Updated the list a little, and added in some spoilers with the decklist, card explanations, and soon to come results! Also, the Banner is up, and I'm feeling inspired.
Please, any questions or suggestions, throw them at me!
EDIT: And, I realized, I really am slowly turning this into "Consistency: The blue deck!"
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A few observations: Lightning Greaves feels out of place with only 8 creatures. Not only that, but I think counter magic is the proper way to protect a creature. A Haste enabler doesn't appear to advance your strategy outside of Kosilek, so no big loss there. Greaves also doesn't protect from edict, bounce, or wrath effects. Counter magic does. I would consider replacing Greaves with Muddle the Mixture. It does everything you want Greaves to do and tutors as well.
Unless there is something with cmc 1 that is vital and urgent to your game plan, I'm not a fan of Dizzy Spell because it has no value outside of it's transmute.
Dreamborn Muse would be an interesting addition for the mill theme. Just wanted to mention her because her name hasn't come up yet.
The spells in your list that strike me off flavor or clunky are: Dream Tides (prison effect that works well with Turnabout but feels niche, not on theme. Better just instant speed Evacuation if the battlefield becomes too potent.) Jace's Erasure (not enough draw in your deck to effectively power a mill engine. Appears to only work well if you go infinite and cast Stroke of Genius on yourself, which overall is clunky) Grim Monolith (without the Basalt Monolith and Power Artifact suite, it's sorta just a dumb rock) Heartstone (Training Grounds powers the Ambassador better. Redundancy doesn't feel necessary, and as far as I can tell the two enablers cannot combine to make his ability free. I might even cut Training Grounds and just focus on going infinite to power Ambassador.)
Heartstone - Well, I thought an additional was better, but you're right, far too redundant, and sub-par to Training Grounds. I would rather draw Training Grounds 100% of the time. Will find a replacement.
Erasure - I've been wondering about that. Any ideas for a replacement?
Monolith - Understood. Will replace it with something else. The deck could use more tutor and fetch anyway, doesn't need all that darn mana.
Dream Tides - Evacuation just may be the better choice here. Thanks for the idea! I guess prison with avoidance clause is not as good as I think? xD;
Dreamborn Muse - One of my favorites out there, but it just doesn't fit. It was actually in my list originally, before I posted. Wasn't doing the job, sadly...
I will be replacing greaves with Muddle the Mixture
Dizzy Spell also transmutes into Training Grounds as well, which is part of the point. Or is that wrong? O.o
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I really don't like trying to use Laquitus' ability without infinite mana. Mill is incredibly slow and inefficient without comboing. Dizzy spell grabs high tide which combos with palinchron (what doesn't?).
Major overhaul of the first post complete. Welcome to my near-complete Primer. The only thing missing is the optional records of 1v1 matches, which I am going to do just because they will be yet another resource for you guys.
Tomorrow, I will go through this page of the thread and nay new ones, and test out changes with your suggested cards and such. Thank you all for your continued support in this endeavor.
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To explain: She just played her Thromok Tokens against this deck. At first, it looked scary, but then a knowledge pool stole me some ramp and a Garruk, and then I Palinchron combo'd her to death.
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Just wondering if having Relic of Progenitus and Tormod's Crypt is necessary redundancy.
I see you run Relearn and Call to Mind, but no Wall or Snapcaster. If spell recursion isn't a vital strategy here, I would say Relic is the superior of the two not only because it cantrips, but because you can find it with Dizzy Spell..
I would consider replacing Crypt with Trickbind. So many games are won with activated or triggered abilities. Most combos are built around stacked triggers. Trickbind also interutpts most GY tactics at instant speed, at least for that turn, which is long enough to go find your Relic..
A big change I had was taking out Spin into myth for Pongify. I could never justify spending 5 mana to remove 1 creature. It always ate my counter mana.
Also, Archive trap seems so very weak in EDH. Hitting 1 person for 13 cards does absolutely nothing. Have you considered Pact of Negation as Force #2?
Hmm...I've never had a very good time with the trap. I'll try out Pact =)
Spin was for getting rid of their commander into their deck, and also for more Vendilion Clique possibility. It was essentially Vendilion Clique #2 for me. Better with Pongify?
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Get rid of memory adept. Words cannot describe how terrible I think he is. Beleran is so much better. But the spot needs to be Tezzeret the seeker. Strongest walker in EDH. Trust me, you'll never want to run blue without him.
Well, I liked him in my standard turbo fog...for about ten minutes, then I was like "Oh wait lol karn is better"
I thought he fit the mill theme well, and I liked the card draw. However, he really was not pulling his weight as much as Tez will. Untapping Candelabra and Dynamo? Yes please!
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Well, I liked him in my standard turbo fog...for about ten minutes, then I was like "Oh wait lol karn is better"
I thought he fit the mill theme well, and I liked the card draw. However, he really was not pulling his weight as much as Tez will. Untapping Candelabra and Dynamo? Yes please!
The issue with Mill in EDH is that it doesn't work sadly (it's my favorite way to win besides Battle of wits/Divine intervention). Decks are too large and there are too many of them. So comboing for insta mill with Laqu or oona is the only way to go. Of course you could lock down the game and have everyone twiddle their thumbs until they draw out (the idea behind my next deck). But that's because I take pleasure in ceasing.
