I'll add my voice to the thanks as well. I also run Wrexial, but my version is toned down. I'm going to adapt a lot of your ideas to tune my deck to be a bit more competitive! Will probably ask your opinion on my build if you're OK with that.
Of course! Especially in a deck like this where a good half of the non-land cards in the deck are dedicated to either using or milling other players cards, there is no real "wrong" way to do the strategy. Hell, even some of the lands are for that! (Thesbian's Stage, Vesuva, Nephalia Drownyard).
One thing I do strongly suggest is that unless your pod is consistently three players or less, avoid single-target mill as much as you can, except for things like Tunnel Vision and Keening Stone, because with Eldrazi and other cards like Elixir of Immortality, milling becomes a harder and harder strategy in multiplayer. You need to gun down all the players, not just one of them. Only four single-target cards that *can* pull their weight are Tunnel Vision, Keening Stone, Mind Funeral and Traumatize. The last two are iffy though. Funeral is powerful against green and combos with Sadistic Sacrament, but there's Mind Grind for that. Traumatize is dumb powerful, but in a meta of Eldrazi, chances are when you draw it turn 4 and use it turn 5 you're going to hit an Eldrazi, and lose all you're hard work.
Thanks for the suggestions.My meta isn't heavily into green, I am-all of my commander decks are at least partially green. I picked up a Wrexial today, so at least that is a start for the deck. Many cards to go though, so it will be a while until even a basic version is up and running. Still, he looks fun. And I'm a sucker for punishment:)
Mary
Thanks for the suggestions.My meta isn't heavily into green, I am-all of my commander decks are at least partially green. I picked up a Wrexial today, so at least that is a start for the deck. Many cards to go though, so it will be a while until even a basic version is up and running. Still, he looks fun. And I'm a sucker for punishment:)
Mary
It's gonna be clunky at first. You have to really drop some cash to really get the powerhouse cards in, like Bribery, Yawgmoth's Will, Volrath's Stronghold and others. Like I said before, if you're on a budget just work on getting the staples first, Mesmeric orb, Dreamborn Muse, Bloodchief Ascension, Mindcrank, Nephalia Drownyard, Lazav, stuff you know is going to make the final cut. If I had to pick a "bomb" card to pick up first, it's easily YawgWin. It's banned in every format but Vintage and EDH, so it's a criminal 15$, but well worth it. Even being used as a 3mana flashback tax it's quite powerful.
You're the first guy i know of who seems to fully appreciate dralnu's power
Somehow most other people read his drawback and just shy away from him.
I adore him to death, but when a friend pulls out a Jaya Ballard deck, he's often seen as a dead draw. Thankfully, he gets his value in by being in the yard for Necrotic Ooze. I wanna find room for Havengul Lich as a Necro Ooze #2 and just a graveyard recycler.
He's nearly gotten the chop hammer a couple times, as he can be very underwhelming to draw at the wrong table, but every time I get him to work it's well worth it. He really is card advantage in it's rawest form.
Very minor changes. Finally got an Ashiok, so that was an auto inclusion. I still want to playtest Pyxis of Pandemonium. An exiling Ghoulcaller Bell seems cool, and most won't remove it in hopes of getting their stuff back, which I may or may not do >:D. Slotting is still really hard though X.x
Removed Secluded Glen for Creeping Tar Pit
Pretty obvious change. The only reason Glen was in was because it was better than a Dimir Guild Gate, and only barely. The only faerie I run that could get me it's condition is Oona, Queen of the Fae. Tar pit still enters tapped, but for an unblockable sword weilder, emergency blocker, and still tapping for both colors, is basically strictly better. In my group we call it the "Creeping Death Pit" as it's ended more than one game (not mine, but others have RFGd players.)
Removed Hero's Downfall for Ashiok, the Nightmare Weaver
At last, a Dimir planeswalker that does Dimir things! Hero's downfall is honestly the weakest card in my control package, (I had a hard time accepting it too.) so it was cut for Ashiok. Ashiok is a bomb if dropped turn 3. Exiling cards helps the strat, as they'll never come back, and his +2 makes him difficult to deal with early. I haven't gotten to cast anything cool off him yet, but just the steady exile is quite an engine on it's own. It's way better in 1v1, but still. Planeswalkers are normally not the biggest problem in my group, and most powerful ones get either hated on or at least kept in check, so Downfall isn't quite as necissary. At same CMC, we're not even hurting the curve.
Only other thing of significance is that I'm playtesting Shadowborn Demon in Kagemaro's place. It makes Necrotic Ooze slightly weaker, but Shadowborn is pretty poewrful as a card so we'll see. The 6 creatures trigger isn't something unheard of for this deck
EDIT: Added a few more deck tech/synergies, and moved the entire tech section to second post due to character limit reasons. Apparently, 75K still isn't enough characters :/.
not as many changes at it looks like. Some of it was maintence, for example Mystical Tutor was forgotten from the list, so on the site only 98/99+Commander were shown. Also foiled out a few more cards, getting there!
Removed Terramorphic Expanse for Academy Ruins
A strict upgrade really. Terramorphic was only there as an early mana fixer, and I'm not sure why it stayed in over Bad River before, but it's still slow. Academy Ruins WON'T help me get colors, but that's rarely an issue anyways. a 2-land hand with a Expedition Map is now keepable, as I can Ruins the map out for the combo lands. Very helpful. Added bonus, like Volrath's Stronghold, in the event I mill myself down to nothing it offers a desperate glimmer of hope by putting some cards back in the library.
Removed Boseiju, Who Shelters All for Petrified Field
You would not believe how annoying petrified field is to find. I found one at my LGS and scooped it up. I don't have a Crucible of Worlds and my only current option for getting back a land is Yawgmoth's Will, which I hate using unless I'm going to abuse it, so this offers a new avenue to get the combo lands or utility lands back. Blue has calmed down in my meta at least a bit, so the uncounterability argument is less valid. Field also comes in untapped, helping tempo.
