Have you ever considered Jace's Archivist. I see you don't run Windfall so I guess I can understand why you don't run a repeatable version.
But an Archivist (or Windfall) activation after another wheel with Sphinx and Reflection out is just devastating. Of course then you basically need to run an Eldrazi Titan to keep from decking yourself. Or Laboratory Maniac. And I doubt you want LabMan if you don't want to run the stereotypical Niv combos.
There are a few reasons Jace's Archivist isn't here:
He lacks haste and is useless the turn he enters the battlefield (this is far and away the biggest reason)
I am already very creature-light already (few other targets) so he would have a high chance of eating removal. This is made much worse by the fact he doesn't have haste.
Not tutorable
When comboing, I already have no problems with continually finding handcycling effects, so I don't need a repeatable one. I cut Windfall since I actually had too many wheel effects already. Between the topdeck toolbox, tutors, and draw, this deck is already more than capable of reliably finding handcyclers.
I could conceivably cast multiple Timetwisters in one turn using repeated graveyard shuffling effects; I can only ever use this ability once per turn
Unless he can activate more than once, he is inferior to Windfall. The majority of the time I would not expect him to survive that long (in my playgroup), so he wouldn't be worth the investment.
Most importantly: The flavor of this deck is to combo one handcycling effect into the next; you never know what will come next, but have the toolbox to make it work. That's why it's so fun - every play leads to new and interesting effects, and each new hand a slew of additional options. By transitioning from instants and sorceries to permanents, versatility is sacrificed, the deck becomes predictable, and you give up the flavor/fun that makes it so exciting to play.
Finally, this deck is weakest in the early game and doesn't need help with the final combo. If I have a Sphinx and Reflection out and have already played a wheel effect, I'm on the way to winning anyway... at best the archivist is win-more, at worst an unfortunate way to deck myself.
Welcome back FireStorm! I dig the revamped formatting
I'm very surprised to see Windfall get cut. I don't agree with you that it's the weakest handcycler. It's nearly as good as Wheel of Fortune early game and it scales lategame. Due to my rapid fire spell casting I almost always have less cards in hand than my opponents - at least when Windfall is needed. I'd argue that Fact or Fiction is indeed much weaker, at least for our purposes. I feel its 4 cmc is too high for what it gives us. It doesn't work with Niv, nor does it grant us any of the handcycling benefits that Windfall does.
What do you think about Counterbalance? I find it to be pretty amazing in more competitive playgroups. Otherwise, it draws a lot of hate. With your top deck manipulation stuff, it's nice.
I suspect that with the way our decks are designed, my early-game is much different than yours. I don't come flying out of the gates as much as I suspect you do; I take more of a back-seat role to minimize the attention I receive (I don't want to attract attention until the moment the combo begins, or the board has been recently reset). As a result I'm disinclined to play handcycling early in the game, unless I'm really dead in the water - it disproportionately advantages other, more aggressive decks (it is really, really bad to give a Radha deck a whole new hand so early...). That's not to say I can't respond to things, or that explosive starts aren't rare - they are fairly common and in 2-3 person games I will go that route - but the early/mid game is all about avoiding hate, building a manabase, and getting out some tech like Rhystic Study / Future Sight. If I'm comboing, unless things get really unlucky, I have plenty of steam to get where I need to be, and Windfall was a bit of a dead draw at that point since I already had other options.
Basically I had more handcycling than was needed, and as my deck is weakest in the early game, I needed help there (not on the handcycling). So, I decided to cut one card. My reasoning on choosing Windfall:
Draw-7's guarantee me a full hand regardless of current hand sizes, so I kept those (they are reliable). The blue cards recycle the graveyard, and Reforge the Soul can be miracle-cast, especially useful with Sensei's Top and the tutors
Winds of Change is aggressively costed, and if I'm really stuck early game, I don't have to devote an entire turn to just that (as I might with Windfall if I'm short on mana). Furthermore, a non-overloaded Cyclonic Rift + Winds of Change can get rid of a permanent for just 3CMC
Tolarian Winds doesn't help my opponents and is an instant so I can dig for counterspells in-response-to-something
FoF can be cast at instant speed, meaning any mana I might have left open for counterspells can be used instead of wasted (if there is nothing worth countering). This means - not only can I cast a shadow of power and potentially prevent a big spell or two (opponents getting timid seeing open mana for counterspells), but I can then use that mana for something useful regardless of what happens
Having the power to dig 5-cards deep at literally any time cannot be overstated (you can FoF in response to something!!)
