Quote from Dragonwyre »What about Reflecting Pool? So many dual colored lands it should work. Doesn't cost life to tap.
Quote from Dechs KaisonWhat the Griselbrand, Xen. Just when I thought your stuff couldn't get any better, you churn out that Jeleva banner. It's gorgeous.
Quote from Kelzam »Hey darrenhahib, I was reading and saw where you said you've played around 50 games with the Astral Genesis deck. Are you playing on Magic Online? Just curious what platform you're testing on
Very much interested to see how this version develops!
Quote from darrenhabib »Quote from Kelzam »Hey darrenhahib, I was reading and saw where you said you've played around 50 games with the Astral Genesis deck. Are you playing on Magic Online? Just curious what platform you're testing on
Very much interested to see how this version develops!Yes Magic Online is where I get reps in, but I have a commander group for paper as well.
The thing with online is that people don't know what you're playing fully, so the Living End and Hypergenesis is totally unexpected and not planned for by opponents, so in this respect it's not a true indication of play testing, but I don't play these sorts of decks for any serious competitiveness.
Quote from darrenhabib »Quote from Dragonwyre »What about Reflecting Pool? So many dual colored lands it should work. Doesn't cost life to tap.I've never invested in a Reflecting Pool, as it doesn't fix a color that you might be missing in certain situations. I've always been a fetch-land into duel lands, with the 5-color lands that deal damage almost having no downside in 40 life commander. I guess sometimes it's just a preference thing.
Quote from darrenhabib »I should really change the thread explanation, and have the idea of the Astral Slide as kind of a bonus, rather than the name sake of the deck. But I would have never gotten the core idea of the cascade plan without it, so just left the thread as the original theory-crafting explanation.
I've probably played like 50 games and had a proper Astral Slide setup twice. But I still win a lot of games, because the Living End or Hypergenesis just end up being too much for opponents, with just a single/few Niv-Mizzet Reborn triggers.
Actually as it turns out Rakdos, Lord of Riots has been the least useful of the creatures. Never cast it on Turn 4 (of course) and the colorless portion can only be used on creatures.
Then Golgari Findbroker has also been something I just never used. Really need fetch land to get any use, as I don't want to put creatures back into my hand just in case of Living...stuff.
Yeah I guess because it doesn't have an ability that is very relevant to commander, that I didn't end up adding it, although haste to all creatures is suuuuper great if you have it. Just killing off the person that could deal with your board means that you normally win the game in that situation.
I have to say much like Astral Slide, I have cast Immortal Servitude only a couple of times. Casting it for 9 mana to get the 6 drops has only happened when I had Cadaverous Bloom to fuel the mana to cast it.
So in the end, distributing your casting costs, doesn't really matter long term for the deck.
I NEVER have mana spare, certainly not three in opponents turns. I was thinking about Force of Will as a non-color paired card that I might naturally draw, and I just did a count of 26 blue cards, which is fine considering Niv-Miz draw into blue cards as well. There is also Force of Negation, which could be worth considering as well.
Quote from SirGregarious »Currently, our lists differ by these cards:
Force of Will - You added it after our discussion about counter spells. I think I may have been going down the wrong path by thinking of counter spells, but this is arguably the best one ever printed so it might be worth keeping even if Niv can't fish for it.
Wilderness Reclamation - I gave some thoughts about it above, I think it's too narrow for my tastes and I don't like that Niv can't fish for it.
Angel of Despair - I needed to cut one thing from Orzhov and this seemed like the right choice over Ashen Rider because exile is more potent and it can trigger twice situationally.
Astral Drift - I put in a proxy of it to test with, it definitely feels good to hit the Astral effect more consistently while also providing an enabler or one time use version of the effect.
Molderhulk - I wanted to round out Golgari a bit more, and this guy provides some ramp if you've been cycling or discarding to hand size. He also ends up being a much easier to cast version of Rakdos' 6/6 body.
Rhythm of the Wild - I found a unique answer to the "counter war" problem I was facing, and it also acts as a haste enabler or an anthem if you already have a haste enabler. I kept it in my opener for the turn three play and it ensured Niv hit the table, I felt really good about it.
Do you mind sharing your thoughts about the recent changes you made and if you have any on these few cards?
Soulherder got spoiled literally right after I posted. Do you think it's worth replacing Swans of Bryn Argoll for?
Quote from Makarzorklin »You're missing the best card that solves the how to cast a fist full of cards, Prophet of Kruphix. It is another simic card, but worth the inclusion. Allows you to unload your creatures on the opponents turn, gives you mana for instant speed interaction, and is found by Niv.