The casting cost makes it a little challenging to cast and most lists don't use Breath of Life and False Defeat so not sure if the effect is worthwhile in multiples.
I do like Fire // Ice even though it's probably not an ideal utility card for Child. Still wanna test it.
The casting cost makes it a little challenging to cast and most lists don't use Breath of Life and False Defeat so not sure if the effect is worthwhile in multiples.
That. Paying WW is quite chalenging. Even Unmake is sometimes uncomfortable to cast.
For recursion would demonic vigor from dominaria see any play in our builds?
It's okay but Unhallowed Pact and Shade's Form are better, more direct options for that. Undying Evil also is a better reactive means of achieving the same effect.
I use all 3. D0su and I discussed this about 5 months ago (refer to posts #379 and #380).
This addition is always awesome to 5-color pauper decks just because. I prefer these CIPT&pay1 effects than the "1,T:add one of any color" ones, which demand more ramp to provide CoA castings. That's why I prefer these to, say, Opal Palace (which is - at best - borderline good for me because of its additional effects).
I tend to keep the build with 20 or so basics and rainbow/utility/ramp on others. YMMV on each color.
I use all 3. D0su and I discussed this about 5 months ago (refer to posts #379 and #380).
This addition is always awesome to 5-color pauper decks just because. I prefer these CIPT&pay1 effects than the "1,T:add one of any color" ones, which demand more ramp to provide CoA castings. That's why I prefer these to, say, Opal Palace (which is - at best - borderline good for me because of its additional effects).
I tend to keep the build with 20 or so basics and rainbow/utility/ramp on others. YMMV on each color.
My bad.. Haha.. I just looked back and I actually posted RIGHT after you guys discussed it... I'm def going to add it in.
And what is the love for opal palace in your build.. I just don't see me using its effect much as I want COA in the graveyard and not in my command zone.. But obviously sometimes he may end up there but I've had some games where he never is besides opening turn ..and so therefore I need ramp to be able to use the any colored mana..
One thing about Opal Palace: It turns CoA into a 3-turn clock, hence why I'd never remove it.
Private Mod Note
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Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
One thing about Opal Palace: It turns CoA into a 3-turn clock, hence why I'd never remove it.
So does Undying Evil.
With Opal Palace CoA kills 1 turn earlier but comes into play 1 turn later and slows us down to fix mana... I still keep it for now but it's the worst rainbow land IMO. Anyway, one can replace some rainbows with panoramas or guildgates. There's more than one good solution, specially when you go pauper. Bottom line it's personal preference.
Amazing, congrats!!!
My signed build is 97/101. I might replace some unsigned cards with slightly worse options to make it fully signed, but one of the cards has no substitute (Peregrine Drake). I will update the scans in the next few days.
Brainspoil Are you including this primarily for the transmute ability.?. As to destroy other creatures it may be a little situational. Obviously if you aren't running Shade's form it can be a way to kill COA which is nice but what are you searching for most of the time? Peregrine Drake,traumatic visions, mulldrifter, izzet chronarch, salvager of secrets, or COA (those are all the 5cmc cards in your deck. COA came across as maybe the most intriguing reason to include it as a backup plan for COA. If someone gets cheeky and plays oblation or something kind it. It's def a card that has multiple uses to it just trying to see what you come across using it for the most to see if I should fit it in.
The next cards are your ramp cards. Far wanderings,traumatic visions,, reap and sow.
why not Primal growth in place of Far wanderings. I run primal growth at the moment. Primal growth gives the added bonus of being able to Sac COA and search your library for 2 basic lands that enter untapped.. Possibly allowing you to recast COA the same turn. Far wanderings is no card to sneeze at as most of the time it will alow you to get 3 lands mid or late game. But I feel Primal growth is slightly better.
traumatic visions is in your ramp section.. Which its not bad at and it's got a 2nd possibly to use it for countering even though the high cost makes that a less appealing option on this card. What do you like most about this card.
reap and sow more of a utility card for land destruction than ramp IMO.. Do you have a need to destroy lands in your meta? I usually don't so I don't include this card but it is a nifty card and could earn a spot if I need to slow a fast deck down or destroy the one color that my opponent really needs. Is that was you use it for.. Or do you usually ramp?
Next up are some draw cards.
Foresee def a good card to set up your hand as well as get a draw boost.. Might be putting this in for some extra draw
read the bones nice draw spell nothing wrong with that. Def a fine card.