Although an opponent separates the piles, you make the final choice on what you keep. Meaning you are guaranteed access to the most important card you dig out (if not more than just one card). Whether you need sweep, lands/mana rocks, handcycling, or a counter (a big bomb is on the stack) etc. you get to make that choice, while simultaneously clearing the chaff from the top of your deck (brand new fodder for Sensei's Top!).
The draw-trigger is unimportant as that's what the handcycling is there for, and I have enough of that; increased toolboxing is what I need.
Early-game it can find you the two sources of mana you might need to start setting things up; late game it can dig for a crucial combo piece or answer
It basically comes down to toolboxing and it's one of the best blue has, bar-none. It digs 25% deeper than Careful Consideration and this alone makes it worth it. Why? If your deck is 40% lands/mana rocks and 60% steam, off of four drawn cards, you will draw roughly 2.4 "steam" cards from Careful Consideration. This means, more often than not, Careful Consideration will find 2 or fewer non-mana-generating cards for you to play. For the same cost, FoF will find 3. Which means that if you need to find an answer to something, roughly (actually, more than) half of the time Fact or Fiction will give you a 50% better chance of doing so (3 non-mana options vs. 2) for the same price. Not to mention, if you are not digging for an answer and are just looking to refill your hand, an instant-speed FoF gives you a minimum of 3 cards in hand compared to 1 for instant-speed Careful Consideration (and only 2 for a main-phase Careful Consideration). No, it doesn't activate Niv but that's not what a card like this is about anyway.... the big handcycler combos for 30+ cards should be doing that instead. The rest of the deck is helping to protect that / set that up.
I highly recommend you give FoF a shot for at least 5-10 games. You already run Impulse and if you like that, I think you might also find FoF to be useful!
Once it hit, I was the main target for everyone. Rather than protecting me it actually gave me more attention than I would have liked. Future threats were directed at me, and anything already on the board was aimed at me. Oftentimes the easiest solution to Counterbalance is for everyone to just kill the person who played it.
The spells that were really worth countering tended to be high-CMC, where the hit-rate with Counterbalance was low. Low-CMC spells had a higher hit-rate, but it didn't matter so much whether they were countered anyway - it just drew hate.
Without a top-deck toolbox (Sensei's top) Counterbalance is really ineffective; with it, I wasted resources trying to setup Counterbalance rather than setting myself up for the win
Counterbalance does not immediately pay for itself and can be answered before it actually counters anything; a typical counter gives you just one answer, but guarantees you that answer
My goal with counterspells is ONLY to protect key combo pieces and snipe off the most game-breaking threats. 3-4 person games often equilibrate naturally and you don't have to be responsible for answering everything... trying to domineer the game at all times just brings unwanted backlash
Hi, FireStorm4056 and everyone. I'm lurk this threat and Rowan for some time. I was playing before Melek, Izzet Paragon and want to try a much more competitive Commander and one that can make the games for me and my playgroup fun. My Melek deck many times waste to much time to do to little or to fizzle and in the end it is not fun for anyone.
Thanks for all this threat, I learn a lot here and could make my deck with your idea of "Handcycling" that my playgroup like in general. It's many times a symmetrical effect and anyone complains. For now my playgroup enjoy the deck and don't are afraid of it be to "powerful", they all run powerful decks too.
