
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
I'd like to make this deck a bit more competitive. I want to stop ALL the combos!
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander!
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
Alright, got the Denying Wind I was looking for. Now I just need a couple more concrete win conditions.
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander!
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
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Suggestions are very much appreciated.
Edit: Forgot to mention, I know I'm missing Pact of Negation. It'll go in over Spell Crumple or something the moment I find one. Aside from that, main win conditions are general damage, Insurrection, Hive/Pact, and a few other silly things like copy effects + Paralectric Feedback on Time Stretch and the like. I could use some more straight-forward game-enders I suppose, or even just single player-eliminators. Nothing stops a combo quite as effectively as death.
Creatures (6)
1 Mystic Snake
1 Trinket Mage
1 Eternal Witness
1 Izzet Chronoarch
1 Mnemonic Wall
1 Nucklavee
Sorcery/Instant (39)
1 Parallectric Feedback
1 Rewind
1 Stifle
1 Voidslime
1 Trickbind
1 Spell Crumple
1 Mindbreak Trap
1 Pact of the Titan
1 Summoner's Pact
1 Guided Passage
1 Wild Richochet
1 Insurrection
1 Rite of Replication
1 Spitting Image
1 Grab the Reins
1 Incendiary Command
1 Word of Seizing
1 Twincast
1 Reiterate
1 Reverberate
1 Wild Ricochet
1 Beacon of Tomorrows
1 Recollect
1 Call to Mind
1 Kodama's Reach
1 Cultivate
1 Sprouting Vines
1 Denying Wind
1 Explosive Vegetation
1 Mystical Tutor
1 Acquire
1 Fabricate
1 Krosan Grip
1 Plow Under
1 Spin into Myth
1 Temporal Spring
1 Evacuation
1 Wash Out
1 Hibernation
1 Manalith
1 Weatherseed Totem
1 Foriysian Totem
1 Darksteel Ingot
1 Fellwar Stone
1 Coalition Relic
1 Mirari
1 Jester's Cap
1 Pithing Needle
1 Sensei's Divining Top
1 Oblivion Stone
1 Sol Ring
1 Lightning Greaves
Enchantment (4)
1 Rhystic Study
1 Take Possession
1 Mystic Remora
1 Hive Mind
Land (37)
1 Terramorphic Expanse
1 Command Tower
1 Steam Vents
1 Breeding Pool
1 Misty Rainforest
1 Scalding Tarn
1 Yavimaya Coast
1 Firelit Thicket
1 Raging Ravine
1 Grove of the Burnwillows
1 Tolaria West
1 Halimar Depths
1 Khalni Garden
1 Ghitu Encampment
1 Oboro, Palace in the Clouds
1 Boseiju, Who Shelters All
1 Ghost Quarter
1 Tectonic Edge
1 Rootbound Crag
1 Mirrodin's Core
1 Great Furnace
1 Temple of the False God
1 Mystifying Maze
2 Forest
4 Mountain
8 Island
Edit: -1 Scapeshift
+1 Denying Wind
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
I wish it stopped triggered abilities...unfortunately, it just means that the basic Curiosity/Ophidian Eye combo requires a card drawn a different way, which is what the entire deck is build upon.
Still a good card though. Loses out to the needle, but I might throw one in and see how it runs. Adds a bit of consistency.
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
I personally hate players that play the same jank combo over and over again, it gets old fast.
WBSorin's ArmyWB
RRRRDWRRR
RGWerewolvesRG
EDH/Commander:
WBRKaalia of the VastWBR(Multiplayer Competitive Primer and Beginner's Guide)
WBRKaalia of the VastWBR (1v1 Competitive Primer)
BSkithiryx, the Blight DragonB(1v1 Shotgun Venom)
I've been looking for a Denying Wind. Amnesia wouldn't be as effective, as my opponents usually combo out with a top-deck draw engine or something like that. Thanks though.
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
Trade Secrets would rock if I had a helpful friend at the table D:
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God