But I'm curious why no ponder in your deck.?. Love this card I run it in my deck. It's Cheap and effective.
Creature card is next Peregrine drake Why him? Think I noticed something about never taking him out because he is signed by someone special maybe.. I mean he is nice that he basically plays for free. But provides no real value outside of that and will get blown up soon anyway.. He could be a finisher of games though if your able to blow the board up enough times. Just curious your reasoning.
Cards I have you don't. Reclaim love this card.. Cheap and brings back whatever I need. Shade's form nice little boost and most importantly has recursion Reaping the graves great recursion with a possibility of bringing back more than just COA. Macabre waltz recursion of two bodies with the downside of discarding. But still nice. Tragic slip helps with getting rid of Indestructible creatures you opponent has or heck could be played on an opponents turn to blow up COA if a creature died that turn. Like this card.
So at the moment I seem to be a little more heavy on recursion than you are.. Im not sure if that is a good thing or bad thing.. But in my meta I seem to have to blow the board up 3+ times usually to get to a situation that I can win. So getting him back quickly and effectively is important to me.
But I'm always tinkering with this deck and since we are so close to the same build im just curious why you have the cards you have over the few i have.. Thanks for any advice or help.
Brainspoil - This is a tutor to fetch a combo piece (Peregrine Drake most of the time, sometimes a recurring Wizard - the easiest to cast given the color fix I got). I don't care about CoA because I can choose to put it in the commander zone. Far wanderings instead of Primal Growth: actually both are kinda weak, but Wanderings feel better for me in late game, and I already have sac outlets. But it's a draw and a kinda personal choice IMO. Traumatic Visions is an awesome tool to fix a 5c deck and a meh counter in early/mid game and a nice one in late game. A pauper toolbox/staple in this deck, considering. Reap and Sow - this is the only 1 of 3 ways to fetch a non-basic land in Pauper (Expedition Map and Crop Rotation are the others). Used to fix dat 5th color or fetch a double land to close the combo with Faeries or sometimes a Bojuka Bog to stop some GY mayhem. Foresee - Gotcha. A super Preordain. Nice in any hand after the 5th turn. Read the Bones - Another scry&draw with a grat price/performance ratio IMO.
Lack of Ponder - honestly, when you have the two cards above & Preordain, you feel anything without scry is meh. It's cheap and effective, sure, but I wouldn't know what to ditch to put it back. It's always an option. Peregrine drake - combo, redundancy with Cloud of Faeries, but the drake works with any land.
Reclaim - I think we have enough redundance in the deck. I never thought this in CoA deck because of black recursion and all the Wizards. Shade's Form - I don't miss any pump on my General. It's really nice but I dislike the 1BB cost and B to activate. For the same reason I gave up on Crypt Rats as a backup board sweep. Reaping the graves and Macabre waltz - My build normally wants to get back a creature at a time (almost always CoA) and I have 2 reusable recusrsion spells. Also some spells are really expensive so the storm is situational. Tragic slip - I never thought about this one. Seems situational because needs for someone to die to be useful. I might consider to get one signed just in case.
About your recursion spells and meta, it's always good to keep the board controlled anytime you wish.
Normally (with the tutors I have) I can easily find a way to fetch one of my reusable GY spells. I wish there was more than one reusable sac outlet.
I will replace some things to have it signed as soon as my Drake arrives. Will keep this posted.
All the best
Brainspoil - This is a tutor to fetch a combo piece (Peregrine Drake most of the time, sometimes a recurring Wizard - the easiest to cast given the color fix I got). I don't care about CoA because I can choose to put it in the commander zone.
Thanks for the quick and precise response.. You make some good points and I'll adjust my deck accordingly.
You said you don't care about Brainspoil searching for COA in your library because you can always just put him in the commmand zone.. In my above post I mentioned the card oblation. if someone plays this card COA goes into my library correct? .. I can't decide to put COA in command zone due to shuffling it in my library? If I'm wrong on this my bad.
Also I'm aware of the cloud of faries combo set up like this
Cloud of Faeries + (Ghostly Flicker/Displace) + (Archeomancer/Izzet Chronarch) + 2 bounce lands (like Izzet Boilerworks) incl. at least 1 blue.
Brainspoil - This is a tutor to fetch a combo piece (Peregrine Drake most of the time, sometimes a recurring Wizard - the easiest to cast given the color fix I got). I don't care about CoA because I can choose to put it in the commander zone.
Thanks for the quick and precise response.. You make some good points and I'll adjust my deck accordingly.