@FireStorm4056
Do you even think in replace Acquire for Dack Fayden? It can stole any artifact and ramp for 2 less mana then Aquire, and many times you can take an extra draw or a a extra artifact . The good is you let them spend their mana and lose tempo to cast it and then you improve your field. I know you like to play a low profile game, but I think it don't will attract the same hate to you. In my thoughts it can be a two type card because it can loot and steal the artifact when maybe Acquire will be use for only the last propose.
Do you even think in Dig Through Time in your deck? Many time you can play it for the cost of 4 or 5 and delve 3 or 4 unimportant graveyard cards like some fetch or lands and go deep and see the next seven cards and choose two. What do you think about it?
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Dack Fayden had actually slipped under my radar and I haven't really spent much time with him. But I would imagine he would, in many cases, actually be superior to Acquire. Acquire benefits from finding any artifact in anyone's deck (so, lots more targets if you want something special) so you have a bit more of a guarantee, but at a higher price. That said, in most multiplayer games there is often at least one Sol Ring or Gilded Lotus out and you'd get the same effect for less. Honestly, between the two, I would just recommend playtesting. Use Dack for now, but keep notes on when you played him, how you felt (were there good targets?), whether you would have preferred Acquire, that sort of thing. It will depend a lot on the decks you're playing against. Stealing someone's permanents can be a double-edged sword; it can put them behind enough for you to really seal the game up, or it can attract more attention than you like. But I actually really like this suggestion.
I don't use Dig Through Time because it's a real dud in an opening hand. I rarely have a very large graveyard so my chances of casting it for cheap are slimmer than I'd like and I might have to exile some very solid cards (that would otherwise be recycled with a Timetwister) in order to even get it off. Have you tried it though? I imagine it'd be really abusable and again, depending on the speed / playstyle of your deck it might fit well. For me, as someone who typically has a small graveyard, it would often be a dead-draw.
I play about five or six games with Dack and like it. I told you about that because I really use him only to ramp with my friends artifacts, and rarely to loot. Usually run it like you told that run Acquire. But now I'm testing others cards and he is in the sideboard. My deck is under construction and my playstyle I think it's between you and Rowan. I take a slow approach of the game, but after a couple games my playgroup don't let me be to much slow and begin pressure me soon. I never test Dig yet, but I will do it soon. It's on my list for next 3 or 4 games, but I test already Treasure Cruise and I cut it. Don't do anything that I really want for this price. Draw 3 random cards for 4/5 mana is acceptable, but I want it to be better. I only like it very much when I have Dream Halls or Omniscience in play. I play with Plea for Power in the begin and it's usually a treasure cruise for 4, but sometimes in a full table the people give you a extra turn to deal with something that will crush the game, in the end it'a a more fun card because of the vote. Note that I only play Commander with my friend with real cards and not online.
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Teferi is the only card that isn't Instant, but in my playgroup they don't play many control (blue) decks, and It's in the sideboard if I want to change it before the game and not to be use in the middle.
I can play another bounce spell in the place of Boomerang, my first thoughts for replace it is Into the Roil.
In place of Smash I'm thinking in Into the Core to, they are useful for different proposes, sometimes the exile will be relevant, but I think I prefer the draw from Smash.
In place of Fact or Fiction I can play another DIG/DRAW spell, I'm now testing Dig Through Time maindeck but maybe this place will be here or even not in the deck at all.
I appreciated all the constructive help and criticism.
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After this weekend I will go change Smash -> Into the Core. In my group one guy play with a Daretti, Scrap Savant lock deck, that can make a all table despair. The only way we can fight that is with exile their artifacts. Anyone can destroy a artifact, but it can return from GY or from the library. So Into the Core is a card that a usually use in my Monored decks, and I will try it here to.
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We aren't too heavy in artifacts, so you can always try Null Rod, it's easily tutorable and shuts him down really hard.
Alternately I really like Relic of Progenitus as it's repeatable removal and finding it early is a great answer to him. Pairs really well with Vandalblast or Shattering Spree, the combo requires a bit more setup but is totally doable.
