This deck is a combo deck that generally wins though infinite turns. Everything that isn't yours that matters gets bounced (see Tidespout Tyrant), and then you can simply win with creatures. In case of annoying creatures with hexproof or shroud, use Evacuation. Enter the Infinite, Omniscience and Beacon of Tomorrows collectively ensure that you will be able to cast everything in the deck and have plenty of time to use it. The reason there are two generals is that they are both good, but each one is better against certain decks. Jin-Gitaxias, Core Augur is better against groups where you won't have too worry too much about counterspells (e.g. highly creature-based decks, aggro, etc.), while Teferi, Mage of Zhalfir is better against groups where countermagic could be a problem (e.g. this deck, etc.). Whichever one isn't used as the general goes into the main deck.
Jin-Gitaxias, Core Augur: Insane card advantage. Finds combo pieces quickly. Can shut people out of the game if they have a maximum hand size. Teferi, Mage of Zhalfir: Prevents counterspells against you. Also, giving creatures flash is pretty great as well.
Academy Ruins: Plenty of good artifacts to retrieve from the graveyard. Combos with Mindslaver. Boseiju, Who Shelters All: All around good card. Allows counterspells, extra turn spells, etc. to go off without many issues. Faerie Conclave: Taps for U, and can stop a big creature w/o trample if necessary. Little reason to remove it. Homeward Path: Gets my creatures back if somehow I allowed them to be taken. Magosi, the Waterveil: Good when something (e.g. Tangle Wire) is making turns useless, so you can skip a useless turn in favor of a useful one later. Mikokoro, Center of the Sea: For when you need that extra card. Combos with Consecrated Sphinx. Reliquary Tower: No maximum hand size is essential. Seat of the Synod: Why not? Snow-Covered Island: Most people don't use them, so it works better with Extraplanar Lens. Springjack Pasture: Chump blockers. It's one of the cards that I put in all of my EDH decks for little or no reason. Strip Mine: Only land removal I play. Gets rid of an annoying land someone else may have. I'm not a big fan of land destruction, which is why I don't play more. Temple of the False God: Two mana on one land? Sure. Terrain Generator: Mana acceleration helps when nearly everything in the deck is quite expensive. Thawing Glaciers: Searches out basics. Combos with Palinchron and a mana-doubler to search out all basics. Tolaria West: Search out any land. Pretty good. Vesuva: Copies any land. Pretty great when someone else has Cabal Coffers and Urborg, Tomb of Yawgmoth out.
Commandeer: Steals a spell for "free". Counterspell: Countermagic. Dream Fracture: Countermagic + card draw. Evacuation: Deal with many problems. Fact or Fiction: Card "draw". Faerie Trickery: Countermagic. I've gotten heat for including this and not Dissipate, but I like it better and there are very few Faerie spells used in EDH, at least in my playgroup. Forbid: Repeated-use counterspell. High Tide: Mana-doubler, combos with Palinchron. Hinder: Counterspell that can bottom pesky generals. Mystical Tutor: Search any intstant or sorcery (counterspell, combo piece or helper, etc.) Pact of Negation: "Oh look, the blue-mage is tapped out, I can do stuff now." "Nope." I don't have Force of Will right now, so that's the best I've got. Spell Crumple: Same as Hinder. Spin Into Myth: Deal with a creature/bottom a general. Stoic Rebuttal: Ganerally becomes another Counterspell in this deck.
Establish mana base with mana rocks and mana-doublers.
Draw cards and counter threats.
Take infinite turns.
Win
Do not be afraid to use infinite turn spells prematurely. They are almost never bad, and the only one you need for the main combo is Beacon of Tomorrows and that gets shuffled back in anyway.
Be careful of starting the combo early, lest it get countered. First cast Omniscience, with enough mana to back it up with a counterspell or two and at least two or three counterspells in hand. If it doesn't get countered, you're golden. Cast Tidespout Tyrant to bounce potential hindrances. Cast Enter the Infinite, and leave an artifact if you have Fabricate. Grab the artifact or draw a card if possible. Cast Beacon of Tomorrows. If you have two cards in your library at this point, cast another extra turn spell. Now, you have established infinite turns. Each turn, you draw Beacon of Tomorrows and cast it. Cast all creatures, artifacts, enchantments and planeswalkers, making sure to bounce something for each spell. Now, you should be able to win with creatures, as your opponents have no defense, and no turns.
