Yea there is, I just couldn't think of one when I made the deck. Maybe will change for brainstorm or something, and what would I take out for fireshrieker? I'm not that interested in general damage (tho that is a plus). Ispera tutors for fun flyers.
EDIT: I feel as if I need more "look at player's hands" stuff than just Telepathy.
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Modern GBRWDeath's ShadowGBRW UBWRAffinityUBWR GRTitanshiftGR URBGrixis ControlURB
Legacy BUGTrue Name BUGBUG UBRGrixis DelverUBR BUGShardless BUGBUG BUGElvesBUG
wouldn't Martial Coup be better than Kirtar's Wrath?
And do you seriously think 34 land cards is enough in what amounts to a control deck? Especially when you don't have anything like Sol Ring, Thran Dynamo, or any of the like?
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
I'd have to agree, 34 land is way too few. Up it to 40 to start with, it's a control deck after all.
Plus, you have too many fatties in the deck. With Isperia the Inscrutable, I hope you realize that any creature you tutor up goes to your hand and not into play. Plus you should win pretty quickly with 1-2 other fatties in play so I wouldn't put too many fatties in that you can't play all that quickly.
Yea there is, I just couldn't think of one when I made the deck. Maybe will change for brainstorm or something, and what would I take out for fireshrieker? I'm not that interested in general damage (tho that is a plus). Ispera tutors for fun flyers.
EDIT: I feel as if I need more "look at player's hands" stuff than just Telepathy.
not really.... If you want you can use Peek which cantrips or take a guess the first time and tutor for Wizened Snitches. But remember when you guess you get to look at their hand afterwards, so it may not be worth sacrificing a slot for a little bit of tempo. Dont forget you can also guess basic land - just go for a player with a mono general and say "Swamp" or whatever.
Dovescape, while making flyers, is more suited to a combo deck focused around it. Most of the time you will draw it when you have a sorcery or something you want to play. I would take it out.
Also, while Worldpurge may get all the players at the table looking daggers at you, it works really well in this deck. Send everything back to the deck except for isperia, 4 lands, and whatever else you want. While everyone else has their boards reset, you will be tutoring for flying card advantage in no time!
not really.... If you want you can use Peek which cantrips or take a guess the first time and tutor for Wizened Snitches. But remember when you guess you get to look at their hand afterwards, so it may not be worth sacrificing a slot for a little bit of tempo. Dont forget you can also guess basic land - just go for a player with a mono general and say "Swamp" or whatever.
Dovescape, while making flyers, is more suited to a combo deck focused around it. Most of the time you will draw it when you have a sorcery or something you want to play. I would take it out.
Also, while Worldpurge may get all the players at the table looking daggers at you, it works really well in this deck. Send everything back to the deck except for isperia, 4 lands, and whatever else you want. While everyone else has their boards reset, you will be tutoring for flying card advantage in no time!
Hmm interesting, I'll cut Dovescape for Worldpurge.
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Rollback Post to RevisionRollBack
Standard GBGB AggroGB
Modern GBRWDeath's ShadowGBRW UBWRAffinityUBWR GRTitanshiftGR URBGrixis ControlURB
Legacy BUGTrue Name BUGBUG UBRGrixis DelverUBR BUGShardless BUGBUG BUGElvesBUG
Yea there is, I just couldn't think of one when I made the deck. Maybe will change for brainstorm or something, and what would I take out for fireshrieker? I'm not that interested in general damage (tho that is a plus). Ispera tutors for fun flyers.
EDIT: I feel as if I need more "look at player's hands" stuff than just Telepathy.
Moonring Island, at least helps you know one card that might be in their hand the next turn...
So far the most common ways of me winning go 1) Concession 2)Emrakul 3)Yosei Lock.
I decide against beat down cards like luminous angel because by the time I'd actually fetch a card like that, it means I've gotten all the more powerful ones and likely one. Infact, some of the cards you can fetch are powerful enough to win the game on the spot (Blazing Archon, Iona, Emrakul, Tidespout Tirant), which is why I run so much acceleration. It ensures that by the time I attack with Isperia I can immediately cast these game ending spells.
My solution to the Telepathy type cards was to run Time Warps so I can attack again, they revealed their after all.
01 Isperia the Inscrutable
Flying Creatures
02 Akroma, Angel of Wrath
03 Pride of the Clouds
04 Blazing Archon
05 Draining Whelk
06 Platinum Angel
07 Windborn Muse
08 Thieving Magpie
09 Glory
10 Twilight Shepherd
11 Adarkar Valkyrie
12 Swans of Bryn Agroll
13 Archon of Justice
14 Eternal Dragon
15 Luminous Angel
16 Purity
17 Reya Dawnbringer
18 Aura Thief
19 Glen Elendra Archmage
20 Keiga, the Tide Star
21 Vendilion Clique
22 Quicksilver Dragon
23 Mulldrifter
Other Creatures (needs more help here)
24 Aboshan, Cephalid Emperor
25 Weathered Wayfarer
26 Grand Arbiter Augustin IV
27 Jace Beleren
28 Rhystic Study
29 Compulsive Research
30 Scepter of Insight
31 Ponder
32 Telling Time
33 Brainstorm
Counterspells
34 Counterspell
35 Cryptic Command
36 Hinder
37 Rewind
38 Overrule
39 Cancel
40 Forbid
41 Hindering Light
Mass Removal
42 Wrath of God
43 Kitar's Wrath
Large Sorceries
44 Storm Herd
45 Telemin Performance
46 Gather Specimens
47 Time Stretch
48 Tunnel Vision
49 Bribery
50 Blatant Thievery
51 Worldpurge
52 Path to Exile
53 Swords to Plowshares
54 Condemn
55 Return to Dust
Enchantments
56 Oblivion Ring
57 Land Tax
58 Seal of Cleansing
59 Telepathy
Artifacts
60 Sensei's Divining Top
61 Nyvrral's Disk
62 Umezawa's Jitte
63 Journeyer's Kite
64 Mind's Eye
Lands
65 Hallowed Fountain
66 Adarkar Wastes
67 Azorius Chancelory
68 Mystic Gate
69 Reliquary Tower
70 Ghost Quarter
71 Mistveil Plains
72 Coastal Tower
73 Prahv, Spires of Order
GBGB AggroGB
Modern
GBRWDeath's ShadowGBRW
UBWRAffinityUBWR
GRTitanshiftGR
URBGrixis ControlURB
Legacy
BUGTrue Name BUGBUG
UBRGrixis DelverUBR
BUGShardless BUGBUG
BUGElvesBUG
EDIT: I feel as if I need more "look at player's hands" stuff than just Telepathy.
GBGB AggroGB
Modern
GBRWDeath's ShadowGBRW
UBWRAffinityUBWR
GRTitanshiftGR
URBGrixis ControlURB
Legacy
BUGTrue Name BUGBUG
UBRGrixis DelverUBR
BUGShardless BUGBUG
BUGElvesBUG
And do you seriously think 34 land cards is enough in what amounts to a control deck? Especially when you don't have anything like Sol Ring, Thran Dynamo, or any of the like?
GBGB AggroGB
Modern
GBRWDeath's ShadowGBRW
UBWRAffinityUBWR
GRTitanshiftGR
URBGrixis ControlURB
Legacy
BUGTrue Name BUGBUG
UBRGrixis DelverUBR
BUGShardless BUGBUG
BUGElvesBUG
Tidings duh!
Currently Playing
Standard:
WUGBantcrasherGUW
WUBR4c DenialRBUW
Plus, you have too many fatties in the deck. With Isperia the Inscrutable, I hope you realize that any creature you tutor up goes to your hand and not into play. Plus you should win pretty quickly with 1-2 other fatties in play so I wouldn't put too many fatties in that you can't play all that quickly.
I'd consider some other flyers like Radiant, Archangel and Sky Hussar. I'd also consider putting in the new counter from Alara Reborn, Offering to Asha. Maybe drop Luminous Angel, Gather Specimens, and Time Stretch. These all seem like poor cards even for EDH.
Plus I'm not sure if you can have Arcane Sanctum in here, replace it with Coastal Tower.
not really.... If you want you can use Peek which cantrips or take a guess the first time and tutor for Wizened Snitches. But remember when you guess you get to look at their hand afterwards, so it may not be worth sacrificing a slot for a little bit of tempo. Dont forget you can also guess basic land - just go for a player with a mono general and say "Swamp" or whatever.
Dovescape, while making flyers, is more suited to a combo deck focused around it. Most of the time you will draw it when you have a sorcery or something you want to play. I would take it out.
Also, while Worldpurge may get all the players at the table looking daggers at you, it works really well in this deck. Send everything back to the deck except for isperia, 4 lands, and whatever else you want. While everyone else has their boards reset, you will be tutoring for flying card advantage in no time!
Hmm interesting, I'll cut Dovescape for Worldpurge.
GBGB AggroGB
Modern
GBRWDeath's ShadowGBRW
UBWRAffinityUBWR
GRTitanshiftGR
URBGrixis ControlURB
Legacy
BUGTrue Name BUGBUG
UBRGrixis DelverUBR
BUGShardless BUGBUG
BUGElvesBUG
Moonring Island, at least helps you know one card that might be in their hand the next turn...
- sower of temptation
- Leiutentant kirtar
- Major teroh
- Commander eesha
.......the list goes on......1 Isperia the Inscrutable
Lands
1 Adarkar Wastes
1 Tundra
1 Strip Mine
1 Hall of the Bandit Lord
1 Azorius Chancery
1 Hallowed Fountain
1 Prahv, Spires of Order
1 Nimbus Maze
1 Tolaria West
7 Island
1 High Market
1 Ancient Den
1 Seat of the Synod
4 Plains
1 Flooded Strand
1 Lonely Sandbar
1 Polluted Delta
1 Secluded Steppe
1 Temple of the False God
1 Mystic Gate
1 Ancient Tomb
1 Academy Ruins
1 Calciform Pools
1 Drifting Meadow
1 Remote Isle
1 Glacial Fortress
Artifact Acceleration
1 Mind Stone
1 Coldsteel Heart
1 Azorius Signet
1 Mana Crypt
1 Ur-Golem's Eye
1 Chrome Mox
1 Gilded Lotus
1 Talisman of Progress
1 Mana Vault
1 Sol Ring
1 Everflowing Chalice
1 Dreamstone Hedron
1 Thran Dynamo
1 Grim Monolith
1 Mox Diamond
1 Counterspell
1 Force of Will
1 Hinder
1 Forbid
1 Pact of Negation
1 Mana Drain
1 Negate
1 Remand
1 Dispel
1 Cryptic Command
Isperia Targets
1 Yosei, the Morning Star
1 Adarkar Valkyrie
1 Tidespout Tyrant
1 Glen Elendra Archmage
1 Soratami Savant
1 Aven Mindcensor
1 Stonecloaker
1 Emrakul, the Aeons Torn
1 Linvala, Keeper of Silence
1 Blazing Archon
1 Draining Whelk
1 Sower of Temptation
1 Iona, Shield of Emeria
Card Draw
1 Tidings
1 Timetwister
1 Fact or Fiction
1 Mind Spring
1 Opportunity
1 Stroke of Genius
1 Time Spiral
1 Tezzeret the Seeker
1 Jace Beleren
1 Jace, the Mind Sculptor
Spot Removal
1 Path to Exile
1 Swords to Plowshares
Sweepers
1 Austere Command
1 Oblivion Stone
Tutors
1 Expedition Map
1 Trinket Mage
Turn Effects
1 Time Warp
1 Capture of Jingzhou
1 Temporal Manipulation
Other Cards
1 Sensei's Divining Top
1 Lightning Greaves
1 Mindslaver
1 Future Sight
So far the most common ways of me winning go 1) Concession 2)Emrakul 3)Yosei Lock.
I decide against beat down cards like luminous angel because by the time I'd actually fetch a card like that, it means I've gotten all the more powerful ones and likely one. Infact, some of the cards you can fetch are powerful enough to win the game on the spot (Blazing Archon, Iona, Emrakul, Tidespout Tirant), which is why I run so much acceleration. It ensures that by the time I attack with Isperia I can immediately cast these game ending spells.
My solution to the Telepathy type cards was to run Time Warps so I can attack again, they revealed their after all.