336 views6 years ago
Commander
Size: 100Est cost: $616.64Salt sum: 44.49
kerokerokero
336 views6 years ago
Commander
Size: 100Est cost: $616.64Salt sum: 44.49
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Burn
Burn
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Copy
Echo Mage
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
2/4
, : Copy target instant or sorcery spell. You may choose new targets for the copy.
LEVEL 4+
2/5
, : Copy target instant or sorcery spell twice. You may choose new targets for the copies.
LEVEL 2-3
2/4
, : Copy target instant or sorcery spell. You may choose new targets for the copy.
LEVEL 4+
2/5
, : Copy target instant or sorcery spell twice. You may choose new targets for the copies.
Creature - Human Wizard

Copy
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Draw
Day's Undoing
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Sorcery

Wheel of Fate
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each player discards their hand, then draws seven cards.
Each player discards their hand, then draws seven cards.
Sorcery

Draw
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Lifegain
Lifegain
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Mill
Mill
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Protection
Protection
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Pump
Pump
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Ramp
Ramp
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Recursion
Recursion
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Tokens
Tokens
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Tutor
Archmage Ascension
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment.
As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
Enchantment

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"I just want to draw cards, is that too much to ask for?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nI built this deck with a clear goal in mind: kill with cards like Gaze of Adamaro, Cerebral Vortex, Molten Psyche and Khorvath's Fury. I don't want to mill my opponents, I don't want to kill them with a billion flying insects, and I don't want to shoot them for fifty damage with that tower that is in the list. This is from a time when I built decks with idiot-magnet cards because they eat removal. Would I say that these days my attitude has changed about that? I mean I still run the occasional planeswalker to fulfil that role. If they stick around, cool, value, but they're skewing the perspective of many people, and also let people feel content that they set you back. It's thought-removal. Yeah. \n\nEnchantments"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nLooking at this again, lots of things I'd change for sure. I guess old me thought that I'd also mill people, and while that is feasible for this list and Arjun, I'd probably not do it any more. I'd rather look at colours that have a difficult time to do it. That's more fun. The challenge.\nForced Fruition and Archmage Ascension are about the only enchantments I really like on this list. Ascension helps you not deck yourself, but no one has ever fully put 6 counters on their ascension any way. \nDream Halls is cute as you might find yourself just having a lot more cards than your opponents due to things like Thought Reflection and Alhammarret's Archive, but generally speaking we're not a grouphug deck and letting our opponents cheat out things isn't what we want.\nMeishin has a special place in my heart and would be generally the card to keep in this. As said in the intro, we don't want to do anything but kill with specific spells under specific conditions. Making everything small is great.\n\nInstants"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nNormally I'm of the opinion that "},{"insert":{"card-link":"Fork"}},{"insert":" spells are only as good as your and your opponents' worst spell and it still kind of is true. If you draw this after the RB player has emptied your hand, you'll likely cast it as soon as possible on whatever it is. It works a bit better here due to our win condition spells being wonky and conditional as fuck. But I'd definitely reduce the amount.\n\nSorceries"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe main problem of this deck was that our hands filled up too fast, and our libraries emptied too quickly. So we had to run out not-quite-Timetwister friends and that causes an issue: our opponents are doing it, too. Inevitably this brings up the problem of having to shuffle so fucking much, and taking forever to set up our kill.\nI think a better approach would be finding the fine line of filling up just our opponents' hands and securing us our own save-from-decking cards. \nManifold Insights is a great EDH card. It involves everybody equally, and I think it's certainly good for any range of decks.\n\nCreatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI love Charmbreaker Devils and you can't stop me.\nTomorrow gets to stay, and so does Echo Mage. Big no on most of the other creatures. Too threatening.\n\nArtifacts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nRemove Aetherflux and you're fine.\nAlso maybe Empyrial Plate but that card is as predictive as it is stopped. If you win with this, it's fine, it's not the main plan, but it's not as incredibly easy as some other options. Runechanter's Pike is fine as a defensive tool, but if all of your stuff gets stopped, I guess you can go around piking people. \nSentinel Tower has to go, too.\n\nLands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThey do exist.\nMikokoro is nice and friendly. Path of Ancestry is probably only in there because I don't have the good UR lands.\n\nFinal Words"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI liked this deck, and I had good people that didn't mind being shuffled a billion times around by it, either. I like drawing cards and some day I'll make this or something else that isn't a nightmare to shuffle.\n"}]}













































