You said you don't care about Brainspoil searching for COA in your library because you can always just put him in the commmand zone.. In my above post I mentioned the card oblation. if someone plays this card COA goes into my library correct? .. I can't decide to put COA in command zone due to shuffling it in my library? If I'm wrong on this my bad.
Also I'm aware of the cloud of faries combo set up like this
Cloud of Faeries + (Ghostly Flicker/Displace) + (Archeomancer/Izzet Chronarch) + 2 bounce lands (like Izzet Boilerworks) incl. at least 1 blue.
They changed the rules on putting commanders in library awhile ago. The corresponding rule is now:
903.9. If a commander would be exiled from anywhere or put into its owner's hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
Regarding Peregrine drake in the cloud of faeries combo: The combo with drake is exactly the same except that peregrine drake replaces cloud of faeries and you can use most any lands (except that one must be blue) instead of the bounce lands.
I.e. Pegrine drake + (Ghostly Flicker/Displace) + (Archeomancer/Izzet Chronarch) + a set of at most 5 lands that can produce at least 4 mana (incl. 1 blue). Honestly, the lands requirement can be mostly assumed if you have all those pieces in play, at least if you assume that there is not THAT much mass land destruction in the game
War of the Spark brings us Kaya's Ghostform as a cheaper version of Shade's Form. I've never been sold on Form because of its cost but at CMC 1, I'm much more willing to give this card a shot. Although, we can't steal cool creatures from our opponents with it.
@Fr0sty711, what @Reaper9889 said. I would say exactly this, but not as comprehensively Thx Reaper!
@bfine70, hmm, I never saw Shade's Form as a Control Magic-like card (silly me!). That makes me like it way more - enough maybe to consider it in my sideboard. BUT, these auras' problem is that you are telegraphing the punch, and it's useless after it's used, not being recastable after you put your Archaeomancers in the battlefield. So I dislike this 'telegraphing' stuff, but both are solid choices if you don't care about this. If Kaya's Ghostform was a sorcery it would be a lighter version of Undying Evil but I'd prefer it. One can always fine tune a deck to have a stealing kit of spells. I don't see this strongly in this deck but if so, Shade's Form would be a staple.
So above is my deck... I have a QUESTION for you CONTROL builds.
My EDH group just instituted a new policy which I am in favor of. We banned infinite combos in our decks and also we are doing a EDH league and we have a point system and you get a -1 point for playing the same card or having the same trigger happen 4+ times in the same turn... So for example I could Cloud of Faeries + (Ghostly Flicker) + (Izzet Chronarch + 2 bounce lands. This 4 times in the turn to bank 4 extra mana but couldn't do it anymore times or I'd lose points. So you can have infinite combos in the deck they just have to be ones that can be stopped and can't hapen more than 4 times in one turn so not sure it is worth it to havw in my deck anymore.
So with a rule like that I think I might want to remove any combo pieces IF and its a strong IF there are better cards to play. I like my build how it is and most the cards in the combo have value even without all the combo pieces together.
But I went back and looked at the primer and saw that it compares the combo and control pieces
Which is awesome.
Here are the cards the primer listed for each build
So would you think to automatically remove all the COMBO package cards and put in all the CONTROL package cards or not?? I mean I still think Cadaver Imp is a great card in the deck.
Also would cloud of fairies also be removed or would you keep it in?? And ghostly flicker and displace still help with ETB effects but may not be as useful now if you aren't trying to combo off?
So just curious what you guys would remove or keep if you weren't wanting a infinite combo in your deck.?
With those rules, I would probably just cut Brainspoil and Cloud of Faeries. The Flickers + Recursion wizards allow you to "combo," by which I mean you can flicker back any type of answer spell as you need it in the late game. That should only require you to cast the same card 1-2x per turn, but lets you basically lock everyone else out of playing cards, or at least ones you feel are dangerous enough to answer. That is how I play the deck. I only go for the actual infinite mana auto-win combo if I'm near death or getting auto-targeted by the table.
I do like Fire // Ice even though it's probably not an ideal utility card for Child. Still wanna test it.
That. Paying WW is quite chalenging. Even Unmake is sometimes uncomfortable to cast.
IMO it's weak. It you have a spot removal useless on Child and doesn't exile anything, it's not suited to this deck.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Anyone putting it in their deck.
I already have rupture spire and transguild promengade.. But thought it might be a good addition.. And I could remove one of my panaramas.
Thoughts?