Relic of Progenitus are in my first build, but with the time I removed it. Maybe it's the time for a comeback, at least for my sideboard I really like the card. I really don't have Null Rod, I sell mine's some years ago. But can be another addition. Vandalblast it's another card that I really like and abuse, but in this point against that deck sometimes it's useless. All people had artifact removal in the hand, but my oponente had a Darksteel Forge that we can deal with. Only when one guy drew a Revoke Existence the game was unlock.
My first cut's in the sideboard will be Hydroblast and Misdirection that don't do anything for me yet. Now I'm testing Fact or Fiction in main and remove Dig Through Time to sideboard, but in the end I think it will be cut at all.
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Well, after many upgrades and improvements over the past few weeks, I'm happy to announce that this thread has been accepted for Primer status! Thanks to all of you for your questions, comments, and recommendations.
As always, feel free to post here to discuss anything of relevance! I'd love to trade ideas with you.
Recent releases currently under consideration / testing, with initial impressions: Dig Through Time, Treasure Cruise: Extremely powerful but I don't like exiling my spells; our GY is often small, but delving a few away is still possible. Getting rid of cards altogether may not be as desirable; more time will tell. Teferi, Temporal Archmage: My main concern is the cost - will he stick around long enough to matter? If so, which slot could I give up for him? Dack Fayden: Seems absolutely fantastic.... trying to decide if he deserves the slot over Acquire...
Nothing from Fate Reforged really pokes me in the right place for inclusion...
Teacher RL: Countering Daretti is another option, and you could try running additional bounce effects (do you already run Cyclonic Rift and Devastation Tide?) Sounds like a Hurkyl's Recall/Rebuild + Timetwister would be pretty effective against your friend... Also, this is not your burden alone! If Daretti is so strong, I suspect you have a rather creature-light meta; is this the case? If so, other players at the table might start including a few more creatures in their decks as combat damage is a fantastic answer to planeswalkers. Don't fight this fight alone!
My meta is very diverse. I play against more than 30 different commander's. I personally have 5 decks but my competitive deck under construction is this. I didn't play Timetwister because I don't have it;), but maybe in the future it can be possible. I'm adjust the deck and the number of the type of cards for use to my playstyle. It really looks very powerful and in last games it work very very well. In last 10 games win more than half the times.
I don't run Devastation Tide for now (I play it on Melek), but I recently buy a All is Dust that I play in that spot. Cyclonic Rift it's an All Star with the Handcycle spells and it's the cards I like more in commander. For now I cut all the planeswalker's because I play so few creatures that I don't protect then very well and don't like to spend resources to protect then any way. I don't see Teferi, Temporal Archmage be good in my list. I adopt permanently to mainboard Fact or Fiction. So good that I can miss that. Hurkyl's Recall in now in my sideboard in testing. I'm testing Acquire in my Talrand but I didn't cast it more than once yet.
Dig Through Time is worth consideration but maybe a little too risky for my liking. Temporal Trespass is also kind of in the same boat. But if any deck can use these cards effectively it'd be mine, so they're worth a try.
I can see how you may very well be right on all points about Counterbalance. I haven't played with it enough to know for sure. I still need a paper copy. Scroll Rack just seems too beastly with it to ignore haha.
I have to say that this is by far my favorite deck to play. Very well built, and tons of fun while still being able to hold your own!
As for my own changes.... I've taken Mindmoil out as it always seemed to be a dead draw. I could almost never get that engine going while having Niv in the field as well as a lot of cards in hands. I put in Windfall in place of Mindmoil. I've also taken out cunning wish since my playgroup does not allow such spells, and I've put in reality shift as it seems to be a fantastic blue removal spell. Any changes you would make to your list since updating it in January?
Thanks Glokkss! I'm glad to hear you like it. It's still my favorite!
Currently there are no changes to the list. Unfortunately the recent sets have been so creature (and combat) focused that it's been slim-pickings for decks like these. Learn from the Past is tempting but more expensive than Elixir of Immortality, and it doesn't return to the library after use. Reality Shift is a potential option for those having trouble with creatures, but I haven't found it necessary.