Removed Puppeteer Clique for Lim-Dûl's Vault
Puppeteer Clique continued to be one of those cards I was just never happy seeing. Although it does have the POTENTIAL to combo off of someone else's cards, I've never seen it happen. The argument of it being built in grave hate is still valid, but less so with the addition of Nihil Spellbomb, Dimir Doppelganger and Nezumi Graverobber, it's not as needed. The vault serves as a pseudo tutor, and nicely lets me stack up my next few turns. Being instant speed and low costed helps the curve as well. The way I see cards like this is if it may not be a bomb card alone, but it lets you get to your bomb cards faster, and that's what I like about it.
Removed Life's Finale for Toxic Deluge
There are two major points that were quite unattractive to me in this transaction. 1: Life's Finale's second part of pulling out 3 creatures was pretty sexy, especially with a spellbomb on board so I can drop eldrazi in then nuke thier grave; 2: Toxic Deluge is presently un-foilable. I can ignore this for now as the deck isn't even 50% foiled (though close) and this seems like the kind of card that will get promo foiled or judge foiled. Still, being an amazing board wipe for half the cost of Life's finale can't be ignored. Dodges indestructibility, can be used to clear only part of the board, the utility is great. Realistically, 6 is the most I'll ever have to pay into it to kill the whole board. Best part? Wrexy will almost always perservere with his fat ass.
Added Mystical Tutor to the decklist
Apparently, the list was flat out missing a card. It used to be Evil Twin but when cutting it for M.Tutor I noticed the twin wasn't on the list and started investigating the problem. Now all 99+commander are in the list. I don't think I need to explain M.Tutor, it's just good and I don't have a vamp tutor.
Removed Kagemaro, First to Suffer, Perplex, and Cyclonic Rift from the "didn't make the cut" area on secon post. Why?...well they're all back in! they now made the cut! Also added some more cards that really didn't make it.
Removed Barren Moor for Underground Sea
Between a big trade and a little help from a friend working at my LGS, I finally got one. Heavily played and the back side looks pretty beat up, but the front side looks good and that's all that matters. Land cuts are pretty hard, so I feel it's time to take the cycle lands out. For now, Lonely Sandbar will stay, as U is still the harder color of the two to get, with tutoring Urborg and what not, but it's the first land on the chopping block for sure.
Removed Underground Sea and Petrified Field from the Money Sucks area, as I have acquired and am running both now. Updated the info on the Polluted Delta though. Now that a Sea is in the deck fetches are more relevant, and I'll probably look into getting a delta and possibly other fetches, but for now, I don't feel my consistency is stunted at all. Darkslick Shores would be the next cut after the sandbar.
Foiled out the last island in the deck.
Playtesting Thoughts
I've been thinking about trying out Moonlight Bargain and All is Dust in the deck lately, but haven't the damndest clue what slot to playtest them for.
All is Dust is an amazing sweeper, dodging indestructibility and various other other annoyances, but costs 7 mana. My curve basically stops at 6, with the exception of the Primordials, so it's going a bit on the top heavy end. I'm not against putting a 3rd 7-drop in, but I haven't a clue what I'd take out for it.
Moonlight Bargain: I've loved this card for a long time and a nice foil version has just been sitting in my binder for a long time. Black-fact is no doubt powerful enough, but its 5CMC is a little on the high end, but for what it does I can see it being worth it. It has a "Greatness at any cost" type feel, which I like, though it may be better reserved for my Sedris list. Could it finally be time to cut Memory Plunder, one of the cards that has been in Wrexial since it's dawning? Have we really come that far?
Main thing I've noticed is a lack of ramp. Thada Adel, Acquisitor and Trinket Mage are about the best I have at the moment + copying another mana rock. I prefer land ramp as artifacts tend to get nailed pretty quick in my real-life group, therefore wayfarer's Bauble and Burnished Hart seem like appealing options, but Burnished Hart doesn't fit in very well with the current curve of the deck.
Main thing I've noticed is a lack of ramp. Thada Adel, Acquisitor and Trinket Mage are about the best I have at the moment + copying another mana rock. I prefer land ramp as artifacts tend to get nailed pretty quick in my real-life group, therefore wayfarer's Bauble and Burnished Hart seem like appealing options, but Burnished Hart doesn't fit in very well with the current curve of the deck.
Thanks again for all the work you put into this primer.
First, thank you for reading it! every time I see someone take the time to actually go through and read the nooks and crannys makes me smile and know that all my work was not for naught :).
that being said, my lack of ramp is sourced mostly in my low curve. In addition to generally being underestimated early game, Cabal+Urborg produces a lot of mana quickly, and when that fails, Guilded lotus, or a few of them, put me far ahead of others alone. Doubling Cube is highly underrated and I encourage you to try it c: Once mid/late game hit's I'm normally in the 10+ range for mana by about turn 7, and this is when I start dropping bomb spells. Keeping a tight curve helps make sure that the deck maintains potency no matter what, but once you start pooping mill and sinking in card advantage with cards like dralnu and necrotic ooze, the game completely turns in your favor. It's a good feeling.
Good list, though it's evident it's more geared towards using other people's things and less about actual milling, which is a stronger strategy in the end anyways lol. I'd definately try to get a Yawgmoth's Will whenever budget allows though. Crucible isn't necessary (notice I don't use (or own) one), but YawgWill is dumb busted, and is unmatched by any other card really. Petrified Field helps with this too. Grim Discovery has a use to me, and I used it for a long time until I eventually cut it.
My main reason for using Kagemaro, First to Suffer over Ixidron is Kage has an activated ability, which helps with my bro Necrotic Ooze. If my graveyard is stocked, I've got an ooze that can make zombies, draw three cards, nuke the board, regenerate, flashback spells, as well as anything opponent may happen to have in their grave. the -x/-x for hand size can be an issue if you're stalling out though, and should be recognized. Kage is one of those slots that's still under playtesting right now.