Archmage Ascension: It's epic, but only if it gets online, and my playgroup is quite adept at preventing that. Ivory Tower: There are things I'd rather have. Void Stalker: It's good, but it ended up very underused. Quicksilver Gargantuan: I like it, but it also became quite underused. Diluvian Primordial: Unnecessary. I could never find a good time to use it. Future Sight: It is great, but it becomes pointless when there aren't any cards in my library. Time Stretch: I'm not really sure why I took this out. It deserves a place in this deck.
I welcome any advice, but I admit I am one of those people who is somewhat reluctant to make changes. Also, I am trying to get this deck completely foil, so if you have any foil versions of these cards that you're willing to part with, PM me and we can work something out. I don't have a whole lot to trade, so I generally buy cards from people.
Off topic, not sure that the primer committee wants people using the word "primer" to describe a thread unless they've a-ok'd it. They told me to edit my sig because of this.
I like your deck! You do need more ramp to quickly cast Jin-Gitaxias, who I do believe is the superior commander.
As for some comments on the thread itself. The spoiler tags are kind of a pain to click through, honestly. Unnecessary. Also, your card selection really just says what the cards do, but fails to explain why you're using them.
Thanks for the info on "primer." I sort of just saw other decks on here that said "Primer" and went with it without looking into what it actually meant. I also prefer Jin-Gitaxias as commander, but many of my friends say I should play Teferi more. I generally don't listen. What ramp would you suggest? I have found it difficult to find good ramp in blue. I have been trying to fit Gauntlet of Power in, but as I said, I'm somewhat reluctant to make changes.
Your running teferi without knowledge pool? Also you may want to add psychosis crawler to play with arcanis the omnipotent as another possible win con. Is stuffy doll used for anything in your deck? Or is it just a chump blocker to deal damage?
I agree that Knowledge Pool definitely should go in this deck, and that is a combo almost worth running Teferi, Mage of Zhalfir as commander for. I was going to put it in at some point, but I guess I've just focused on getting other things like the mana rocks, Unwinding Clock, Mycosynth Lattice and the snow lands. I do like Psychosis Crawler as well, especially because this deck has a shortage of creatures as is. Stuffy Doll will probably come out of the deck soon; it is mainly a card I just play for fun in almost all of my EDH decks. It doesn't combo with anything in this deck. Thanks for the tips!
Another good card you might want in is descendant of soramaro with reliquary tower and any kind of card draw you can scry a ***** ton of cards to get whatever you need.
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1x Jin-Gitaxias, Core Augur
1x Teferi, Mage of Zhalfir
Lands
1x Academy Ruins
1x Boseiju, Who Shelters All
1x Faerie Conclave
1x Homeward Path
1x Magosi, the Waterveil
1x Mikokoro, Center of the Sea
1x Reliquary Tower
1x Seat of the Synod
20x Snow-Covered Island
1x Springjack Pasture
1x Strip Mine
1x Temple of the False God
1x Terrain Generator
1x Thawing Glaciers
1x Tolaria West
1x Vesuva
Creatures
1x Arcanis the Omnipotent
1x Clever Impersonator
1x Consecrated Sphinx
1x Deadeye Navigator
1x Draining Whelk
1x Guile
1x Kira, Great Glass-Spinner
1x Lighthouse Chronologist
1x Master Transmuter
1x Mnemonic Wall
1x Palinchron
1x Phyrexian Metamorph
1x Stormtide Leviathan
1x Stuffy Doll
1x Tidespout Tyrant
1x Treasure Mage
1x Voidmage Husher
1x Walking Atlas
1x Basalt Monolith
1x Caged Sun
1x Darksteel Forge
1x Elixir of Immortality
1x Extraplanar Lens
1x Gilded Lotus
1x Grim Monolith
1x Library of Leng
1x Mana Vault
1x Mindslaver
1x Mirrorworks
1x Mycosynth Lattice
1x Sol Ring
1x Thran Dynamo
1x Unwinding Clock
1x Vedalken Orrery
1x Venser's Journal
Enchantments
1x Leyline of Anticipation
1x Omniscience
1x Rhystic Study
Planeswalkers
1x Jace, Architect of Thought
1x Jace Beleren
1x Jace, the Mind Sculptor
1x Karn Liberated
Instants
1x Commandeer
1x Counterspell
1x Dream Fracture
1x Evacuation
1x Fact or Fiction
1x Faerie Trickery
1x Forbid
1x High Tide
1x Hinder
1x Mystical Tutor
1x Pact of Negation
1x Spell Crumple
1x Spin into Myth
1x Stoic Rebuttal
1x Acquire
1x Beacon of Tomorrows
1x Enter the Infinite
1x Fabricate
1x Temporal Mastery
1x Time Warp
1x Walk the Aeons
This deck is a combo deck that generally wins though infinite turns. Everything that isn't yours that matters gets bounced (see Tidespout Tyrant), and then you can simply win with creatures. In case of annoying creatures with hexproof or shroud, use Evacuation. Enter the Infinite, Omniscience and Beacon of Tomorrows collectively ensure that you will be able to cast everything in the deck and have plenty of time to use it. The reason there are two generals is that they are both good, but each one is better against certain decks. Jin-Gitaxias, Core Augur is better against groups where you won't have too worry too much about counterspells (e.g. highly creature-based decks, aggro, etc.), while Teferi, Mage of Zhalfir is better against groups where countermagic could be a problem (e.g. this deck, etc.). Whichever one isn't used as the general goes into the main deck.