Acquire is still in over Dack Fayden, because my games tend to be smaller, so there are fewer artifacts to steal at any one time. That is my major consideration currently. Cunning Wish might be cut soon since it's not the most popular choice, especially when playing with new people or groups. I've kept Mindmoil in for the time being but it's closest to the chopping block of all my handcyclers - if we get a good one in any of the upcoming sets, it might have to go (it's very good, but as you say, can have consistency issues, and is also a double-edged sword with Thought Reflection).
I had this Niv 3D commission done a few years ago and never thought to post it. I really liked the Draco genius art so I had it done to that but with original Niv abilities. http://imgur.com/a/quO81
I too have been considering unsleeving Mindmoil. I almost never drop it now unless I'm comboing off and at that point I could also be winning with Inner Fire/Comet Storm. I just like having a few different ways to combo off (some insurance against Jester's Cap effects).
Oh interesting! Overall I like it. Gives us another reason to run Leyline of Anticipation effects. A draw seven effect at 3 cmc is really good, but you can't chain it (without a Leyline) which is really important if Omniscience or Dream Halls is on board. I've become more leery of global wheel effects the more I play - one reason Memory Jar has become attractive. A lot of the time they require a Leyline or an Orrey.
Ahhh this is incredibly exciting! Origins is going to be an awesome set already. Day's Undoing will almost certainly be an auto-include over Mindmoil - it's already powerful enough without Leyline of Anticipation and Vedalken Orrery, but with them, it's EXACTLY what this deck is looking for... funny enough I actually answered an email just yesterday saying we could really use a Timetwister effect below 5cmc. The turn ending isn't a major deal either, early-game it helps refill our hand and is cheap enough to leave counter-mana open. More importantly, it doesn't exile itself, so Timetwister and Day's Undoing can recycle each other endlessly without the need for Elixir of Immortality (potentially opening up another slot). Will confirm in a few months!
Jace's Sanctum was also just spoiled and also has me really hyped up. I'm really liking it right now - the cost reduction alone is powerful in such a "storm"-like deck... scrying is just icing on the cake. This might take over for Cunning Wish.
From initial impressions alone I'd say there's an 80% chance both will find their way into the deck - this has been the most interesting set for this deck in a while!
But an Archivist (or Windfall) activation after another wheel with Sphinx and Reflection out is just devastating. Of course then you basically need to run an Eldrazi Titan to keep from decking yourself. Or Laboratory Maniac. And I doubt you want LabMan if you don't want to run the stereotypical Niv combos.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
Most importantly:
The flavor of this deck is to combo one handcycling effect into the next; you never know what will come next, but have the toolbox to make it work. That's why it's so fun - every play leads to new and interesting effects, and each new hand a slew of additional options. By transitioning from instants and sorceries to permanents, versatility is sacrificed, the deck becomes predictable, and you give up the flavor/fun that makes it so exciting to play.
Finally, this deck is weakest in the early game and doesn't need help with the final combo. If I have a Sphinx and Reflection out and have already played a wheel effect, I'm on the way to winning anyway... at best the archivist is win-more, at worst an unfortunate way to deck myself.
UR [PRIMER] Flash of the Firemind (Niv-Mizzet, the Firemind) RU
BG Death and Staxes: FireStorm4056's Competitive Meren Stax List GB
W Avacyn Angel of Hope W
R Akroma, Angel of (Your Opponent's) Fury R
R 99-Mountain Ashling R
I'm very surprised to see Windfall get cut. I don't agree with you that it's the weakest handcycler. It's nearly as good as Wheel of Fortune early game and it scales lategame. Due to my rapid fire spell casting I almost always have less cards in hand than my opponents - at least when Windfall is needed. I'd argue that Fact or Fiction is indeed much weaker, at least for our purposes. I feel its 4 cmc is too high for what it gives us. It doesn't work with Niv, nor does it grant us any of the handcycling benefits that Windfall does.
