You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
Merchand scroll is def. a card I would like in. However, spin into myths and muddle the mixture and both card I tested and they're too slow for me. I mean, spin comes out turn 5 and will only delay the general's return; I'd rather simply countering or controlling it.
For muddle, I think tapping out early game to get something that will get something is bad. Of course tunnel vision will win you games, but getting too many cards only to get this 1 card isn't a good idea. I don't know, i just hate transmute just because it ain't instant speed. Otherwise I would of included it in automaticly because it can fetch a coutnerspell
I'm even considering taking out tolaria west. Hell, I can't remember the last time I used the transmute.
Replace an Island with Darksteel Citadel. Its one more card for thirst and academy.
Palinchron needs to go, unless you run it with high tide
Yea, returning darksteel citadel with academy ruins is very exciting. This deck needs as much island as it can get. Look at all the non-island lands. They are lands that absolutly need to be in. Otherwise I would of included the whole legendary package. But unfortunatly, Vedalken shackles needs them.
For Palinchron, I love the card because it's a free creature that doesn't die, EVER. The second you draw it, you can play it and you still can counter stuff or draw cards eot. This with jitte? GG. (well truthfully, anything with jitte is gg :))
You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
I mean, spin comes out turn 5 and will only delay the general's return; I'd rather simply countering or controlling it.
Spin into myth actually takes care of their general permanently. First, you put it on top of their library. Then, fateseal allows you to put in on the bottom of their library, never to be seen again.
Spin into myth actually takes care of their general permanently. First, you put it on top of their library. Then, fateseal allows you to put in on the bottom of their library, never to be seen again.
Yea I forgot that part but it's still a pretty slow cards. It does the same thing as Hinder but also can't target shroud creatures and comes out 2 turns later. This could be an acceptable card in a slower deck or a deck that doesn't use as much counters but I'm not convinced it's too in a draw-go type of deck. At least this would require testing; which I'll do.
You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
Yea I forgot that part but it's still a pretty slow cards. It does the same thing as Hinder but also can't target shroud creatures and comes out 2 turns later. This could be an acceptable card in a slower deck or a deck that doesn't use as much counters but I'm not convinced it's too in a draw-go type of deck. At least this would require testing; which I'll do.
Spin into Myth is a great card for a draw go control deck. Permanently dealing with your opponent's general during their end step is a powerful and often game winning effect. Many EDH decks are general centered (like Zur, the Enchanter, Arcum Dagsum or Azami, Lady of Scrolls) and simply do not function when their general is removed. Most other decks are significantly weakened when their general is removed. Put another way, it cripples their deck and saves you 3-4 counters of the course of the game.
Something else: you could actually play bounce spells in place of spin into myth because you can use your general to achieve the same effect.
Either way: it's a gamebreaking effect and it's even better at instant speed.
Spin into Myth is a great card for a draw go control deck. Permanently dealing with your opponent's general during their end step is a powerful and often game winning effect. Many EDH decks are general centered (like Zur, the Enchanter, Arcum Dagsum or Azami, Lady of Scrolls) and simply do not function when their general is removed. Most other decks are significantly weakened when their general is removed. Put another way, it cripples their deck and saves you 3-4 counters of the course of the game.
Something else: you could actually play bounce spells in place of spin into myth because you can use your general to achieve the same effect.
Either way: it's a gamebreaking effect and it's even better at instant speed.
Now that I think about it, you might be right. It's basicly a removal for something that did resolve
You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
I wonder how many people would find it annoying if I complained just as much about creature combat, because I dislike games where people do nothing but cast creatures, butt heads and do boring combat math?
So far, i'm not slightly impressed by journeyer's kite. I can't afford to play it in the first 4 turns for obvious reasons and sadly, out of the tons of games i've seen it, it wasn't of any use late game. I already had a crucible in play or stuff so yea. I'll cut it.
You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
The suggestion about relearn/intuition/deja vu are great.............for multiplayer that is
Why would Intuitioning for Relearn/Deja Vu/Tunnel Vision be less effective in 1v1 play? In any case, you're guaranteed Tunnel Vision no matter what card they give you, and from there it's only a matter of flashing in Vendilion Clique and then casting Tunnel Vision on your main phase for quick kill.
Why would Intuitioning for Relearn/Deja Vu/Tunnel Vision be less effective in 1v1 play? In any case, you're guaranteed Tunnel Vision no matter what card they give you, and from there it's only a matter of flashing in Vendilion Clique and then casting Tunnel Vision on your main phase for quick kill.
Ill tell you why. Because deja vu and relearn are terrible cards on their own. No, bringing back a counterspell at sorcery speed is bad. The ONLY time i see myself casting those are for tunnel vision; multiplayer since if you successfully cast it once in a 1v1, you win the game.
And intuition is bad without those 3 together. Which is why i dont play any of those at all. Not matter what cards i add, if i do not draw the intuition, it will be terrible.
You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
Ill tell you why. Because deja vu and relearn are terrible cards on their own. No, bringing back a counterspell at sorcery speed is bad. The ONLY time i see myself casting those are for tunnel vision; multiplayer since if you successfully cast it once in a 1v1, you win the game.
And intuition is bad without those 3 together. Which is why i dont play any of those at all. Not matter what cards i add, if i do not draw the intuition, it will be terrible.
I just realised, the deck you have has a combo with palinchron / tolarian academy: If you can have 6 artifacts in play, you can play palinchron, return it to your hand, floating one mana and repeat until you have infinite mana.
This way, you can automaticly win with Staff of Domination and thin your deck like crazy with Thawing Glacier (if you also have a Sensei's divining top in play, you can look at the top 3, shuffle, repeat until you get your win condition).
You can also decrease the requirements of 6 artifacts by playing creatures that have clone effects. Like Vesuvan Shapeshifter or Clone himself. Those are also not bad in EDH overall... Just thought i'd point it out.
I might suggest Sleep too, especially in a 1v1 game I think it could be huge. I have no idea how everyone has missed this either, but Capsize is an absolute include! Probably the best bounce spell in EDH.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
I might suggest Sleep too, especially in a 1v1 game I think it could be huge. I have no idea how everyone has missed this either, but Capsize is an absolute include! Probably the best bounce spell in EDH.
Well sleep is an aggro card... There are very vew aggro decks. The only creatures that are played competitivly are creatures that needs to get countered, not tapped for 1 turn.
You might want to give this more time so that way you can see if your feelings persist. If they do, they return to play with a -1/-1 counter and you gain 2 life.
i dont get it...whats up with tunnelvision??? why is this game winning?
Since you know what card is on the bottom of your opponent's library thanks to Vendilion Clique, you cast Tunnel Vision and name that card. Your opponent's entire library gets milled except for the very last card that was named.
This version is ALOT more draw-go than Tom Servo's. Feel free to leave a comment / critique / suggestion.
And of course, I'm tweeking it daily.
1x Vendilion Clique
Creatures:
1x Draining Whelk
1x Vedalken Æthermage
1x Trinket Mage
1x Venser, Shaper Savant
1x Teferi, Mage of Zhalfir
1x Mistbind Clique
1x Palinchron
1x Glen Elendra Archmage
1x Sower of Temptation
1x Gilded Drake
1x Sakashima, the Impostor
1x Callous Oppressor
Permission:
1x Force of Will
1x Remand
1x Repeal
1x Mana Leak
1x Power Sink
1x Condescend
1x Counterspell
1x Mana Drain
1x Sage's Dousing
1x Forbid
1x Hinder
1x Cryptic Command
1x Rewind
1x Dismiss
1x Pact of Negation
1x Desertion
1x Commandeer
1x Ancestral Vision
1x Brainstorm
1x Mystical Tutor
1x Telling Time
1x Standstill
1x Impulse
1x Thirst for Knowledge
1x Careful consideration
1x Fact or Fiction
1x Opportunity
1x Stroke of Genius
Creature Control:
1x Control Magic
1x Treachery
1x Bribery
1x Evacuation
Artifacts:
1x Sensei's Divining Top
1x Pithing Needle
1x Relic of Progenitus
1x Umezawa's Jitte
1x Vedalken Shackles
1x Isochron Scepter
1x Crucible of Worlds
1x Tezzeret the Seeker
Mana Ramps:
1x Mana Crypt
1x Sol Ring
1x Mind Stone
1x Sapphire Medallion
1x Extraplanar Lens
1x Tunnel Vision
Lands:
1x Riptide Laboratory
1x Academy Ruins
1x Tolarian Academy
1x Seat of the Synod
1x Mutavault
1x Ancient Tomb
1x Tolaria West
1x Boseiju, Who Shelters All
1x Terramorphic Expanse
1x Flooded Strand
1x Polluted Delta
1x Bad River
1x Flood Plain
1x
1x Maze of Ith
1x Thawing Glaciers
1x Strip Mine
1x Wasteland
1x Dust Bowl
0x Island
Merchant Scroll as it can fetch Tunnel Vision via mystical tutor.
Spin into Myth as it's a permanent instant speed answer to generals.
Muddle the Mixture is a possibility because muddle the mixture =>Merchant Scroll=>Mystical Tutor=>Tunnel Vision will win you the game.
Palinchron needs to go, unless you run it with high tide
Merchand scroll is def. a card I would like in. However, spin into myths and muddle the mixture and both card I tested and they're too slow for me. I mean, spin comes out turn 5 and will only delay the general's return; I'd rather simply countering or controlling it.
For muddle, I think tapping out early game to get something that will get something is bad. Of course tunnel vision will win you games, but getting too many cards only to get this 1 card isn't a good idea. I don't know, i just hate transmute just because it ain't instant speed. Otherwise I would of included it in automaticly because it can fetch a coutnerspell
I'm even considering taking out tolaria west. Hell, I can't remember the last time I used the transmute.
Yea, returning darksteel citadel with academy ruins is very exciting. This deck needs as much island as it can get. Look at all the non-island lands. They are lands that absolutly need to be in. Otherwise I would of included the whole legendary package. But unfortunatly, Vedalken shackles needs them.
For Palinchron, I love the card because it's a free creature that doesn't die, EVER. The second you draw it, you can play it and you still can counter stuff or draw cards eot. This with jitte? GG. (well truthfully, anything with jitte is gg :))
Spin into myth actually takes care of their general permanently. First, you put it on top of their library. Then, fateseal allows you to put in on the bottom of their library, never to be seen again.
Yea I forgot that part but it's still a pretty slow cards. It does the same thing as Hinder but also can't target shroud creatures and comes out 2 turns later. This could be an acceptable card in a slower deck or a deck that doesn't use as much counters but I'm not convinced it's too in a draw-go type of deck. At least this would require testing; which I'll do.
Bah with clique consistantly casted turn 2 or 3, it's not a problem
Spin into Myth is a great card for a draw go control deck. Permanently dealing with your opponent's general during their end step is a powerful and often game winning effect. Many EDH decks are general centered (like Zur, the Enchanter, Arcum Dagsum or Azami, Lady of Scrolls) and simply do not function when their general is removed. Most other decks are significantly weakened when their general is removed. Put another way, it cripples their deck and saves you 3-4 counters of the course of the game.
Something else: you could actually play bounce spells in place of spin into myth because you can use your general to achieve the same effect.
Either way: it's a gamebreaking effect and it's even better at instant speed.
Now that I think about it, you might be right. It's basicly a removal for something that did resolve
Yea, I'll add it. It's like a bant charm
I cut a Gush for it. (Probably the less efficient card draw in the deck)
Thanks for your suggestion Dan.
and having more ways of getting a known card on the bottom isnt a bad thing, with shuffle effects and whatnot.
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I'd play both so you can cast Intuition and guarantee that you'll get Tunnel Vision.
It's good in a 1v1 or 2v2, but if I ever bring this to a multiplayer game, I will have to remove some coutners for more board control.
The suggestion about relearn/intuition/deja vu are great.............for multiplayer that is
Why would Intuitioning for Relearn/Deja Vu/Tunnel Vision be less effective in 1v1 play? In any case, you're guaranteed Tunnel Vision no matter what card they give you, and from there it's only a matter of flashing in Vendilion Clique and then casting Tunnel Vision on your main phase for quick kill.
Ill tell you why. Because deja vu and relearn are terrible cards on their own. No, bringing back a counterspell at sorcery speed is bad. The ONLY time i see myself casting those are for tunnel vision; multiplayer since if you successfully cast it once in a 1v1, you win the game.
And intuition is bad without those 3 together. Which is why i dont play any of those at all. Not matter what cards i add, if i do not draw the intuition, it will be terrible.
I just realised, the deck you have has a combo with palinchron / tolarian academy: If you can have 6 artifacts in play, you can play palinchron, return it to your hand, floating one mana and repeat until you have infinite mana.
This way, you can automaticly win with Staff of Domination and thin your deck like crazy with Thawing Glacier (if you also have a Sensei's divining top in play, you can look at the top 3, shuffle, repeat until you get your win condition).
You can also decrease the requirements of 6 artifacts by playing creatures that have clone effects. Like Vesuvan Shapeshifter or Clone himself. Those are also not bad in EDH overall... Just thought i'd point it out.
Permission
Voidmage Husher - I don't know how relevant activated abilities are.
Trickbind - ditto
Dream Fracture - If you need more < 3cc counter spells.
Foil - ditto
Spelljack - desertion #2
Time Stop - another powerful expensive counterspell
Other
Curfew - Re-use your generals CIP ability, bounce a shroud creature.
Rushing River - Good bounce.
Cuts?
Tezzeret the Seeker - He seems expensive, does he do alot for you?
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
Well sleep is an aggro card... There are very vew aggro decks. The only creatures that are played competitivly are creatures that needs to get countered, not tapped for 1 turn.
Since you know what card is on the bottom of your opponent's library thanks to Vendilion Clique, you cast Tunnel Vision and name that card. Your opponent's entire library gets milled except for the very last card that was named.
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WKemba, Kha Regent (Stax)W
GEzuri, Renegade Leader [Primer]G