Jin-Gitaxias, Core Augur: Insane card advantage. Finds combo pieces quickly. Can shut people out of the game if they have a maximum hand size.
Teferi, Mage of Zhalfir: Prevents counterspells against you. Also, giving creatures flash is pretty great as well.
Academy Ruins: Plenty of good artifacts to retrieve from the graveyard. Combos with Mindslaver.
Boseiju, Who Shelters All: All around good card. Allows counterspells, extra turn spells, etc. to go off without many issues.
Faerie Conclave: Taps for U, and can stop a big creature w/o trample if necessary. Little reason to remove it.
Homeward Path: Gets my creatures back if somehow I allowed them to be taken.
Magosi, the Waterveil: Good when something (e.g. Tangle Wire) is making turns useless, so you can skip a useless turn in favor of a useful one later.
Mikokoro, Center of the Sea: For when you need that extra card. Combos with Consecrated Sphinx.
Reliquary Tower: No maximum hand size is essential.
Seat of the Synod: Why not?
Snow-Covered Island: Most people don't use them, so it works better with Extraplanar Lens.
Springjack Pasture: Chump blockers. It's one of the cards that I put in all of my EDH decks for little or no reason.
Strip Mine: Only land removal I play. Gets rid of an annoying land someone else may have. I'm not a big fan of land destruction, which is why I don't play more.
Temple of the False God: Two mana on one land? Sure.
Terrain Generator: Mana acceleration helps when nearly everything in the deck is quite expensive.
Thawing Glaciers: Searches out basics. Combos with Palinchron and a mana-doubler to search out all basics.
Tolaria West: Search out any land. Pretty good.
Vesuva: Copies any land. Pretty great when someone else has Cabal Coffers and Urborg, Tomb of Yawgmoth out.
Arcanis the Omnipotent: Great card advantage.
Clever Imersonator: Copy any nonland permanent? I think that's a "yes."
Consecrated Sphinx: Greater card advantage. Combos with anything that says "Each player draws a card."
Deadeye Navigator: One of the best cards in EDH. Combos with any ETB effects (Palinchron comes to mind).
Draining Whelk: Counterspell on a creature. Combos with Deadeye Navigator.
Guile: Gain control of any spell with a counterspell? Sure. Also allows you to counter things that say that they "can't be countered." (e.g. Supreme Verdict).
Kira, Great Glass-Spinner: Protects your creatures.
Lighthouse Chronologist: Take an extra turn whenever somebody else takes a turn? Let's do it.
Master Transmuter: "I'll return Library of Leng to my hand to put Darksteel Forge into play." Yes.
Mnemonic Wall: Grabs whatever you need from the graveyard. Combos with Deadeye Navigator and an extra-turn spell for infinite turns.
Palinchron: Combos with Deadeye Navigator or a mana-doubler for infinite mana.
Phyrexian Metamorph: Copies any artifact or creature. What if everything's an artifact? (Mycosynth Lattice)
Stormtide Leviathan: One of the few big creatures in the deck. Also enables all lands to benefit from Caged Sun.