What do you think about Counterbalance? I find it to be pretty amazing in more competitive playgroups. Otherwise, it draws a lot of hate. With your top deck manipulation stuff, it's nice.
MY PRIMER ON NIV-MIZZET, THE FIREMIND, MY CUSTOM CARDS ON DEVIANTART
My other decks:
Kaalia of the Vast: Certified Air Raid Material
Prossh, Skyraider of Kher: NOM NOM NOM!
Aurelia, the Warleader: Warclamp
Basically I had more handcycling than was needed, and as my deck is weakest in the early game, I needed help there (not on the handcycling). So, I decided to cut one card. My reasoning on choosing Windfall:
Reasoning on replacing it with Fact or Fiction:
I highly recommend you give FoF a shot for at least 5-10 games. You already run Impulse and if you like that, I think you might also find FoF to be useful!
On my experience with Counterbalance:
UR [PRIMER] Flash of the Firemind (Niv-Mizzet, the Firemind) RU
BG Death and Staxes: FireStorm4056's Competitive Meren Stax List GB
W Avacyn Angel of Hope W
R Akroma, Angel of (Your Opponent's) Fury R
R 99-Mountain Ashling R
Thanks for all this threat, I learn a lot here and could make my deck with your idea of "Handcycling" that my playgroup like in general. It's many times a symmetrical effect and anyone complains. For now my playgroup enjoy the deck and don't are afraid of it be to "powerful", they all run powerful decks too.
@FireStorm4056
Do you even think in replace Acquire for Dack Fayden? It can stole any artifact and ramp for 2 less mana then Aquire, and many times you can take an extra draw or a a extra artifact . The good is you let them spend their mana and lose tempo to cast it and then you improve your field. I know you like to play a low profile game, but I think it don't will attract the same hate to you. In my thoughts it can be a two type card because it can loot and steal the artifact when maybe Acquire will be use for only the last propose.
Do you even think in Dig Through Time in your deck? Many time you can play it for the cost of 4 or 5 and delve 3 or 4 unimportant graveyard cards like some fetch or lands and go deep and see the next seven cards and choose two. What do you think about it?
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
I don't use Dig Through Time because it's a real dud in an opening hand. I rarely have a very large graveyard so my chances of casting it for cheap are slimmer than I'd like and I might have to exile some very solid cards (that would otherwise be recycled with a Timetwister) in order to even get it off. Have you tried it though? I imagine it'd be really abusable and again, depending on the speed / playstyle of your deck it might fit well. For me, as someone who typically has a small graveyard, it would often be a dead-draw.
UR [PRIMER] Flash of the Firemind (Niv-Mizzet, the Firemind) RU
BG Death and Staxes: FireStorm4056's Competitive Meren Stax List GB
W Avacyn Angel of Hope W
R Akroma, Angel of (Your Opponent's) Fury R
R 99-Mountain Ashling R
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
I play it sometimes and I'm really enjoy it. I think in ad a sideboard and Cunning Wish. My first thoughts are:
1 Boomerang
1 Counterflux
1 Evacuation
1 Hinder
1 Hydroblast
1 Misdirection
1 Pyroblast
1 Smash
1 Fact or Fiction
1 Teferi, Mage of Zhalfir
Teferi is the only card that isn't Instant, but in my playgroup they don't play many control (blue) decks, and It's in the sideboard if I want to change it before the game and not to be use in the middle.
I can play another bounce spell in the place of Boomerang, my first thoughts for replace it is Into the Roil.
In place of Smash I'm thinking in Into the Core to, they are useful for different proposes, sometimes the exile will be relevant, but I think I prefer the draw from Smash.
In place of Fact or Fiction I can play another DIG/DRAW spell, I'm now testing Dig Through Time maindeck but maybe this place will be here or even not in the deck at all.
I appreciated all the constructive help and criticism.