Diluvan should be in though. I'd us Dilu over Sepulchral, he's just dumb busted. the amount of card advantage, tutors, or just sheer removal he can do puts it far ahead of the other primordials in the cycle, but only in niche decks like ours. Find room for him, you wont be dissapointed. Both primordials are so powerful they're the only 7 drops in my deck C:
Doubling Cube is highly underrated and I encourage you to try it c: Once mid/late game hit's I'm normally in the 10+ range for mana by about turn 7, and this is when I start dropping bomb spells.
Doubling Cube has never seemed to get going in our playgroup. A couple of people have tried it in some burnX decks and a Lazav mill deck but it was always destroyed before getting to bonus mana production. It's 3 cmc makes it seem like an early drop but then people become aware and just sit on removal till the player gets to 7 mana. Maybe if you could keep in hand until the removal has been spent but then at that point it is a dead card early game.
Good list, though it's evident it's more geared towards using other people's things and less about actual milling, which is a stronger strategy in the end anyways lol. I'd definately try to get a Yawgmoth's Will whenever budget allows though. Crucible isn't necessary (notice I don't use (or own) one), but YawgWill is dumb busted, and is unmatched by any other card really. Petrified Field helps with this too. Grim Discovery has a use to me, and I used it for a long time until I eventually cut it.
Mostly looking to make a variable deck that changes with my opponents. Don't want it getting too linear like my Zur the Enchanter and Child of Alara decks. Theft allows me to do that while milling forces me to change my tutor targets, adds some chaos, and serves as an overarching win-condition.
My main reason for using Kagemaro, First to Suffer over Ixidron is Kage has an activated ability, which helps with my bro Necrotic Ooze. If my graveyard is stocked, I've got an ooze that can make zombies, draw three cards, nuke the board, regenerate, flashback spells, as well as anything opponent may happen to have in their grave. the -x/-x for hand size can be an issue if you're stalling out though, and should be recognized. Kage is one of those slots that's still under playtesting right now.
Most of the activated abilities I was running into had color costs I couldn't pay and so Necrotic Ooze was often a vanilla 4/3 until my own creatures started hitting the graveyard, which was usually a little too late.
Diluvan should be in though. I'd us Dilu over Sepulchral, he's just dumb busted. the amount of card advantage, tutors, or just sheer removal he can do puts it far ahead of the other primordials in the cycle, but only in niche decks like ours. Find room for him, you wont be dissapointed. Both primordials are so powerful they're the only 7 drops in my deck C:
Monkmiroku,
I dropped Dralnu into my Wrexial deck and I have to give you a lot of credit for an amazing find! He's AMAZING! I can't stress enough how incredible he was in the one game I got him on the field.
Still tuning my build - and ramp was one of my concerns. I have Dreamscape Artist as well as a couple other "ramp" effects for UB.
Doubling Cube has never seemed to get going in our playgroup. A couple of people have tried it in some burnX decks and a Lazav mill deck but it was always destroyed before getting to bonus mana production. It's 3 cmc makes it seem like an early drop but then people become aware and just sit on removal till the player gets to 7 mana. Maybe if you could keep in hand until the removal has been spent but then at that point it is a dead card early game.
All of your points are valid on this, and it is an awkward mana rock. Sweepers in my group generally leave artifacts untouched save for Austere command and the occasional Nevs disk, so it's not really an issue. Players are pretty seasoned also, so sweepers rarely won't go off super fast. Once you get to 7+ mana, it only goes crazy from there. 7=8 now,8=10, 9=12, 20=34, and only gets better.
It does require setup though. having ways to untap it make it way stronger, cloning it, etc, but in my list it has always been an allstar.
Monkmiroku,
I dropped Dralnu into my Wrexial deck and I have to give you a lot of credit for an amazing find! He's AMAZING! I can't stress enough how incredible he was in the one game I got him on the field.
Still tuning my build - and ramp was one of my concerns. I have Dreamscape Artist as well as a couple other "ramp" effects for UB.
Brings a smile to my face that people are using Dralnu more. Seeing his first ability so many people just shy away and don't understand his raw power. I love him so much, I'm tempted to make a second EDH deck just for him xD.
As for ramp, Talisman of Dominance, Dimir Signet would be the two small ones I'd run. the obligatory Sol Ring and Guilded Lotus to push ahead. The Cube is good, but as I told the other guy above you, it DOES need set up to shine it's brightest. If you're still having troubles consider options like Burnished Hart and Surveyor's Scope for land ramping.
I've decided that Codex Shredder will be added to the deck list if I can ever find one (hard to find for whatever reason). It's cheap, regrowths any card, recurs with Academy Ruins, disrupts topdeck tutors, and at bottom line worst case, it's still mill, which fits in the gameplan.
Just cracked a pack of innistrad and ripped a foil Undead Alchemist, so go me!
That aside, given some thoughts from the community I've decided that Lich Lord of Unx was a bit too niche. The tap ability was nice but the second ability for milling did more damage and not enough milling. I don't want to kill people outright either so it's a pretty weak card overall. Petrified Field's inclusion has made Intuition more useful than ever, and it has been put in its place.
My birthday just passed yesterday so I'll probably pick up a Vampiric Tutor and maybe another fetchland with my birthday money.
An odd notice that i've made is that I'm rarely happy with my Nykthos, Shrine to Nyx being out. Normally it splits 50/50 between my devotions, so I never get to make a ton of mana with it. Hell, Crypt of Agadeem seems to make more in the end than Nykthos does, strange as that may be. considering cutting it.
Mesmeric Orb is so bonkers in a Wrexial build that I would definitely play Muddle the Mixture to increase my chances of finding it.
Plus, the spell is great on it's on as is.
Mesmeric Orb is so bonkers in a Wrexial build that I would definitely play Muddle the Mixture to increase my chances of finding it.
Plus, the spell is great on it's on as is.