Stuffy Doll: Best chump blocker in existence. Another card I put in all of my EDH decks.
Tidespout Tyrant: Gets rid of stuff. Seals the win after infinite turns begins.
Treasure Mage: Genreally used to grab Caged Sun. Chump blocker.
Voidmage Husher: "I'll ult [insert planewalker here]" "Nope." Or "I'll Mindslaver you" "Haha, no ya won't."
Walking Atlas More mana acceleration. Combos well with Unwinding Clock. (It is an artifact creature - chech the Oracle text.)
Basalt Monolith: Mana.
Caged Sun: Lots of mana.
Darksteel Forge: Indestructible mana. Combo w/ Mycosynth Lattice = indestructible everything.
Elixir of Immortality: Anti-mill, replenish library when necessary.
Extraplanar Lens: Much mana.
Gilded Lotus: Mana.
Grim Monolith: Mana.
Library of Leng: No max hand size.
Mana Vault: Mana.
Mindslaver: Enslaves minds.
Mirrorworks: Copy the mana.
Mycosynth Lattice: Everything's an artifact. Combos with Unwinding Clock and Darksteel Forge.
Sol Ring: Mana.
Thran Dynamo: Mana.
Unwinding Clock: Untap mana rocks. Add Mycosynth Lattice to untap everything.
Vedalken Orrery: Flash is nice.
Venser's Journal: No max hand size + life gain.
Leyline of Anticipation: Flash is nice.
Omniscience: Cast things for free? Absolutely.
Rhystic Study: Card advantage.
Jace, Architect of Thought: Two mini-Fact or Fictions. Pretty good.
Jace Beleren: Slight card advantage. Add Consecrated Sphinx and it turns into "Insane card advantage."
Jace, the Mind Sculptor: Scry/Fateseal 1 + Free Brainstorms + Creature bounce + insane mill = yes.
Karn Liberated: Why not?
Commandeer: Steals a spell for "free".
Counterspell: Countermagic.
Dream Fracture: Countermagic + card draw.
Evacuation: Deal with many problems.
Fact or Fiction: Card "draw".
Faerie Trickery: Countermagic. I've gotten heat for including this and not Dissipate, but I like it better and there are very few Faerie spells used in EDH, at least in my playgroup.
Forbid: Repeated-use counterspell.
High Tide: Mana-doubler, combos with Palinchron.
Hinder: Counterspell that can bottom pesky generals.
Mystical Tutor: Search any intstant or sorcery (counterspell, combo piece or helper, etc.)
Pact of Negation: "Oh look, the blue-mage is tapped out, I can do stuff now." "Nope." I don't have Force of Will right now, so that's the best I've got.
Spell Crumple: Same as Hinder.
Spin Into Myth: Deal with a creature/bottom a general.
Stoic Rebuttal: Ganerally becomes another Counterspell in this deck.
Acquire: Steal an artifact. I know the decks of most of the people I play with, so I can usually find something useful.
Beacon of Tomorrows: Extra turn. Combos with Enter the Infinite as it becomes the only card in my library.
Enter the Infinite: Add Omniscience = cast everything for free.
Fabricate: Grab any artifact.
Temporal Mastery: Extra turn for potentially 1U.
Time Warp: Extra turn.
Walk the Aeons: Extra turn.
Archmage Ascension: It's epic, but only if it gets online, and my playgroup is quite adept at preventing that.
Ivory Tower: There are things I'd rather have.
Void Stalker: It's good, but it ended up very underused.
Quicksilver Gargantuan: I like it, but it also became quite underused.
Diluvian Primordial: Unnecessary. I could never find a good time to use it.
Future Sight: It is great, but it becomes pointless when there aren't any cards in my library.
Time Stretch: I'm not really sure why I took this out. It deserves a place in this deck.
I welcome any advice, but I admit I am one of those people who is somewhat reluctant to make changes. Also, I am trying to get this deck completely foil, so if you have any foil versions of these cards that you're willing to part with, PM me and we can work something out. I don't have a whole lot to trade, so I generally buy cards from people.
I like your deck! You do need more ramp to quickly cast Jin-Gitaxias, who I do believe is the superior commander.
As for some comments on the thread itself. The spoiler tags are kind of a pain to click through, honestly. Unnecessary. Also, your card selection really just says what the cards do, but fails to explain why you're using them.
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog