I started considering to add Guided Passage, from Apocalypse, to my Intet, the Dreamer deck (link in my sig if anyone wants to check it). What are your thoughts on this card, regarding the Commander format?
I think that three cards for three mana is pretty sweet. Knowing what card types you are getting beforehands could also be more advantageous to you than random draw.
In the other hand, I'm not very eager to let my opponent look at my entire library... Not to mention that it can take an obscene amount of time to resolve if your opponents decides to take a good look at your library, as he should.
EDIT: just to clarify things, I'd like your thoughts on the card in general, not specifically in the deck I mentioned.
Unless your opponents like doing goofy stuff it will probably read most of the time like this " An opponent chooses from among them, the weakest creature card, a basic land card, and a nonhelpful noncreature, nonland card.
Unless your opponents like doing goofy stuff it will probably read most of the time like this " An opponent chooses from among them, the weakest creature card, a basic land card, and a nonhelpful noncreature, nonland card.
Edit: it's still three cards though.
I was thinking it could be good in multiplayer politics. You could conspire with some other player to tutor for a removal spell aimed at a third player.
Yeah, the first thing I thought when I saw this was Riku. However, that could be just because Riku combos with everything.
And maybe it could be good if played early. I'm wondering if my deck has so many useless cards - what if you could build it well enough that none of your cards would be utterly useless in any situation? That's probably my utopian delusions speaking, though.
I like it, but I don't know if it would make my "final" 99. I played it in a Battle of Wits deck with a good deal of success.
On the downside, your opponent gets to see your deck, like you said. Unless you are hiding the fact your Intet list is really a Hermit Druid deck, however, you probably don't have much to fear from this -- most people gloss over after the first 20 cards or so.
Another detriment is that Guided Passage sort of requires you to build around it to get maximum value. First, you should probably take out anything that would almost always be a "dud" when you cast Guided Passage, and that means most pure mana fixing like Sakura-Tribe Elder and Kodama's Reach. If you are playing these cards, Passage will effectively net you 3 lands almost every time.
On the plus side, it is solid card advantage. If you replace your STEs and KRs with Yavimaya Elder, Horizon Spellbomb, or Mind Stone, then you can at least cycle them if your opponent tries to give you chaff late game. Your Guided Passages "for value" will at least refill your hand with gas and get you back in the game, even if your opponent has it in for you.
Continuing that train of thought, what if you only played one or two creatures in your deck? You have a Guided Passage. Look again. The Guided Passage is now diamondsTidespout Tyrant and you are comboing off or taking over the game! Or maybe all your creatures are Trinket Mages, Fauna Shamans, and Drift of Phantasms, and your Guided Passage is more like Demonic Tutor + draw 2 cards. There is some good potential there, but the tricky part is that you might handicap your deck while building around a one-shot value spell.
The best-case scenario is when you Guided Passage for an answer. If your playgroup is heavy on politics like many are, you can probably strike a deal with one of your opponents to give you the answer to that other guy's threat. As long as you and at least one opponent have a common enemy, Guided Passage will give you the answer you need most, plus a land and a random card.
Sadly, you probably won't find yourself tutoring for this all that often, but boy, isn't it fun when it happens?
I ran this card in my Riku deck and loved it...great when copied, and really great politically if you and someone else at the table are tag teamin...
That's how I use mine every single time. I tends to end up costing 3UURRG because I copy it twice (Once with Riku of Two Reflections and once with the Mirari).
That's how I use mine every single time. I tends to end up costing 3UURRG because I copy it twice (Once with Riku of Two Reflections and once with the Mirari).
And did the results please you or?
To be honest, I don't think I'd have the patience to go through this proccess three times in a row.
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Commander:GB Jarad, Golgari Lich Lord (list) - U Talrand, Sky Summoner - GRU Maelstrom Wanderer
And did the results please you or?
To be honest, I don't think I'd have the patience to go through this proccess three times in a row.