I've prided myself in running a functional non-combo UB deck without counters, as many people feel that UB has a control stigma and they get a bad rap for often being combo decks due to the quality of tutors it offers. If i were to run a 2CMC tutor, it would be Shred Memory, as it is more on flavor anyways and is plently likely to be useful, especially in a deck like this.
Still, I have a feeling i'm going to remove mystical Tutor, and possibly Intuition, actually. Mystical is in almost every way inferior to Vampiric Tutor, (which I got but havent officially swapped yet because I was playtesting it in other slots), and Intuition I honestly can't take full advantage of. I have Intuition Packages and what not, but why not just run Grim Tutor in it's place? I rarely can take advantage of the other cards going to grave like I can in my sedris deck, so it'll probably go back there. I'll likely just swap Mystical for Vamp and Intuition for Crucible of Worlds once I get one.
I have considered putting in Pact of Negation as another Tolaria West tutor.. Running 1 hard counter is still important when Tooth and Nail is in your meta...
Why no Ghoulcaller's Bell? It's the most underrated mill card. It mills everyone.
Anti Liliana Vess -2, anti Mirage-tutors, combos with Memory Lapse, Snapcaster, etc...
While ill fully agree it's underrated, there's the matter of Codex Shredder just being better. One card a turn isn't enough by a long shot to make itself worth a shot, and. The combos you spoke of all work with shredder also.
If I were to run the bell, I'd probably run Pyxis of Pandemonium over it, as it's more fun and people are less likely to get mad because eventually I'd crack it for good times at the table.
Removed Mystical Tutor for Vampiric Tutor
Though it may seem that this needs no explanation, someone eventually will ask "Why aren't you running both?". Well, there's a couple reasons. First off, many of the powerplay cards I tutor for aren't instants or sorceries. Oddly enough, many of the most powerful cards in the deck are lands, shortly followed by artifacts. Though Mystical Tutor is plenty powerful, I for the time being am going to prefer to keep my tutors unrestricted if at all possible; Expedition Map is an exception as it is Academy Ruins compadible as a durdle engine, and fetches the card type I tutor most for anyways. Perplex is still just situational utility knife goodness. Finally, cards like Mesmeric Orb make tutoring with it awkward, so unless I'm able to get ANY card with it, it's a continuing liability.
Removed Intuition for Codex Shredder
As promised, the shredder is here. I like this card a lot, and it's useful in any deck as a colorless Regrowth that disrupts topdeck tutors, Sensei's Divining Top, etc etc. I have a lot of "intuition packages", but that doesn't mean intuition is good. It's good to have sets like these in decks that don't have access to black, but I do. There's no point I should jump through hoops and do work arounds to force opponents into giving me what I want when I can just put Cruel Tutor in it's slot. In this case, we have the shredder, to both mill and retrieve tutors or other key cards like Yawgmoth's Will back to hand, or to get those ever-difficult-to-retrieve lands back. +1 for Academy Ruins compadibility!
Removed Kagemaro, First to Suffer for Havengul Lich
The Lich is back, and with a sick curve in comparison to last time, it's better than ever. Kage was in for a long time, but with a lower curve and a tendency to have a burst-hand (burning through my hand into a Windfall or something), Kage has been weakened since earlier iterations of the deck. Necrotic Ooze loses out as it can't boardwipe anymore, but the Lich adds a new interesting ability for the Ooze to take advantage of. This makes it tempting to add Altar of Dementia into the deck, for some kind of durdle sac-replay stuff with Snapcaster Mage or the primordials, but I don't have enough ETB abilties to justify it, oh well!
I've been considering Magus of the Jar as of lately. Memory Jar is a house in this deck, offering a new hand at critical times, sealing the deal by putting Cyclonic Rift inside the jar, copying it multiple times for excellent card selection, or even killing someone by making them draw the last few cards of thier libraries. The Magus would be Necrotic Ooze friendly, and with the new Havengul Lich you'd have two jars for the turn with a haste outlet. I actually think that Magus + Necrotic Ooze + Havengul makes some kind of degenerate jar-in-jar combo, but it's by no means infinite so it's all good. Yeah, I'm pretty sure I just talked myself into it xD.
I've been considering Magus of the Jar as of lately. Memory Jar is a house in this deck, offering a new hand at critical times, sealing the deal by putting Cyclonic Rift inside the jar, copying it multiple times for excellent card selection, or even killing someone by making them draw the last few cards of thier libraries. The Magus would be Necrotic Ooze friendly, and with the new Havengul Lich you'd have two jars for the turn with a haste outlet. I actually think that Magus + Necrotic Ooze + Havengul makes some kind of degenerate jar-in-jar combo, but it's by no means infinite so it's all good. Yeah, I'm pretty sure I just talked myself into it xD.
I've been trying to find room for Jace's Archivist for a very long time, but it's one of those thing's I just can't seem to figure out what to cut. It'd do wonders with Cyclonic Rift, Necrotic Ooze, etc. As for Magus of the Jar, read a bit below and you'll be happy to find that that it'll be finding a home in the deck shortly, though in the place of what I'm still not sure. With so many good tap abilities, another haste engine or maybe an untap engine will find it's way into the deck... I should add Mimamo, School At Waters Edge back in though.
No physical card changes.
Added "Actually playing Wrexial" to the "Piloting" area underneath the decklist. It came to my attention that a lot goes into the timing of Wrexial, being that his actual level of how threatening he is varies greatly depending on the status of opposing graves, so a section is needed for it.
After some consideration, Magus of the Jar will be going into the deck as soon as I acquire a copy. Memory Jar is a house in this deck, and it's Magus will be no exception. I've only got two haste outlets, but I rarely use jar the turn it's cast anyways, and a good 80% of the time no one even bats an eye at trying to remove it, so I expect this to not be of relevancy. In addition, Necrotic Ooze and Havengul Lich especially are going to have it's way with it. It's ability adds yet another activated ability to the Ooze's cookbook, but the Lich is what makes it shine the most. with a haste outlet, 4UU to Jar at a moment's notice is pure bliss (or if you've got a necrotic ooze around it's 3BB!). I can't wait to get like 3 jars going or more at once and get supreme card selection and mess with my opponents hands.
