Plasm Capture oracle ruling 2013 speaks clearly about amount of mana you can be add at the beginning of the next precombat main phase. In specific you can add full cost of an X cost spell: if a spell cost XR and spell played with X=5 you can add 6 mana of any color. Mana Drain has not the same text.
Can we apply Plasm Capture rules at Mana Drain or we must consider X like 0 for the mana cost?
Hi, this Shu Yun version is really pretty and inspiring me for a deck.
Looking for some cards to create my own Shu Yun version i've found Mana Echoes. Seems can give to your deck a big mana boost, for example casting spell put on battlefield many tokens in same moment.
When I've finish to work on my Shu Yun deck I will post it
David.
I'm not sure about what appen when Sidisi, Undead Vizier attack with Blade of Selves equipped on. The core question is can I exploit any sigle Sidisi copy with itself and make a tutor for each opponent minus 1? (Blade put on the battlefield a token copy of equipped creature for each other opponent you are not attacking).
When Mangara's Tome enters the battlefield, search your library for five cards, exile them in a face-down pile, and shuffle that pile. Then shuffle your library.
Mangara's Tome speak about five cards. Can I find less than five?
Ohhh, I get it, "Wrexiel de La Mancha: No Mill Allowed," like don Quixote de la Mancha fighting windmills, right? Right? Is that it? That's all I got.
Yes you are right The Black and Blue hero fight against windmills but, as you can see on the Wrexiel draw representation, he eaten Sancho Panza and from a 4/4 become a 5/8.
Almost all Wrexiel deck I found during playing and listed in some sites have a mill component. I love this General but mill effects are very hated in my playing group. So I decide to find a way to play Wrexiel as Commander without use these kind of effects.
The strategy of the deck is really simple:
In early part of games Wrexiel use its ramp and its recursion to increase mana available in order to cast Wrexiel as soon as possible. Then use Wrexiel to reuse opponents ramp, tutor or other spells from opponents graveyard to increase available mana again.
In mid game Wrexiel use it's powerful removal to stop other decks races and other resources to have advantage of mana and/or cards and/or creatures.
In the late game Wrexiel use one of the most sinergies between cards to win.
Lim-Dûl's Vault: I want to test this old card as a tutor, with the right luck it can be very useful.
I use Rite of Replication and Deadeye Navigator, with some other cards to try to win a game kill all opponents, or many of they, at the same time. All cards choosen for this aim are useful also in many other situation in order to never have dead cards in hand.
Deadeye Navigator + Puppeteer Clique: Remove creatures from opponent graveyard and permit to block and attack. In late game permit to win
Deadeye Navigator + Gray Merchant of Asphodel: With devotion four need twenty mana to kill all but in middle and late game there's a chance to kill someone with ten mana
Deadeye Navigator + Gulf Squid: Permit to lock the table, but this is not mainly use in my head. I want to use it to lock mana of my opponents before my turn in order to have near free hand to win
Deadeye Navigator + Whirler Rogue: Permit to have a great number of flying creature, in many cases useful to kill one opponents
Rite of Replication + Kokusho, the Evening Star: Permit to have 25 damage to each opponent and 25 life gain for each opponent. On late game permit to win or kill a good number of opponents.
Deadeye Navigator + Overseer of the Damned: Permit to destroy all non-hexproof non-shroud creature give you a 2/2 zombie for each creature destroyed in this way
I don't know why you would need a large quantity of combo redundancy in a Wrexial deck. I agree with people saying a 5/8 fatty that uses the attack step doesn't need combos to win. Throw in some Swords and you have your primary win con (along with the opponents' spells).
A DEN with a handful of "value" targets is a fine add. Throw in Archaeomancer, Duplicant, Metamorph, Palinchron, Venser, Glen Elendra Archmage and I think your bases are covered. Those are all good cards. There's a combo in there but the idea is that they're all good cards that do stuff outside of just win in a combo situation. Don't go out on a limb with stuff like Vedalken Plotter. It's not necessary. Your infinite mana combo doesn't need a "Plan E" to finish games.
Throw in a Crystal Shard and Time Warp as a failsafe combo and I think you're good. Don't stack a UB deck with a bunch of "combo target only" cards. UB is a tricky deck that's on thin ice in the early game so you will need to draw resources you can use, not a fifth or sixth piece of redundancy.
If you want a UB "combo or go home" deck with a lot of variety, I wouldn't run Wrexial. Oona would probably be a good choice since your general is part of the equation and it eases pressure on some of the other slots in your deck.
About fatty general. I'm a Dakkon player. In my usual play-group kill more than 1-2 people using commander combat damage is near impossible if you don't run many "have another turn after this" and a Crystal-Archaeomancer infinite turn combos. I've Dakkon if I want to play a fatty General.
I want to build another kind of Wrexiel deck, excluding mill effects: in my meta playing groups mill effects creates a lot of hate between players and this is always bad. Otherwise I really don't like mill effects. I've a first Wrexiel build, tested four times and only with two other players (hope to have better luck next week). Main startegy is to use Wrexiel to reuse firsts spells my opponents use in game (i.e. ramp and tutors). Then defend the table from aggro decks using one of mass removal and /or counters. Use all creatures Wrexiel deck give me to have any kind of advantage (lands and cards advantage usual but sometimes also creature *1) also if they are combo related: recursions help to keep them back in the right moment of the game. Then close use one combo or one/two attacks.
In this strategy Plotter can be useful to active landwalk ability also with opponents doesn't run black or blue, but in future there's a great chance to substitute this card with an unlockable features (I have Shizo, Thassa and Whirler Rougue now).
I'm going to insert Oona in the future to use her skill in order to have a good number of blockers or an infinite army to kill someone or table. Here you can find my Wrexiel first draft.
Thanks about any kind of contribution anyone want to give me or already gave me. This post is only to explain better my aims.
*1: Yesterday in a game there was an Animar with five creature and another player tapped out. On my battlefield there was a Overseer of the Damned. With a Rite of Replication I've kill all non-Animar creature and put on battlefield 30 2/2 and 5 5/5 flying. I don't think this astral conjunction can happen again but help to understood potential of the deck.
Birddogs, I think I can insert Oona, Queen of the Fae to have another helper to use infinite mana can be produced also at the end of turn. Otherwise Oona can be useful in many situation, she give flying blockers.
I play BUG and my typical win condition is Den/Pal and a mana sink.
Jaytron, Mikaeus do not protect himself and a path to exile or something similar ant the right moment can destroy this kind of winning condition easily. What do you mean with Den/Pal and mana sink?
Wrexial is near to be ready until now I've choose as win cond the following: Deadeye Navigator + Puppeteer Clique: Remove creatures from opponent graveyard and permit to block and attack. In late game permit to win Deadeye Navigator + Palinchron: Infinite mana also in opponents turns. Deadeye Navigator + Gray Merchant of Asphodel: With devotion four need twenty mana to kill all but in middle and late game there's a chance to kill someone with ten mana Deadeye Navigator + Gulf Squid: Permit to lock the table, but this is not mainly use in my head. I want to use it to lock mana of my opponents before my turn in order to have near free hand to win Deadeye Navigator + Whirler Rogue: Permit to have a great number of flying creature, in many cases useful to kill one opponents Rite of Replication + Palinchron: Permit to have at least 35 mana, useful to win with Exanguinate Rite of Replication + Kokusho, the Evening Star: Permit to have 25 damage to each opponent and 25 life gain for each opponent. On late game permit to win or kill a good number of opponents.
I always use Deadeye Navigator in my Roon deck but I completely forgot him for this deck.
Summarize posts these are sinergies I like so much: Deadeye Navigator
The part I really like is the absolute robustness and versatility of any single card listed and the sinergy they can produce with Deadeye and Rite. I.E. Rune-Scarred Demon is a great card and become a bomb both with Deadeye and Rite.
Any other ideas about these kind of sinergies?
Any other creatures can be particularly good with Rite and Deadeye?
Mana Drain has not the same text.