As long as the person pulling cards is sided with me, I'm bound to get something good, so yes the result tend to please me.
When I choose someone whom I'm not sided with, they're pulling nine cards, they are kinda forced into helping me at least a little bit.
Overall, I really like this card. It is one of my personal pieces of Secret Tech and it can be a very political tool.
Yeah, its in my riku deck too. I love when I get to double cast, then its really, really good. In the early game, people will most likely give you your ramp since its what you would need most there. In the late game however, its value as basically a ramp tutor of course loses its value, but if you can double cast it that's still 6 cards out of your deck. As others have said, it is a great political weapon.
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
Sorcery speed to get the three worst cards at your deck for three mana? I'll pass.
You need to make some friends.
Theres two people in my playgroup that have used this card. Usually they know to pick someone who is on pretty good terms with them so they can at least get some decent cards.
Often times it's a Solemn Simulacrum, some kind of Counterspell, and a basic land.
Yes it can get you some weak stuff, but at least it all should be useful and it keeps your hand full, and playing lands. However, it also can be abused if you only include a very few amount of non-land non-creature cards, and if you play a lot of graveyard recursion to keep casting it where it forces your opponents to get you something bomby.
And politically it can be used with someone else to get something to prevent someone else from winning.
Sorcery speed to get the three worst cards at your deck for three mana? I'll pass.
Every card in an edh deck should be something you're always happy to see. So how is his bad? Also, politics. This card bleeds it and politics wins games.
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The EDH stax primer When you absolutely, positively got to kill every permanent in the room, accept no substitutes.
I love cards that make others make a choice much like fact or fiction. They are good skill testers. Also 2 CA is not bad for 3 mana. Add in some politics you can use it late game to get a piece or removal or sweeper with some help from another player.
I like it. If you play it when one player is dominant, then if the other players are smart, they will pull answers for you. So when well timed it becomes a win-win for the table, and a lose-lose for...Azusa
Had it in my Animar deck and realized that it wasn't all that good there. Put it in Intet, and everything changed. It's great. Sure, the land is always going to be a basic, but if every spell and creature is a game-changer, then you'll always get gas--or something to get Scroll Rack'd away
I have an interesting opinion. I watch what cards they tutor up for me. If they really are junk, I consider those the weak links of my deck, and replace them. The card gives you an unbiased look at all the cards in your deck your opponents consider the worst, and helps you improve it. Over time they are forced to tutor up better and better things until they can only give me good stuff. And even in game, you get 3 cards, and get rid of some bad draws. I think it's worth it
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I think that three cards for three mana is pretty sweet. Knowing what card types you are getting beforehands could also be more advantageous to you than random draw.
In the other hand, I'm not very eager to let my opponent look at my entire library... Not to mention that it can take an obscene amount of time to resolve if your opponents decides to take a good look at your library, as he should.
EDIT: just to clarify things, I'd like your thoughts on the card in general, not specifically in the deck I mentioned.
Pauper: UR some horrible homebrew izzet deck
Edit: it's still three cards though.
Optimal Arcum-Control
Teferi, Lockdown Mage
Animar, Aggro-Combo Beatdown
Grand Arbiter Augustin IV: Total Control
5-Color Control
BUGThe MimeoplasmBUG
WUIsperia, Supreme JudgeWU
GAzusa, Lost but SeekingG
I was thinking it could be good in multiplayer politics. You could conspire with some other player to tutor for a removal spell aimed at a third player.
EDIT:
Yeah, the first thing I thought when I saw this was Riku. However, that could be just because Riku combos with everything.
And maybe it could be good if played early. I'm wondering if my deck has so many useless cards - what if you could build it well enough that none of your cards would be utterly useless in any situation? That's probably my utopian delusions speaking, though.
Pauper: UR some horrible homebrew izzet deck
On the downside, your opponent gets to see your deck, like you said. Unless you are hiding the fact your Intet list is really a Hermit Druid deck, however, you probably don't have much to fear from this -- most people gloss over after the first 20 cards or so.