Also Thank you everyone for getting my Primer to 100 posts. I can't tell you all how much I appreciate it.
Removed Perplex for Insidious Dreams
I actually opened a discussion about "Should I feel silly for not running ID?" and the general consensus that is that it's an underrated bombshell and that in my list it would probably do well, and I can't argue with the public. With as many Jar/Wheel effects as I run, it's easy to recover even if I do get countered. Perplex, though it's been a pet card of mine for a long time, has finally met it's time. It's counter ability is cool, but it's transmute is what was used the most, and like I said before, it's better to just have a hard tutor in that case.
Removed Bloodchief Ascension for Magus of the Jar
During a discussion I opened on "How to make cuts from a tight list" this was pretty much voted the most popular and effective strategy.
Seriously, my lists get so tight sometimes I have no recourse but to lay the deck out and stay up extremely late glaring at it. Eventually something in my sleep-deprived subconscious says "You know what, **** this card."
So I took his advice, and this was the result. **** Bloodchief Ascension. It's a house and will kill everyone IF it goes online. When I play at my college, it happens a lot becuase it's hypercasual there. However, in my normal group, everyone knows better and it will NEVER go off, wasting a card slot, and a black mana. Magus of the Jar has so much more potential and helps me double up on one of my favorite cards in the deck.
With the addition of Insidious Dreams, I was open for cutting the Vault. Originally it was only going to be a placeholder for Vampiric Tutor until I got one, but earlier I decided that for my list in particular Mystical Tutor was actually more narrow and it got the cut. I've wanted Crucible forever and now I have one. Lands continue to be of the most important card types in the deck, and with my budget expanding slowly and being able to get fetches, it will only be better. This does add a few cards I want to add though! Cephalid Colosieum could prove to be an interesting card with the crucible, as well as Cabal Pit. I've also made another durdle engine, using Crucible + Petrified Field + Tolaria West. It's in no way ideal, but it works. There's just so much that goes on in the land base!! To top it all off, the Vault is beyond annoying to auto-card, so that's gone.
Removed [C]Crucible of Worlds[/card] from "Money sucks, for obvious reason. Added Lim-Dûl's Vault, Perplex, and Bloodchief Ascension to "didn't make the cut", for obvious reason.
-Fixed Tunnel Vision's CMC on the second list, it was listed as 5 instead of 6.
Of course! Especially in a deck like this where a good half of the non-land cards in the deck are dedicated to either using or milling other players cards, there is no real "wrong" way to do the strategy. Hell, even some of the lands are for that! (Thesbian's Stage, Vesuva, Nephalia Drownyard).
One thing I do strongly suggest is that unless your pod is consistently three players or less, avoid single-target mill as much as you can, except for things like Tunnel Vision and Keening Stone, because with Eldrazi and other cards like Elixir of Immortality, milling becomes a harder and harder strategy in multiplayer. You need to gun down all the players, not just one of them. Only four single-target cards that *can* pull their weight are Tunnel Vision, Keening Stone, Mind Funeral and Traumatize. The last two are iffy though. Funeral is powerful against green and combos with Sadistic Sacrament, but there's Mind Grind for that. Traumatize is dumb powerful, but in a meta of Eldrazi, chances are when you draw it turn 4 and use it turn 5 you're going to hit an Eldrazi, and lose all you're hard work.
UBRSedris, the Necromancer KingUBR
Mary
Somehow most other people read his drawback and just shy away from him.
It's gonna be clunky at first. You have to really drop some cash to really get the powerhouse cards in, like Bribery, Yawgmoth's Will, Volrath's Stronghold and others. Like I said before, if you're on a budget just work on getting the staples first, Mesmeric orb, Dreamborn Muse, Bloodchief Ascension, Mindcrank, Nephalia Drownyard, Lazav, stuff you know is going to make the final cut. If I had to pick a "bomb" card to pick up first, it's easily YawgWin. It's banned in every format but Vintage and EDH, so it's a criminal 15$, but well worth it. Even being used as a 3mana flashback tax it's quite powerful.
I adore him to death, but when a friend pulls out a Jaya Ballard deck, he's often seen as a dead draw. Thankfully, he gets his value in by being in the yard for Necrotic Ooze. I wanna find room for Havengul Lich as a Necro Ooze #2 and just a graveyard recycler.
He's nearly gotten the chop hammer a couple times, as he can be very underwhelming to draw at the wrong table, but every time I get him to work it's well worth it. He really is card advantage in it's rawest form.
UBRSedris, the Necromancer KingUBR
Removed Secluded Glen for Creeping Tar Pit
Pretty obvious change. The only reason Glen was in was because it was better than a Dimir Guild Gate, and only barely. The only faerie I run that could get me it's condition is Oona, Queen of the Fae. Tar pit still enters tapped, but for an unblockable sword weilder, emergency blocker, and still tapping for both colors, is basically strictly better. In my group we call it the "Creeping Death Pit" as it's ended more than one game (not mine, but others have RFGd players.)
Removed Hero's Downfall for Ashiok, the Nightmare Weaver
At last, a Dimir planeswalker that does Dimir things! Hero's downfall is honestly the weakest card in my control package, (I had a hard time accepting it too.) so it was cut for Ashiok. Ashiok is a bomb if dropped turn 3. Exiling cards helps the strat, as they'll never come back, and his +2 makes him difficult to deal with early. I haven't gotten to cast anything cool off him yet, but just the steady exile is quite an engine on it's own. It's way better in 1v1, but still. Planeswalkers are normally not the biggest problem in my group, and most powerful ones get either hated on or at least kept in check, so Downfall isn't quite as necissary. At same CMC, we're not even hurting the curve.