This addition is always awesome to 5-color pauper decks just because. I prefer these CIPT&pay1 effects than the "1,T:add one of any color" ones, which demand more ramp to provide CoA castings. That's why I prefer these to, say, Opal Palace (which is - at best - borderline good for me because of its additional effects).
I tend to keep the build with 20 or so basics and rainbow/utility/ramp on others. YMMV on each color.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
My bad.. Haha.. I just looked back and I actually posted RIGHT after you guys discussed it... I'm def going to add it in.
And what is the love for opal palace in your build.. I just don't see me using its effect much as I want COA in the graveyard and not in my command zone.. But obviously sometimes he may end up there but I've had some games where he never is besides opening turn ..and so therefore I need ramp to be able to use the any colored mana..
Do you run Secrets of the Golden City in your build.
Also are these lists out of date..
https://docs.google.com/spreadsheets/d/1HJjy0jAAL9SHc8nZu8TdttvW2d0dICWACPrZoiYCgxE/edit?usp=drivesdk
There's none actually I meant, if I wanted to keep any land with the '1,T: add one mana of any color' this would be the only one. But I tend not to.
Yeah, take a look on my sig. It has a link to my build. It's a bit outdated, I will fix this in a few days.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Awesome.. Yeah I took a look.. Your build is very close to mine.. Only like 5 cards off.
Let me know if you ever update it..
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
So does Undying Evil.
With Opal Palace CoA kills 1 turn earlier but comes into play 1 turn later and slows us down to fix mana... I still keep it for now but it's the worst rainbow land IMO. Anyway, one can replace some rainbows with panoramas or guildgates. There's more than one good solution, specially when you go pauper. Bottom line it's personal preference.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
My signed build is 97/101. I might replace some unsigned cards with slightly worse options to make it fully signed, but one of the cards has no substitute (Peregrine Drake). I will update the scans in the next few days.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
So I looked over the list in your sig and my deck is 97% the same as yours..
The places we differ are here.
Brainspoil
Peregrine Drake
traumatic visions
Far wanderings
reap and sow
Foresee
read the bones
So going over each choice:
Brainspoil Are you including this primarily for the transmute ability.?. As to destroy other creatures it may be a little situational. Obviously if you aren't running Shade's form it can be a way to kill COA which is nice but what are you searching for most of the time? Peregrine Drake,traumatic visions, mulldrifter, izzet chronarch, salvager of secrets, or COA (those are all the 5cmc cards in your deck. COA came across as maybe the most intriguing reason to include it as a backup plan for COA. If someone gets cheeky and plays oblation or something kind it. It's def a card that has multiple uses to it just trying to see what you come across using it for the most to see if I should fit it in.
The next cards are your ramp cards.
Far wanderings,traumatic visions,, reap and sow.
why not Primal growth in place of Far wanderings. I run primal growth at the moment. Primal growth gives the added bonus of being able to Sac COA and search your library for 2 basic lands that enter untapped.. Possibly allowing you to recast COA the same turn. Far wanderings is no card to sneeze at as most of the time it will alow you to get 3 lands mid or late game. But I feel Primal growth is slightly better.
traumatic visions is in your ramp section.. Which its not bad at and it's got a 2nd possibly to use it for countering even though the high cost makes that a less appealing option on this card. What do you like most about this card.
reap and sow more of a utility card for land destruction than ramp IMO.. Do you have a need to destroy lands in your meta? I usually don't so I don't include this card but it is a nifty card and could earn a spot if I need to slow a fast deck down or destroy the one color that my opponent really needs. Is that was you use it for.. Or do you usually ramp?
Next up are some draw cards.
Foresee def a good card to set up your hand as well as get a draw boost.. Might be putting this in for some extra draw
read the bones nice draw spell nothing wrong with that. Def a fine card.
But I'm curious why no ponder in your deck.?. Love this card I run it in my deck. It's Cheap and effective.
Creature card is next
Peregrine drake Why him? Think I noticed something about never taking him out because he is signed by someone special maybe.. I mean he is nice that he basically plays for free. But provides no real value outside of that and will get blown up soon anyway.. He could be a finisher of games though if your able to blow the board up enough times. Just curious your reasoning.
Cards I have you don't.
Reclaim love this card.. Cheap and brings back whatever I need.
Shade's form nice little boost and most importantly has recursion
Reaping the graves great recursion with a possibility of bringing back more than just COA.
Macabre waltz recursion of two bodies with the downside of discarding. But still nice.