Another detriment is that Guided Passage sort of requires you to build around it to get maximum value. First, you should probably take out anything that would almost always be a "dud" when you cast Guided Passage, and that means most pure mana fixing like Sakura-Tribe Elder and Kodama's Reach. If you are playing these cards, Passage will effectively net you 3 lands almost every time.
On the plus side, it is solid card advantage. If you replace your STEs and KRs with Yavimaya Elder, Horizon Spellbomb, or Mind Stone, then you can at least cycle them if your opponent tries to give you chaff late game. Your Guided Passages "for value" will at least refill your hand with gas and get you back in the game, even if your opponent has it in for you.
Continuing that train of thought, what if you only played one or two creatures in your deck? You have a Guided Passage. Look again. The Guided Passage is now
diamondsTidespout Tyrant and you are comboing off or taking over the game! Or maybe all your creatures are Trinket Mages, Fauna Shamans, and Drift of Phantasms, and your Guided Passage is more like Demonic Tutor + draw 2 cards. There is some good potential there, but the tricky part is that you might handicap your deck while building around a one-shot value spell.The best-case scenario is when you Guided Passage for an answer. If your playgroup is heavy on politics like many are, you can probably strike a deal with one of your opponents to give you the answer to that other guy's threat. As long as you and at least one opponent have a common enemy, Guided Passage will give you the answer you need most, plus a land and a random card.
Sadly, you probably won't find yourself tutoring for this all that often, but boy, isn't it fun when it happens?
Draft my Mono-Blue Cube!
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That's how I use mine every single time. I tends to end up costing 3UURRG because I copy it twice (Once with Riku of Two Reflections and once with the Mirari).
Heroes and Villains Comics and Games
Watch "The Giant Sharkgate Chronicles"
Watch "Eating Made Easy"
And did the results please you or?
To be honest, I don't think I'd have the patience to go through this proccess three times in a row.
Pauper: UR some horrible homebrew izzet deck
As long as the person pulling cards is sided with me, I'm bound to get something good, so yes the result tend to please me.
When I choose someone whom I'm not sided with, they're pulling nine cards, they are kinda forced into helping me at least a little bit.
Overall, I really like this card. It is one of my personal pieces of Secret Tech and it can be a very political tool.
Heroes and Villains Comics and Games
Watch "The Giant Sharkgate Chronicles"
Watch "Eating Made Easy"
Cockatrice Username: seriph0
You need to make some friends.
Theres two people in my playgroup that have used this card. Usually they know to pick someone who is on pretty good terms with them so they can at least get some decent cards.
Often times it's a Solemn Simulacrum, some kind of Counterspell, and a basic land.
RBUThraximundarUBRRUNiv-Mizzet, the FiremindUR
BWGhost Council of OrzhovaWBWUBRGChild of AlaraGRBUW
WBRKaalia of the VastRBWGBSapling of ColfenorGB
Yes it can get you some weak stuff, but at least it all should be useful and it keeps your hand full, and playing lands. However, it also can be abused if you only include a very few amount of non-land non-creature cards, and if you play a lot of graveyard recursion to keep casting it where it forces your opponents to get you something bomby.
And politically it can be used with someone else to get something to prevent someone else from winning.
GAzusa, Lost but SeekingG
WBVish Kal, Blood ArbiterWB
WBRKaalia of the VastWBR
UBGVorosh, the HunterUBG
WRGisela, Blade of GoldnightWR
WUGJenara, Asura of WarWUG
WBGTeneb, The HarvesterWBG
WUBRGHorde of NotionsWUBRG
Every card in an edh deck should be something you're always happy to see. So how is his bad? Also, politics. This card bleeds it and politics wins games.
The EDH stax primer
When you absolutely, positively got to kill every permanent in the room, accept no substitutes.
Best description of Guided Passage ever.
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
I'll take any of them, thanks