UBRSedris, the Necromancer KingUBR
Only other thing of significance is that I'm playtesting Shadowborn Demon in Kagemaro's place. It makes Necrotic Ooze slightly weaker, but Shadowborn is pretty poewrful as a card so we'll see. The 6 creatures trigger isn't something unheard of for this deck
EDIT: Added a few more deck tech/synergies, and moved the entire tech section to second post due to character limit reasons. Apparently, 75K still isn't enough characters :/.
UBRSedris, the Necromancer KingUBR
Removed Terramorphic Expanse for Academy Ruins
A strict upgrade really. Terramorphic was only there as an early mana fixer, and I'm not sure why it stayed in over Bad River before, but it's still slow. Academy Ruins WON'T help me get colors, but that's rarely an issue anyways. a 2-land hand with a Expedition Map is now keepable, as I can Ruins the map out for the combo lands. Very helpful. Added bonus, like Volrath's Stronghold, in the event I mill myself down to nothing it offers a desperate glimmer of hope by putting some cards back in the library.
Removed Tectonic Edge for Strip Mine
I don't really have to explain this one do I?
Removed Boseiju, Who Shelters All for Petrified Field
You would not believe how annoying petrified field is to find. I found one at my LGS and scooped it up. I don't have a Crucible of Worlds and my only current option for getting back a land is Yawgmoth's Will, which I hate using unless I'm going to abuse it, so this offers a new avenue to get the combo lands or utility lands back. Blue has calmed down in my meta at least a bit, so the uncounterability argument is less valid. Field also comes in untapped, helping tempo.
Removed Puppeteer Clique for Lim-Dûl's Vault
Puppeteer Clique continued to be one of those cards I was just never happy seeing. Although it does have the POTENTIAL to combo off of someone else's cards, I've never seen it happen. The argument of it being built in grave hate is still valid, but less so with the addition of Nihil Spellbomb, Dimir Doppelganger and Nezumi Graverobber, it's not as needed. The vault serves as a pseudo tutor, and nicely lets me stack up my next few turns. Being instant speed and low costed helps the curve as well. The way I see cards like this is if it may not be a bomb card alone, but it lets you get to your bomb cards faster, and that's what I like about it.
Removed Life's Finale for Toxic Deluge
There are two major points that were quite unattractive to me in this transaction. 1: Life's Finale's second part of pulling out 3 creatures was pretty sexy, especially with a spellbomb on board so I can drop eldrazi in then nuke thier grave; 2: Toxic Deluge is presently un-foilable. I can ignore this for now as the deck isn't even 50% foiled (though close) and this seems like the kind of card that will get promo foiled or judge foiled. Still, being an amazing board wipe for half the cost of Life's finale can't be ignored. Dodges indestructibility, can be used to clear only part of the board, the utility is great. Realistically, 6 is the most I'll ever have to pay into it to kill the whole board. Best part? Wrexy will almost always perservere with his fat ass.
Added Mystical Tutor to the decklist
Apparently, the list was flat out missing a card. It used to be Evil Twin but when cutting it for M.Tutor I noticed the twin wasn't on the list and started investigating the problem. Now all 99+commander are in the list. I don't think I need to explain M.Tutor, it's just good and I don't have a vamp tutor.
Foiled necrotic ooze
foiled Nykthos, Shrine to Nyx
foiled Dimir Aqueduct
Removed Kagemaro, First to Suffer, Perplex, and Cyclonic Rift from the "didn't make the cut" area on secon post. Why?...well they're all back in! they now made the cut! Also added some more cards that really didn't make it.
UBRSedris, the Necromancer KingUBR
Between a big trade and a little help from a friend working at my LGS, I finally got one. Heavily played and the back side looks pretty beat up, but the front side looks good and that's all that matters. Land cuts are pretty hard, so I feel it's time to take the cycle lands out. For now, Lonely Sandbar will stay, as U is still the harder color of the two to get, with tutoring Urborg and what not, but it's the first land on the chopping block for sure.
Removed Underground Sea and Petrified Field from the Money Sucks area, as I have acquired and am running both now. Updated the info on the Polluted Delta though. Now that a Sea is in the deck fetches are more relevant, and I'll probably look into getting a delta and possibly other fetches, but for now, I don't feel my consistency is stunted at all. Darkslick Shores would be the next cut after the sandbar.
Foiled out the last island in the deck.
Playtesting Thoughts
I've been thinking about trying out Moonlight Bargain and All is Dust in the deck lately, but haven't the damndest clue what slot to playtest them for.
All is Dust is an amazing sweeper, dodging indestructibility and various other other annoyances, but costs 7 mana. My curve basically stops at 6, with the exception of the Primordials, so it's going a bit on the top heavy end. I'm not against putting a 3rd 7-drop in, but I haven't a clue what I'd take out for it.
Moonlight Bargain: I've loved this card for a long time and a nice foil version has just been sitting in my binder for a long time. Black-fact is no doubt powerful enough, but its 5CMC is a little on the high end, but for what it does I can see it being worth it. It has a "Greatness at any cost" type feel, which I like, though it may be better reserved for my Sedris list. Could it finally be time to cut Memory Plunder, one of the cards that has been in Wrexial since it's dawning? Have we really come that far?
UBRSedris, the Necromancer KingUBR
I've been testing a U/B deck with Wrexial in command on cockatrice, and now looking to put it together as a paper deck.