Tragic slip helps with getting rid of Indestructible creatures you opponent has or heck could be played on an opponents turn to blow up COA if a creature died that turn. Like this card.
So at the moment I seem to be a little more heavy on recursion than you are.. Im not sure if that is a good thing or bad thing.. But in my meta I seem to have to blow the board up 3+ times usually to get to a situation that I can win. So getting him back quickly and effectively is important to me.
But I'm always tinkering with this deck and since we are so close to the same build im just curious why you have the cards you have over the few i have.. Thanks for any advice or help.
Far wanderings instead of Primal Growth: actually both are kinda weak, but Wanderings feel better for me in late game, and I already have sac outlets. But it's a draw and a kinda personal choice IMO.
Traumatic Visions is an awesome tool to fix a 5c deck and a meh counter in early/mid game and a nice one in late game. A pauper toolbox/staple in this deck, considering.
Reap and Sow - this is the only 1 of 3 ways to fetch a non-basic land in Pauper (Expedition Map and Crop Rotation are the others). Used to fix dat 5th color or fetch a double land to close the combo with Faeries or sometimes a Bojuka Bog to stop some GY mayhem.
Foresee - Gotcha. A super Preordain. Nice in any hand after the 5th turn.
Read the Bones - Another scry&draw with a grat price/performance ratio IMO.
Lack of Ponder - honestly, when you have the two cards above & Preordain, you feel anything without scry is meh. It's cheap and effective, sure, but I wouldn't know what to ditch to put it back. It's always an option.
Peregrine drake - combo, redundancy with Cloud of Faeries, but the drake works with any land.
Reclaim - I think we have enough redundance in the deck. I never thought this in CoA deck because of black recursion and all the Wizards.
Shade's Form - I don't miss any pump on my General. It's really nice but I dislike the 1BB cost and B to activate. For the same reason I gave up on Crypt Rats as a backup board sweep.
Reaping the graves and Macabre waltz - My build normally wants to get back a creature at a time (almost always CoA) and I have 2 reusable recusrsion spells. Also some spells are really expensive so the storm is situational.
Tragic slip - I never thought about this one. Seems situational because needs for someone to die to be useful. I might consider to get one signed just in case.
About your recursion spells and meta, it's always good to keep the board controlled anytime you wish.
Normally (with the tutors I have) I can easily find a way to fetch one of my reusable GY spells. I wish there was more than one reusable sac outlet.
I will replace some things to have it signed as soon as my Drake arrives. Will keep this posted.
All the best
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Thanks for the quick and precise response.. You make some good points and I'll adjust my deck accordingly.
You said you don't care about Brainspoil searching for COA in your library because you can always just put him in the commmand zone.. In my above post I mentioned the card oblation. if someone plays this card COA goes into my library correct? .. I can't decide to put COA in command zone due to shuffling it in my library? If I'm wrong on this my bad.
Also I'm aware of the cloud of faries combo set up like this
Cloud of Faeries + (Ghostly Flicker/Displace) + (Archeomancer/Izzet Chronarch) + 2 bounce lands (like Izzet Boilerworks) incl. at least 1 blue.
But what is the Cloud of Faeries with Peregrine drake combo sry if I'm missing the obvious on this.
They changed the rules on putting commanders in library awhile ago. The corresponding rule is now:
903.9. If a commander would be exiled from anywhere or put into its owner's hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
Regarding Peregrine drake in the cloud of faeries combo: The combo with drake is exactly the same except that peregrine drake replaces cloud of faeries and you can use most any lands (except that one must be blue) instead of the bounce lands.