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
After this weekend I will go change Smash -> Into the Core. In my group one guy play with a Daretti, Scrap Savant lock deck, that can make a all table despair. The only way we can fight that is with exile their artifacts. Anyone can destroy a artifact, but it can return from GY or from the library. So Into the Core is a card that a usually use in my Monored decks, and I will try it here to.
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
Alternately I really like Relic of Progenitus as it's repeatable removal and finding it early is a great answer to him. Pairs really well with Vandalblast or Shattering Spree, the combo requires a bit more setup but is totally doable.
UR [PRIMER] Flash of the Firemind (Niv-Mizzet, the Firemind) RU
BG Death and Staxes: FireStorm4056's Competitive Meren Stax List GB
W Avacyn Angel of Hope W
R Akroma, Angel of (Your Opponent's) Fury R
R 99-Mountain Ashling R
My first cut's in the sideboard will be Hydroblast and Misdirection that don't do anything for me yet. Now I'm testing Fact or Fiction in main and remove Dig Through Time to sideboard, but in the end I think it will be cut at all.
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
As always, feel free to post here to discuss anything of relevance! I'd love to trade ideas with you.
Recent releases currently under consideration / testing, with initial impressions:
Dig Through Time, Treasure Cruise: Extremely powerful but I don't like exiling my spells; our GY is often small, but delving a few away is still possible. Getting rid of cards altogether may not be as desirable; more time will tell.
Teferi, Temporal Archmage: My main concern is the cost - will he stick around long enough to matter? If so, which slot could I give up for him?
Dack Fayden: Seems absolutely fantastic.... trying to decide if he deserves the slot over Acquire...
Nothing from Fate Reforged really pokes me in the right place for inclusion...
Teacher RL: Countering Daretti is another option, and you could try running additional bounce effects (do you already run Cyclonic Rift and Devastation Tide?) Sounds like a Hurkyl's Recall/Rebuild + Timetwister would be pretty effective against your friend... Also, this is not your burden alone! If Daretti is so strong, I suspect you have a rather creature-light meta; is this the case? If so, other players at the table might start including a few more creatures in their decks as combat damage is a fantastic answer to planeswalkers. Don't fight this fight alone!
UR [PRIMER] Flash of the Firemind (Niv-Mizzet, the Firemind) RU
BG Death and Staxes: FireStorm4056's Competitive Meren Stax List GB
W Avacyn Angel of Hope W
R Akroma, Angel of (Your Opponent's) Fury R
R 99-Mountain Ashling R
Congrats FireStorm4056!!
My meta is very diverse. I play against more than 30 different commander's. I personally have 5 decks but my competitive deck under construction is this. I didn't play Timetwister because I don't have it;), but maybe in the future it can be possible. I'm adjust the deck and the number of the type of cards for use to my playstyle. It really looks very powerful and in last games it work very very well. In last 10 games win more than half the times.
I don't run Devastation Tide for now (I play it on Melek), but I recently buy a All is Dust that I play in that spot. Cyclonic Rift it's an All Star with the Handcycle spells and it's the cards I like more in commander. For now I cut all the planeswalker's because I play so few creatures that I don't protect then very well and don't like to spend resources to protect then any way. I don't see Teferi, Temporal Archmage be good in my list. I adopt permanently to mainboard Fact or Fiction. So good that I can miss that. Hurkyl's Recall in now in my sideboard in testing. I'm testing Acquire in my Talrand but I didn't cast it more than once yet.
Thinking in what to do with some lands that I play now but I'm considering cut for Oboro,Palace in the Clouds and Ancient Tomb, I think they are good addiction and I test it with proxys, but finally I will get this in real cards (I had already more than 20 Ancient Tomb but I sell all of them). So what cut for them? My thoughts go to Boseiju, Who Shelters All, Academy Ruins, Riptide Laboratory, Wasteland or Strip Mine. What are your advice?
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
MY PRIMER ON NIV-MIZZET, THE FIREMIND, MY CUSTOM CARDS ON DEVIANTART
My other decks:
Kaalia of the Vast: Certified Air Raid Material
Prossh, Skyraider of Kher: NOM NOM NOM!
Aurelia, the Warleader: Warclamp
Dig Through Time is worth consideration but maybe a little too risky for my liking. Temporal Trespass is also kind of in the same boat. But if any deck can use these cards effectively it'd be mine, so they're worth a try.
I can see how you may very well be right on all points about Counterbalance. I haven't played with it enough to know for sure. I still need a paper copy. Scroll Rack just seems too beastly with it to ignore haha.
MY PRIMER ON NIV-MIZZET, THE FIREMIND, MY CUSTOM CARDS ON DEVIANTART
My other decks:
Kaalia of the Vast: Certified Air Raid Material
Prossh, Skyraider of Kher: NOM NOM NOM!
Aurelia, the Warleader: Warclamp
As for my own changes.... I've taken Mindmoil out as it always seemed to be a dead draw. I could almost never get that engine going while having Niv in the field as well as a lot of cards in hands. I put in Windfall in place of Mindmoil. I've also taken out cunning wish since my playgroup does not allow such spells, and I've put in reality shift as it seems to be a fantastic blue removal spell. Any changes you would make to your list since updating it in January?
Currently there are no changes to the list. Unfortunately the recent sets have been so creature (and combat) focused that it's been slim-pickings for decks like these. Learn from the Past is tempting but more expensive than Elixir of Immortality, and it doesn't return to the library after use. Reality Shift is a potential option for those having trouble with creatures, but I haven't found it necessary.
Acquire is still in over Dack Fayden, because my games tend to be smaller, so there are fewer artifacts to steal at any one time. That is my major consideration currently. Cunning Wish might be cut soon since it's not the most popular choice, especially when playing with new people or groups. I've kept Mindmoil in for the time being but it's closest to the chopping block of all my handcyclers - if we get a good one in any of the upcoming sets, it might have to go (it's very good, but as you say, can have consistency issues, and is also a double-edged sword with Thought Reflection).
In summary, as of DTK, no changes to report.
UR [PRIMER] Flash of the Firemind (Niv-Mizzet, the Firemind) RU
BG Death and Staxes: FireStorm4056's Competitive Meren Stax List GB
W Avacyn Angel of Hope W
R Akroma, Angel of (Your Opponent's) Fury R
R 99-Mountain Ashling R
I too have been considering unsleeving Mindmoil. I almost never drop it now unless I'm comboing off and at that point I could also be winning with Inner Fire/Comet Storm. I just like having a few different ways to combo off (some insurance against Jester's Cap effects).
I will probably be running Memory Jar over Mindmoil or Reforge the Soul.
MY PRIMER ON NIV-MIZZET, THE FIREMIND, MY CUSTOM CARDS ON DEVIANTART
My other decks:
Kaalia of the Vast: Certified Air Raid Material
Prossh, Skyraider of Kher: NOM NOM NOM!
Aurelia, the Warleader: Warclamp
Pretty sweet if you can cast it on someone else's turn. We don't get Niv triggers if the turn ends upon spell resolution.
MY PRIMER ON NIV-MIZZET, THE FIREMIND, MY CUSTOM CARDS ON DEVIANTART
My other decks:
Kaalia of the Vast: Certified Air Raid Material
Prossh, Skyraider of Kher: NOM NOM NOM!
Aurelia, the Warleader: Warclamp
Jace's Sanctum was also just spoiled and also has me really hyped up. I'm really liking it right now - the cost reduction alone is powerful in such a "storm"-like deck... scrying is just icing on the cake. This might take over for Cunning Wish.
From initial impressions alone I'd say there's an 80% chance both will find their way into the deck - this has been the most interesting set for this deck in a while!
UR [PRIMER] Flash of the Firemind (Niv-Mizzet, the Firemind) RU
BG Death and Staxes: FireStorm4056's Competitive Meren Stax List GB
W Avacyn Angel of Hope W
R Akroma, Angel of (Your Opponent's) Fury R
R 99-Mountain Ashling R