Here is what I have at the moment: http://deckstats.net/decks/5067/47742-wrexial-edh
1 Wrexial the RisenDeep
//Artifact
1 Sol Ring
1 Oblivion Stone
1 Mindslaver
1 SwordofBodyandMind
1 Mesmeric Orb
1 Expedition Map
1 Sculpting Steel
//Creature
1 Gilded Drake
1 Snapcaster Mage
1 Phantasmal Image
1 Evil Twin
1 Callous Oppressor
1 Clone
1 Dimir Doppelganger
1 Coffin Queen
1 Thada Adel, Acquisitor
1 Phyrexian Metamorph
1 Consuming Aberration
1 Nemesis of Reason
1 Dreamborn Muse
1 Sakashim theImpostor
1 Sakashima's Student
1 Ixidron
1 Vesuvan Shapeshifter
1 Dralnu, Lich Lord
1 Trinket Mage
1 Kokusho, the Evening Star
1 Sepulchral Primordial
1 Rhystic Study
1 Phyrexian Arena
1 Treachery
1 Copy Enchantment
1 Copy Artifact
//Sorcery
1 Damnation
1 Curse of the Swine
1 All Is Dust
1 Demonic Tutor
1 Bribery
1 Praetor's Grasp
1 Windfall
1 Whispering Madness
1 Mind Grind
1 Rite of Replication
1 Beacon of Unrest
1 Blatant Thievery
1 Sadistic Sacrament
//Instant
1 Cyclonic Rift
1 Desertion
1 Fact or Fiction
1 Vampiric Tutor
1 Lim-Dûl's Vault
1 Reins of Power
1 Mystical Tutor
1 Rapid Hybridization
1 Cackling Counterpart
1 Visions of Beyond
1 Memory Plunder
1 Twincast
1 Redirect
1 Force of Will
1 Jace, Memory Adept
1 Tezzeret the Seeker
//Lands
1 Cabal Coffers
1 Command Tower
1 Academy Ruins
1 Watery Grave
1 Bloodstained Mire
1 Darkslick Shores
1 Dimir Guildgate
1 Jwar Isle Refuge
1 Riptide Laboratory
1 Volrath's Stronghold
1 Creeping Tar Pit
1 Temple of Deceit
1 Drowned Catacomb
1 Frost Marsh
1 Halimar Depths
1 Urborg, Tomb of Yawgmoth
14 Island
5 Swamp
1 Vault of Whispers
1 Seat of the Synod
Main thing I've noticed is a lack of ramp. Thada Adel, Acquisitor and Trinket Mage are about the best I have at the moment + copying another mana rock. I prefer land ramp as artifacts tend to get nailed pretty quick in my real-life group, therefore wayfarer's Bauble and Burnished Hart seem like appealing options, but Burnished Hart doesn't fit in very well with the current curve of the deck.
Little concerned with milling my utility lands or having them blown-up (don't have Yawgmoth's Will or Crucible of Worlds).
Chose Ixidron over Kagemaro, First to Suffer for creature-based wiping - seems funny. Wanted to fit in Diluvian Primordial but curve was already getting too high for my liking.
Thanks again for all the work you put into this primer.
First, thank you for reading it! every time I see someone take the time to actually go through and read the nooks and crannys makes me smile and know that all my work was not for naught :).
that being said, my lack of ramp is sourced mostly in my low curve. In addition to generally being underestimated early game, Cabal+Urborg produces a lot of mana quickly, and when that fails, Guilded lotus, or a few of them, put me far ahead of others alone. Doubling Cube is highly underrated and I encourage you to try it c: Once mid/late game hit's I'm normally in the 10+ range for mana by about turn 7, and this is when I start dropping bomb spells. Keeping a tight curve helps make sure that the deck maintains potency no matter what, but once you start pooping mill and sinking in card advantage with cards like dralnu and necrotic ooze, the game completely turns in your favor. It's a good feeling.
Good list, though it's evident it's more geared towards using other people's things and less about actual milling, which is a stronger strategy in the end anyways lol. I'd definately try to get a Yawgmoth's Will whenever budget allows though. Crucible isn't necessary (notice I don't use (or own) one), but YawgWill is dumb busted, and is unmatched by any other card really. Petrified Field helps with this too. Grim Discovery has a use to me, and I used it for a long time until I eventually cut it.
My main reason for using Kagemaro, First to Suffer over Ixidron is Kage has an activated ability, which helps with my bro Necrotic Ooze. If my graveyard is stocked, I've got an ooze that can make zombies, draw three cards, nuke the board, regenerate, flashback spells, as well as anything opponent may happen to have in their grave. the -x/-x for hand size can be an issue if you're stalling out though, and should be recognized. Kage is one of those slots that's still under playtesting right now.
Diluvan should be in though. I'd us Dilu over Sepulchral, he's just dumb busted. the amount of card advantage, tutors, or just sheer removal he can do puts it far ahead of the other primordials in the cycle, but only in niche decks like ours. Find room for him, you wont be dissapointed. Both primordials are so powerful they're the only 7 drops in my deck C:
thanks again for reading
UBRSedris, the Necromancer KingUBR
Doubling Cube has never seemed to get going in our playgroup. A couple of people have tried it in some burnX decks and a Lazav mill deck but it was always destroyed before getting to bonus mana production. It's 3 cmc makes it seem like an early drop but then people become aware and just sit on removal till the player gets to 7 mana. Maybe if you could keep in hand until the removal has been spent but then at that point it is a dead card early game.
Mostly looking to make a variable deck that changes with my opponents. Don't want it getting too linear like my Zur the Enchanter and Child of Alara decks. Theft allows me to do that while milling forces me to change my tutor targets, adds some chaos, and serves as an overarching win-condition.
Most of the activated abilities I was running into had color costs I couldn't pay and so Necrotic Ooze was often a vanilla 4/3 until my own creatures started hitting the graveyard, which was usually a little too late.
Definitely looking to include Diluvian Primordial and will test him out. Main reason I'm using Sepulchral Primordial is due to the presence of Captain Sisay, Kaalia of the Vast, Rakdos, Lord of Riots, and Jhoira of the Ghitu decks with tons of high-costed creatures. Really want to run both of the Primordials.
I dropped Dralnu into my Wrexial deck and I have to give you a lot of credit for an amazing find! He's AMAZING! I can't stress enough how incredible he was in the one game I got him on the field.