Can we apply Plasm Capture rules at Mana Drain or we must consider X like 0 for the mana cost?
Thanks, David.
Looking for some cards to create my own Shu Yun version i've found Mana Echoes. Seems can give to your deck a big mana boost, for example casting spell put on battlefield many tokens in same moment.
When I've finish to work on my Shu Yun deck I will post it
David.
Thanks a lot for your quickly response.
What about Legendary stated-effect of Sidisi?
Thanks again, David.
Thanks a lot, David.
Mangara's Tome speak about five cards. Can I find less than five?
Thanks, David.
About her ability to gain life.
How many times gain life ability trigger? One or three?
Karlov of the Ghost Council gain two or six counter?
Thanks, David
Yes you are right The Black and Blue hero fight against windmills but, as you can see on the Wrexiel draw representation, he eaten Sancho Panza and from a 4/4 become a 5/8.
I love Fact or Fiction and you are right in this deck can be more useful than Dragonlord's Prerogative. I've recursion to get back creatures in my graveyard. Tidings?! It's a sorcery! Opportunity is an instant!
The strategy of the deck is really simple:
After firsts test this is my first draft list:
1 Wrexial, the Risen Deep
//Wrexial Utilities
1 Whirler Rogue
1 Thassa, God of the Sea
1 Vedalken Plotter
1 Lightning Greaves
1 Swiftfoot Boots
1 Sword of War and Peace
//Ramp and Land Tutor
1 Sol Ring
1 Dimir Signet
1 Dimir Keyrune
1 Coalition Relic
1 Commander's Sphere
1 Burnished Hart
1 Solemn Simulacrum
1 Armillary Sphere
1 Sword of the Animist
1 Expedition Map
//Tutors
1 Demonic Tutor
1 Vampiric Tutor
1 Dark Petition
1 Rune-Scarred Demon
1 Lim-Dûl's Vault
//Reanimation
1 Reanimate
1 Animate Dead
1 Profane Command
1 Necromancy
1 Diabolic Servitude
1 Beacon of Unrest
//Removal
1 Cyclonic Rift
1 Black Sun's Zenith
1 Toxic Deluge
1 Damnation
1 All Is Dust
1 Oblivion Stone
1 Silence the Believers
1 Shadowmage Infiltrator
1 Baleful Strix
1 Clever Impersonator
1 Phyrexian Metamorph
1 Kokusho, the Evening Star
1 Overseer of the Damned
1 Puppeteer Clique
1 Teferi, Mage of Zhalfir
1 Deadeye Navigator
1 Gray Merchant of Asphodel
1 Palinchron
1 Gulf Squid
1 Archaeomancer
//Utilities
1 Rite of Replication
1 Exsanguinate
//Counterspells
1 Arcane Denial
1 Counterspell
1 Delay
1 Pact of Negation
1 Dissipate
//Draw
1 Phyrexian Arena
1 Opportunity
1 Dragonlord's Prerogative
1 Bloodgift Demon
1 Consecrated Sphinx
1 Graveborn Muse
1 Necropotence
1 Promise of Power
//Lands
1 Academy Ruins
1 Buried Ruin
1 Riptide Laboratory
1 Thawing Glaciers
1 Winding Canyons
1 Temple of the False God
1 Mikokoro, Center of the Sea
1 Command Tower
1 Creeping Tar Pit
1 Dimir Aqueduct
1 Drowned Catacomb
1 Strip Mine
1 Halimar Depths
1 Minamo, School at Water's Edge
1 Polluted Delta
1 Sunken Ruins
1 Temple of Deceit
1 Tolaria West
1 Underground River
1 Urborg, Tomb of Yawgmoth
1 Watery Grave
1 Shizo, Death's Storehouse
6 Island
9 Swamp
About unusual cards you can find in this deck:
I use Rite of Replication and Deadeye Navigator, with some other cards to try to win a game kill all opponents, or many of they, at the same time. All cards choosen for this aim are useful also in many other situation in order to never have dead cards in hand.