Sounds like me and my absolute adoration of Stasis.
Mill only works with infinite, yes I mean, mass mill (10+ cards) can be annoying and stop some cool topdecks, as long as an Eldrazi Titan doesn't pop up in there <<
Thank goodness that infinite is pretty easy in this deck.
Please, any questions or suggestions, throw them at me!
EDIT: And, I realized, I really am slowly turning this into "Consistency: The blue deck!"
Done by Rivenor of Miraculous Recovery signatures!
A few observations:
Lightning Greaves feels out of place with only 8 creatures. Not only that, but I think counter magic is the proper way to protect a creature. A Haste enabler doesn't appear to advance your strategy outside of Kosilek, so no big loss there. Greaves also doesn't protect from edict, bounce, or wrath effects. Counter magic does. I would consider replacing Greaves with Muddle the Mixture. It does everything you want Greaves to do and tutors as well.
Unless there is something with cmc 1 that is vital and urgent to your game plan, I'm not a fan of Dizzy Spell because it has no value outside of it's transmute.
Dreamborn Muse would be an interesting addition for the mill theme. Just wanted to mention her because her name hasn't come up yet.
The spells in your list that strike me off flavor or clunky are:
Dream Tides (prison effect that works well with Turnabout but feels niche, not on theme. Better just instant speed Evacuation if the battlefield becomes too potent.)
Jace's Erasure (not enough draw in your deck to effectively power a mill engine. Appears to only work well if you go infinite and cast Stroke of Genius on yourself, which overall is clunky)
Grim Monolith (without the Basalt Monolith and Power Artifact suite, it's sorta just a dumb rock)
Heartstone (Training Grounds powers the Ambassador better. Redundancy doesn't feel necessary, and as far as I can tell the two enablers cannot combine to make his ability free. I might even cut Training Grounds and just focus on going infinite to power Ambassador.)
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Erasure - I've been wondering about that. Any ideas for a replacement?
Monolith - Understood. Will replace it with something else. The deck could use more tutor and fetch anyway, doesn't need all that darn mana.
Dream Tides - Evacuation just may be the better choice here. Thanks for the idea! I guess prison with avoidance clause is not as good as I think? xD;
Dreamborn Muse - One of my favorites out there, but it just doesn't fit. It was actually in my list originally, before I posted. Wasn't doing the job, sadly...
I will be replacing greaves with Muddle the Mixture
Dizzy Spell also transmutes into Training Grounds as well, which is part of the point. Or is that wrong? O.o
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Pendrell Mists is an excellent anti-creature card.
You should really run the monoliths with power artifact.
and yes, infinite mana is the goal. Hence Palinchron
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Tomorrow, I will go through this page of the thread and nay new ones, and test out changes with your suggested cards and such. Thank you all for your continued support in this endeavor.
Done by Rivenor of Miraculous Recovery signatures!
He decimated me and then destroyed the remaining 9/10ths.
It was pretty complete. It was quite mean. X3
To explain: She just played her Thromok Tokens against this deck. At first, it looked scary, but then a knowledge pool stole me some ramp and a Garruk, and then I Palinchron combo'd her to death.
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I see you run Relearn and Call to Mind, but no Wall or Snapcaster. If spell recursion isn't a vital strategy here, I would say Relic is the superior of the two not only because it cantrips, but because you can find it with Dizzy Spell..
I would consider replacing Crypt with Trickbind. So many games are won with activated or triggered abilities. Most combos are built around stacked triggers. Trickbind also interutpts most GY tactics at instant speed, at least for that turn, which is long enough to go find your Relic..
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Is Wall really that good though? I've never used it. What do you think?
Tried snapcaster, didn't like it.
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Done by Rivenor of Miraculous Recovery signatures!
Also, Archive trap seems so very weak in EDH. Hitting 1 person for 13 cards does absolutely nothing. Have you considered Pact of Negation as Force #2?
Spin was for getting rid of their commander into their deck, and also for more Vendilion Clique possibility. It was essentially Vendilion Clique #2 for me. Better with Pongify?
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Done by Rivenor of Miraculous Recovery signatures!
-List Updated
-List Alphabetized
-New results added!
-Post edited for slight grammar errors
-Applying for primer status
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Done by Rivenor of Miraculous Recovery signatures!
I'm so upset they even printed him. Just reprinting Beleran would have been better. He's just bad.
I thought he fit the mill theme well, and I liked the card draw. However, he really was not pulling his weight as much as Tez will. Untapping Candelabra and Dynamo? Yes please!
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The issue with Mill in EDH is that it doesn't work sadly (it's my favorite way to win besides Battle of wits/Divine intervention). Decks are too large and there are too many of them. So comboing for insta mill with Laqu or oona is the only way to go. Of course you could lock down the game and have everyone twiddle their thumbs until they draw out (the idea behind my next deck). But that's because I take pleasure in ceasing.
Mill only works with infinite, yes I mean, mass mill (10+ cards) can be annoying and stop some cool topdecks, as long as an Eldrazi Titan doesn't pop up in there <<
Thank goodness that infinite is pretty easy in this deck.
What do you think of including Deadeye Navigator and Peregrine Drake?
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