I don't hate the card but often in decks I make I either have more than 7 cards in hand, don't care that I don't have exactly 7 in my hand or am playing a color that can draw better than that.
Hard to make the cut generally, but then again I feel there are few things I would actually call staples other than Sol Ring at this point.
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Oct 20, 2018I would rather run a better counterspell + one of either Trickbind or Stifle if I was to be playing a deck that would want that card generally.Posted in: Commander (EDH)
Oct 20, 2018That doesn't actually change anything however (outside of a couple very corner case situations) because of how Hyper and regular Genesis works nothing happens with the cards put into play until they all are in play.Posted in: Commander (EDH)
Oct 20, 2018For the second one, you name a card that is not in your deck and then use a different card to draw after your library is gone. Mirror of Fate can work the same way with LabManPosted in: Commander (EDH)
Or you do either in your upkeep so your draw step will be the win
Oct 20, 2018Posted in: Commander (EDH)
Please read the card again before you attempt to correct me on how it works
Oct 19, 2018yes because it doesn't do anythingPosted in: Commander (EDH)
Oct 19, 2018I always wanted to make a Yidris deck in which that is the only 0 cost spell in which you just had to hit an opponent and cast a cantrip to get off a good time.Posted in: Commander (EDH)
Oct 18, 2018Posted in: Commander (EDH)
You are mistaking what I am intending by that statement. A Sol Ring or Mana Crypt always just accelerates everything else the deck can do by 1 or 2 mana respectively they are very linear things that can not do anything else and just fuel advantage into the deck. A tutor as I also said is ambiguous it is both the best card in your deck and the card you like the most in a deck and the card right at that time however those three things are often not the same thing in terms of Commander decks.
Oct 18, 2018Taleran posted a message on Help assembling an Eternal Dominion decklist (wizard tribal for on-board control)You could also make it spell slinging with Thousand-Year Storm Bonus Round Paradox Haze to overwhelm with the number of Eternal Dominions you get each turn. (I did this with Yidris and a bunch of rituals it was fun).Posted in: Commander (EDH)
It looked like this pre GRN
Oct 18, 2018Posted in: Commander (EDH)Quote from schweinefett »i think its definitely tutors. not just fast tutors, but tutors in general.
one thing that makes EDH fun is its singleton format, right? the crazy format, where we have unique cards that all do different things in 100 cards..
tutors go against that completely. it makes consistency and reliability a thing. It might be what you're looking for, but that's not what EDH is supposed to be about, i think. this isn't 100-card vintage; it's supposed to be more chaotic and players are supposed to be trying to work out a strategy with a given starting hand. if i turn 1 demonic consultation, I'm naming whatever combo piece i happen to need to win the game. every time. that makes games samey...
...and if i DON'T name whatever game-ending combo piece it is that i need, then i'm just pulling punches on the table (and i can't stand that).
fast mana can turn individual games into degenerate races to win/not lose, but it is random whether or not it occurs (up to a point), and it's for just that one game. a glut of tutors makes every game turn out exactly the same. and that is (in my opinion) anathema to "the spirit of EDH".
This isn't a problem with tutoring, this is a problem with how people play that you are describing here.
A tutor is a second copy of *any* card it can find that is in your deck so that doesn't necessarily have to the be the same card every time nor does it have to be a 'good' or 'game winning' card.
If a person will cast a tutor to find the same card every time then your problem is not with the Tutor it is with the player.
That is also partially why I lean the side of fast mana, tutors can be ambiguous the mana is just straight advantage always.
Oct 11, 2018Taleran posted a message on Kydele Smashes the Thousand-Year Storm in the Bonus RoundI am always iffy on Probe personally but yeah it could totally fit in here and yeah I heard about that Brass's Bounty thing and find it really funny.Posted in: Multiplayer Commander Decklists
Oct 11, 2018Taleran posted a message on Kydele Smashes the Thousand-Year Storm in the Bonus RoundPosted in: Multiplayer Commander Decklists
I made a deck kinda similar to this except that it was Yidris, Maelstrom Wielder and it played into Eternal Dominion, however with the release of some cards from GRN I decided I need to give this stuff a try so the deck was reconfigured. Because the deck wants more specific set ups having Kydele as commander to provide some exceptional ramp for some of these pieces made a bunch of sense and Smasher then became gravy that could contribute some points of damage over the course of the game. The question then becomes how many Bonus Rounds can we create? I had one deck building constraint in that I specifically avoided putting extra turn cards in my deck because they seemed way to easy to blow up with TYS.
Cards that didn't quite make the cut
Rings of Brighthearth is the 101st card because of its interaction with Cabal Coffers and Deserted Temple, that can often catch people unawares.
Thousand-Year Elixir just works incredibly well with Commander
How it works.
Kydele quickly became my favorite of the partners because she benefits you on playing the cards you most want to play in Commander that being cards that draw you cards, this easily combines into many various untap effects that exist within the game to produce immense and repeatable value. Sadly Vial Smasher does make for a pretty poor partner here outside of the odd Force of Will being cast not on our turn, the nature of Kydele and how you propel her ability to its most means you are likely beginning your turn with a cantrip or three to get going which translated into a couple extra damage over the course of the game, Rakdos partners being in such short supply locks us in with these two however.
Azusa, Lost But Seeking
In a deck with as much draw as this one can do these cards are the best ways to empty that hand of land or even keep a turn going after a draw 7 or some rather big thing.
The best two mana rocks for this 4 color nonsense, I specifically didn't want to drown in manarocks so I kept it to these two.
Birds of Paradise
BoP is still king of the dorks and DRS is not to shabby either and can be a wincon all in his own late enough into the game.
My favorite 3 ramp spells, there is probably merit in switching claim for something cheaper, like a Nature's Lore
Life from the Loam
A category all its own, plays extra nice with all the draw in the deck, can fill yard for explosive later plays from some of the huge recursion cards in this deck.
The gold standard.
Not far behind
I don't often play this but this deck has so many spells and so many of them are blue instants
Entomb and its older sibling make for the ultimate in setting up plays or sometimes they just get Life from the Loam to a take it a bit slow. The number of very very dumb Intuition piles this deck can put together is sure fun.
Tutor and Ritual all in one plays extremely nice with all the Bonus Storming happening and this deck rarely doesn't have Spell Mastery
Finds the card you need or if that card is the wrong CMC finds one of the above to find the card you need in the future, some bodies are not bad to have also plays nice with Ghostly Flicker
The team obviously and especially in this deck brainstorm shines brighter than the rest but they all have their uses.
Wheel of Fortune
Best of the Draw 7s that are not thousands of dollars, and that are not also rituals (more on that one later)
When he isn't stealing ramp or wincons from opponents he is looting like the best of them
Jace, The Mind Sculptor
Lets face it 90% of the time this guy is a brainstorm and a repeatable one of those is so good in this deck. Which speaking of
The secret best card to pair with Kydele in the entire game, no matter how you resolve Library trigger you will have drawn 3 cards this turn, which is an unparalleled amount of power set up with her.
Sensei's Divining Top
The right combination of fixing and draw, and can add to storm counts in nice ways
Chain of Vapor
When you need something gone accept no substitutes
Versatility is what keeps this card in decks
Not generally for my board but for the proliferation of artifact based strategies I regularly run into, also EoT this into a wheel is real good.
This spot used to be either Remand or Arcane Denial but the power of drain can not be denied and its ability to set you up well next turn.
Force of Will
'Free' counterspells of very different varieties to deal with very different problems typically.
This card made the deck because between Bonus Round and TYS this card can be made to do very interesting work as a counter and ritual all in one.
Baral, Chief of Compliance
He will sometimes draw cards, he will most often make a lot of stuff cost less letting the mana flow
The black goto rituals
The best ritual and one of the main reasons I play green in these.
This card can do a lot in this deck
All this deck wants to do in one card
Early Harvest for nonbasics that can also win the game in the right situation and can play nicely with some untap cards too.
The gold standard of what these cards should do, untap commander add to the amount of mana she taps for next time
Can play nice with Rude Awakening, can also sneak some cards from a fortuitous swing in a different direction.
Plays nice with deck plays very nice with Scepter
Mind over Matter
Turns card draw into mana which turns into card draw...
Haven't gotten to play with it yet but seems very good on paper
Have gotten to play with this, is incredible.
The other copy spell in the deck and plays nice with...
Pairs very nicely with a lot of the cards in the deck and with Bonus Round or TYS can become a ritual in and of itself.
Outside of going infinite this deck plays a lot of good cards to imprint for fun.
It does it all and can play very silly with the various bonus rounds and storms.
The king of do dumb things and either win the game or do a whole lot of nothing
Staff of Domination
Another card with a million uses that can also just go infinite with my Commander and not that many cards drawn to set it up.
Plays exceptionally well into both Storm and Round and is free if it has to be.
Plays with the dumb things in this deck that make spells better, can be found by Spellseeker, fills a graveyard for other silliness and can overload Mastery or Rift sign me up.
Still really good
Crucible of World
Pairs well with a bunch of cards in the deck and is all colorless
This card is useful for 4 mana in a pinch but more often than not it goes HAM in one of the biggest ways possible
Past in Flames
Ol Flashback standby
Even better Past in Flames
This deck make a LOT of mana
Tendrils of Agony
The storm kill
The Draw kill
When you want to win somewhat spicier
And that is the deck as it stands right now, thanks for looking through.
Oct 11, 2018So I made the Mono-W version of Teshar, Ancestor's Apostle and had fun with it, but didn't also have the cards to really push that version to the limit on its own so I got to thinking how to make the deck better and I came to to the obvious answer, what if the whole thing was given flash by the new Commander, enter:Posted in: Multiplayer Commander Decklists
In this deck Raff largely exists as a legendary copy of Shimmer Myr which gives a majority of the deck flash including Teshar. Blue also brings some other Artifact related toys to the table as well as a bevy of control options to back up and Support this artifact graveyard combo nonsense.
Missing a bunch of the $$$$ artifact pieces that makes the Mono-W version really quick and would also benefit here but their absence is shored up by the addition of control. Alongside the Control elements other artifact combos with low card footprints ala (Scepter Reversal) could sneak into the mix and the addition of blue allows for the best additions in Paradoxical Outcome and Hurkyl's Recall alongside Riddlesmith to send the deck to the stars.
I also made a Teshar deck into a Silas Renn, Seeker Adept Akiri, Line-Slinger artifact deck that was fun in 4 colors as well. My next step may be to try a GW version of Teshar with Saffi Eriksdotter at the helm.
Oct 11, 2018The 4 Big Named Sultai Generals all work really well in really grindy land based strategies.Posted in: Commander (EDH)
Tasigur, the Golden Fang, The Mimeoplasm, Damia, Sage of Stone, Muldrotha, the Gravetide
Here is an example of that
Tatyova, Benthic Druid can be lots of fun with some Moonfolk and some extra land drop cards, have seen some WILD stuff mixing a Summer Bloom and a Uyo, Silent Prophet
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