About fatty general. I'm a Dakkon player. In my usual play-group kill more than 1-2 people using commander combat damage is near impossible if you don't run many "have another turn after this" and a Crystal-Archaeomancer infinite turn combos. I've Dakkon if I want to play a fatty General.
I want to build another kind of Wrexiel deck, excluding mill effects: in my meta playing groups mill effects creates a lot of hate between players and this is always bad. Otherwise I really don't like mill effects. I've a first Wrexiel build, tested four times and only with two other players (hope to have better luck next week). Main startegy is to use Wrexiel to reuse firsts spells my opponents use in game (i.e. ramp and tutors). Then defend the table from aggro decks using one of mass removal and /or counters. Use all creatures Wrexiel deck give me to have any kind of advantage (lands and cards advantage usual but sometimes also creature *1) also if they are combo related: recursions help to keep them back in the right moment of the game. Then close use one combo or one/two attacks.
In this strategy Plotter can be useful to active landwalk ability also with opponents doesn't run black or blue, but in future there's a great chance to substitute this card with an unlockable features (I have Shizo, Thassa and Whirler Rougue now).
I'm going to insert Oona in the future to use her skill in order to have a good number of blockers or an infinite army to kill someone or table.
Here you can find my Wrexiel first draft.
Thanks about any kind of contribution anyone want to give me or already gave me. This post is only to explain better my aims.
*1: Yesterday in a game there was an Animar with five creature and another player tapped out. On my battlefield there was a Overseer of the Damned. With a Rite of Replication I've kill all non-Animar creature and put on battlefield 30 2/2 and 5 5/5 flying. I don't think this astral conjunction can happen again but help to understood potential of the deck.
Birddogs, I think I can insert Oona, Queen of the Fae to have another helper to use infinite mana can be produced also at the end of turn. Otherwise Oona can be useful in many situation, she give flying blockers.
Jaytron, Mikaeus do not protect himself and a path to exile or something similar ant the right moment can destroy this kind of winning condition easily. What do you mean with Den/Pal and mana sink?
Wrexial is near to be ready until now I've choose as win cond the following:
Deadeye Navigator + Puppeteer Clique: Remove creatures from opponent graveyard and permit to block and attack. In late game permit to win
Deadeye Navigator + Palinchron: Infinite mana also in opponents turns.
Deadeye Navigator + Gray Merchant of Asphodel: With devotion four need twenty mana to kill all but in middle and late game there's a chance to kill someone with ten mana
Deadeye Navigator + Gulf Squid: Permit to lock the table, but this is not mainly use in my head. I want to use it to lock mana of my opponents before my turn in order to have near free hand to win
Deadeye Navigator + Whirler Rogue: Permit to have a great number of flying creature, in many cases useful to kill one opponents
Rite of Replication + Palinchron: Permit to have at least 35 mana, useful to win with Exanguinate
Rite of Replication + Kokusho, the Evening Star: Permit to have 25 damage to each opponent and 25 life gain for each opponent. On late game permit to win or kill a good number of opponents.
Non win condition but really useful use of cards:
Deadeye Navigator + Vedalken Plotter: Permit to steal all best lands from opponents
Deadeye Navigator + Archaeomancer: Permit a great recursion with couterspells and removal and some way to win
Deadeye Navigator + Overseer of the Damned: Permit to destroy all non-hexproof non-shroud creature give you a 2/2 zombie for each creature destroyed in this way
Deadeye Navigator + Solemn Simulacrum: Permit get many basic lands from deck and improve mana to achieve victory
Rite of Replication + Gray Merchant of Asphodel: Permit to have at least 10 damage for each opponent and 10 life gain for each opponent
Someone know any other similar solution? Any replacement for Deadeye or Rite?
Summarize posts these are sinergies I like so much:
Deadeye Navigator
The part I really like is the absolute robustness and versatility of any single card listed and the sinergy they can produce with Deadeye and Rite. I.E. Rune-Scarred Demon is a great card and become a bomb both with Deadeye and Rite.
Any other ideas about these kind of sinergies?
Any other creatures can be particularly good with Rite and Deadeye?