I.e. Pegrine drake + (Ghostly Flicker/Displace) + (Archeomancer/Izzet Chronarch) + a set of at most 5 lands that can produce at least 4 mana (incl. 1 blue). Honestly, the lands requirement can be mostly assumed if you have all those pieces in play, at least if you assume that there is not THAT much mass land destruction in the game
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
@bfine70, hmm, I never saw Shade's Form as a Control Magic-like card (silly me!). That makes me like it way more - enough maybe to consider it in my sideboard. BUT, these auras' problem is that you are telegraphing the punch, and it's useless after it's used, not being recastable after you put your Archaeomancers in the battlefield. So I dislike this 'telegraphing' stuff, but both are solid choices if you don't care about this. If Kaya's Ghostform was a sorcery it would be a lighter version of Undying Evil but I'd prefer it. One can always fine tune a deck to have a stealing kit of spells. I don't see this strongly in this deck but if so, Shade's Form would be a staple.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
5 Child of Alara
Sac Outlets (9)
1 Pyroblast
1 Red Elemental Blast
1 Sidisi's Faithful
2 Costly Plunder
2 Devour Flesh
2 Terminate
3 Angelic Purge
3 Mind Extraction
7 Wretched Gryff
Tutors (11)
1 Dizzy Spell
2 Dimir Infiltrator
2 Merchant Scroll
2 Muddle the Mixture
2 Shred Memory
2 Vedalken Aethermage
3 Drift of Phantasms
3 Perplex
4 Dimir House Guard
4 Mystical Teachings
5 Brainspoil
Combo/Other (9)
2 Cloud of Faeries
2 Rolling Thunder
3 Capsize
3 Displace
3 Ghostly Flicker
4 Archaeomancer
5 Izzet Chronarch
5 Salvager of Secrets
1 Spore Frog
2 Counterspell
3 Faerie Trickery
3 Unmake
Dig/Draw (10)
1 Brainstorm
1 Preordain
2 Night's Whisper
3 Sea Gate Oracle
3 Secrets of the Golden City
4 Deep Analysis
4 Foresee
5 Mulldrifter
7 Treasure Cruise
Recursion (7)
1 Undying Evil
2 Disturbed Burial
2 Grim Harvest
2 Evolution Charm
3 Cadaver Imp
3 Soul Manipulation
4 Breath of Life
Ramp (10)
1 Crop Rotation
1 Expedition Map
2 Sakura-Tribe Elder
2 Mycosynth Wellspring
3 Cultivate
3 Darksteel Ingot
3 primal growth
3 Kodama's Reach
4 Reap and Sow
5 Traumatic Visions
1 Command Tower
1 Path of Ancestry
1 Gateway Plaza
1 Rupture Spire
1 Transguild Promenade
1 Evolving Wilds
1 Terramorphic Expanse
1 Naya Panorama
1 Ash Barrens
1 Jungle Hollow
1 Thornwood Falls
1 Dismal Backwater
1 Halimar Depths
1 Bojuka Bog
1 Mortuary Mire
1 Dimir Aqueduct
1 Azorius Chancery
1 Izzet Boilerworks
1 Simic Growth Chamber
7 Island
5 Swamp
4 Forest
2 Mountain
2 Plains
So above is my deck... I have a QUESTION for you CONTROL builds.
My EDH group just instituted a new policy which I am in favor of. We banned infinite combos in our decks and also we are doing a EDH league and we have a point system and you get a -1 point for playing the same card or having the same trigger happen 4+ times in the same turn... So for example I could Cloud of Faeries + (Ghostly Flicker) + (Izzet Chronarch + 2 bounce lands. This 4 times in the turn to bank 4 extra mana but couldn't do it anymore times or I'd lose points. So you can have infinite combos in the deck they just have to be ones that can be stopped and can't hapen more than 4 times in one turn so not sure it is worth it to havw in my deck anymore.
So with a rule like that I think I might want to remove any combo pieces IF and its a strong IF there are better cards to play. I like my build how it is and most the cards in the combo have value even without all the combo pieces together.
But I went back and looked at the primer and saw that it compares the combo and control pieces
Which is awesome.
Here are the cards the primer listed for each build
5 Brainspoil
5 Salvager of Secrets
5 Mnemonic Wall
3 Cadaver Imp
5 Urborg Uprising
3 Farhaven Elf
3 Angelic Purge
5 Peregrine Drake
3 Displace
3 Vedalken Aethermage
1 Reclaim
3 Pulse of Murasa
3 Primal Growth
2 Qasali Pridemage
3 Forsake the Worldly
3 Unmake
2 Overrule
4 Reap and Sow
The ONLY cards I run from the COMBO package are Brainspoil
Salvager of Secrets, Cadaver Imp,Angelic Purge, Displace
The cards I ALREADY run from the CONTROL package are Vedalken Aethermage, Reclaim, Primal Growth, Unmake
Reap and Sow
So would you think to automatically remove all the COMBO package cards and put in all the CONTROL package cards or not?? I mean I still think Cadaver Imp is a great card in the deck.
Also would cloud of fairies also be removed or would you keep it in?? And ghostly flicker and displace still help with ETB effects but may not be as useful now if you aren't trying to combo off?
So just curious what you guys would remove or keep if you weren't wanting a infinite combo in your deck.?
Thanks as always
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW