Hi,
Haven't crafted decks for years now and looking for advice with this Jori En, Ruin Diver deck.
Deck is meant to be played in a 3-4-players game setting, big creatures heavy.
A disclaimer is that there's a ton of obnoxious stuff out there in these colors which I avoid if they´re 1- not fun for anybody 2- will be killed on sight anyway so no point.
I guess the main theme is card draw, mainly because there's nothing worse than sitting in top-deck mode in Commander. Sub theme is "copy" effects I suppose. But it doesn't need to be like that, just looking for something fun. No big combo or anything like that, just something where I can basically draw like mad to find big splashy effects and kill stuff with my opponents' creatures. Thanks a bunch
I recommend lots of 0-drop artifacts and spells with Rebound or Suspend.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
My own list actually looks fairly similar. My list is a little out of date but its still mostly accurate.
I have questioned copy spells a few times and ultimately I have decided for the most part not to run them myself. I power my own list using things like Future Sight to chain spells and just get on spellcast value.
If I have any advice to give, I guess it would be that lowering the curve and running cheaper draw mostly has panned out for me. I see a lot of big splashy spells and walkers which is fine, I just thought I would say don't be afraid to slim down and run harder on turning cards over. Its amazing what a few Future Sight effects with a ton of cantrips can do.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Haven't crafted decks for years now and looking for advice with this Jori En, Ruin Diver deck.
Deck is meant to be played in a 3-4-players game setting, big creatures heavy.
A disclaimer is that there's a ton of obnoxious stuff out there in these colors which I avoid if they´re 1- not fun for anybody 2- will be killed on sight anyway so no point.
I guess the main theme is card draw, mainly because there's nothing worse than sitting in top-deck mode in Commander. Sub theme is "copy" effects I suppose. But it doesn't need to be like that, just looking for something fun. No big combo or anything like that, just something where I can basically draw like mad to find big splashy effects and kill stuff with my opponents' creatures. Thanks a bunch
// 4 Artifact
1 Primal Amulet
1 Izzet Locket
1 Commander's Sphere
1 Izzet Cluestone
// 15 Creature
1 Murmuring Mystic
1 Talrand, Sky Summoner
1 Goblin Electromancer
1 Electrostatic Field
1 Crackling Drake
1 Enigma Drake
1 Spellheart Chimera
1 Hypersonic Dragon
1 Niv-Mizzet, Parun
1 Niv-Mizzet, the Firemind
1 God-Eternal Kefnet
1 Wee Dragonauts
1 Dack's Duplicate
1 The Locust God
1 Thing in the Ice
// 3 Enchantment
1 Jace's Sanctum
1 Metallurgic Summonings
1 Firemind's Research
// 23 Instant
1 Archmage's Charm
1 Brainstorm
1 Cyclonic Rift
1 Mission Briefing
1 Narset's Reversal
1 Opt
1 Pull from Tomorrow
1 Think Twice
1 Quicken
1 Rapid Hybridization
1 Electrolyze
1 Radical Idea
1 Pongify
1 Telling Time
1 Reverberate
1 Evacuation
1 Twincast
1 Aetherize
1 Into the Roil
1 Repeated Reverberation
1 Wild Ricochet
1 Chemister's Insight
1 Expansion // Explosion
1 Cascade Bluffs
1 Command Tower
1 Scalding Tarn
1 Sulfur Falls
1 Reliquary Tower
1 Desolate Lighthouse
1 Temple of the False God
1 Izzet Boilerworks
1 Temple of Epiphany
1 Terramorphic Expanse
1 Highland Lake
1 Spirebluff Canal
1 Wandering Fumarole
1 Lonely Sandbar
1 Forgotten Cave
1 Halimar Depths
9 Island
8 Mountain
1 Steam Vents
1 Swiftwater Cliffs
1 Evolving Wilds
// 3 Planeswalker
1 Ral, Storm Conduit
1 Ral, Caller of Storms
1 Ral, Izzet Viceroy
// 15 Sorcery
1 Blasphemous Act
1 Echo of Eons
1 Mizzium Mortars
1 Ponder
1 Preordain
1 Drawn from Dreams
1 Past in Flames
1 Rite of Replication
1 Baral's Expertise
1 Curse of the Swine
1 Chain Reaction
1 Crush of Tentacles
1 Star of Extinction
1 Blatant Thievery
1 Role Reversal
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
I have questioned copy spells a few times and ultimately I have decided for the most part not to run them myself. I power my own list using things like Future Sight to chain spells and just get on spellcast value.
If I have any advice to give, I guess it would be that lowering the curve and running cheaper draw mostly has panned out for me. I see a lot of big splashy spells and walkers which is fine, I just thought I would say don't be afraid to slim down and run harder on turning cards over. Its amazing what a few Future Sight effects with a ton of cantrips can do.
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[Modern] Allies