Still tuning my build - and ramp was one of my concerns. I have Dreamscape Artist as well as a couple other "ramp" effects for UB.
All of your points are valid on this, and it is an awkward mana rock. Sweepers in my group generally leave artifacts untouched save for Austere command and the occasional Nevs disk, so it's not really an issue. Players are pretty seasoned also, so sweepers rarely won't go off super fast. Once you get to 7+ mana, it only goes crazy from there. 7=8 now,8=10, 9=12, 20=34, and only gets better.
It does require setup though. having ways to untap it make it way stronger, cloning it, etc, but in my list it has always been an allstar.
Brings a smile to my face that people are using Dralnu more. Seeing his first ability so many people just shy away and don't understand his raw power. I love him so much, I'm tempted to make a second EDH deck just for him xD.
As for ramp, Talisman of Dominance, Dimir Signet would be the two small ones I'd run. the obligatory Sol Ring and Guilded Lotus to push ahead. The Cube is good, but as I told the other guy above you, it DOES need set up to shine it's brightest. If you're still having troubles consider options like Burnished Hart and Surveyor's Scope for land ramping.
UBRSedris, the Necromancer KingUBR
I also intend to get a Mana Crypt once able, and that might convince me to put a Trinket Mage into the deck, but we'll see. Codex Shredder may also force me to move my Intuition back to wrexial, with Petrified Field, Academy Ruins, Codex Shredder, Snapcaster Mage, and various reanimations, intuition packages are getting easier and easier to come by.
UBRSedris, the Necromancer KingUBR
That aside, given some thoughts from the community I've decided that Lich Lord of Unx was a bit too niche. The tap ability was nice but the second ability for milling did more damage and not enough milling. I don't want to kill people outright either so it's a pretty weak card overall. Petrified Field's inclusion has made Intuition more useful than ever, and it has been put in its place.
[b]Removed Lich Lord of Unx for Intuition[b]
UBRSedris, the Necromancer KingUBR
Soon I'll be hoping to add a Trinket Mage, Mana Crypt and a Vampiric Tutor, so I'm looking to find cuts!
Foiled Whispering Madness
All foil swamps are now Odyssey set foil swamps.
UBRSedris, the Necromancer KingUBR
Got a Tarn in a trade (damn these things are getting expensive) and immediately popped it in. In total, I want to have 5 fetches total in the deck, I don't think all 7 would be necissary. Polluted Delta, Scalding Tarn, Misty Rainforest, Marsh Flats, and Verdant Catacombs should be fine. 2 blue fetches, 2 black, and the on-color Delta.
My birthday just passed yesterday so I'll probably pick up a Vampiric Tutor and maybe another fetchland with my birthday money.
An odd notice that i've made is that I'm rarely happy with my Nykthos, Shrine to Nyx being out. Normally it splits 50/50 between my devotions, so I never get to make a ton of mana with it. Hell, Crypt of Agadeem seems to make more in the end than Nykthos does, strange as that may be. considering cutting it.
UBRSedris, the Necromancer KingUBR
Mesmeric Orb is so bonkers in a Wrexial build that I would definitely play Muddle the Mixture to increase my chances of finding it.
Plus, the spell is great on it's on as is.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
I've prided myself in running a functional non-combo UB deck without counters, as many people feel that UB has a control stigma and they get a bad rap for often being combo decks due to the quality of tutors it offers. If i were to run a 2CMC tutor, it would be Shred Memory, as it is more on flavor anyways and is plently likely to be useful, especially in a deck like this.
I do agree though, 2CMC is a sweet spot. It grabs Orb, Copy Artifact, Snapcaster Mage, phantasmal Image, lightning Greaves, animate dead, A Better tutor, Cyclonic Rift, and The Super Cube, so it's got a nice box of utility there.
Still, I have a feeling i'm going to remove mystical Tutor, and possibly Intuition, actually. Mystical is in almost every way inferior to Vampiric Tutor, (which I got but havent officially swapped yet because I was playtesting it in other slots), and Intuition I honestly can't take full advantage of. I have Intuition Packages and what not, but why not just run Grim Tutor in it's place? I rarely can take advantage of the other cards going to grave like I can in my sedris deck, so it'll probably go back there. I'll likely just swap Mystical for Vamp and Intuition for Crucible of Worlds once I get one.
I have considered putting in Pact of Negation as another Tolaria West tutor.. Running 1 hard counter is still important when Tooth and Nail is in your meta...
UBRSedris, the Necromancer KingUBR
Anti Liliana Vess -2, anti Mirage-tutors, combos with Memory Lapse, Snapcaster, etc...
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
While ill fully agree it's underrated, there's the matter of Codex Shredder just being better. One card a turn isn't enough by a long shot to make itself worth a shot, and. The combos you spoke of all work with shredder also.
If I were to run the bell, I'd probably run Pyxis of Pandemonium over it, as it's more fun and people are less likely to get mad because eventually I'd crack it for good times at the table.
UBRSedris, the Necromancer KingUBR
Though it may seem that this needs no explanation, someone eventually will ask "Why aren't you running both?". Well, there's a couple reasons. First off, many of the powerplay cards I tutor for aren't instants or sorceries. Oddly enough, many of the most powerful cards in the deck are lands, shortly followed by artifacts. Though Mystical Tutor is plenty powerful, I for the time being am going to prefer to keep my tutors unrestricted if at all possible; Expedition Map is an exception as it is Academy Ruins compadible as a durdle engine, and fetches the card type I tutor most for anyways. Perplex is still just situational utility knife goodness. Finally, cards like Mesmeric Orb make tutoring with it awkward, so unless I'm able to get ANY card with it, it's a continuing liability.
Removed Intuition for Codex Shredder
As promised, the shredder is here. I like this card a lot, and it's useful in any deck as a colorless Regrowth that disrupts topdeck tutors, Sensei's Divining Top, etc etc. I have a lot of "intuition packages", but that doesn't mean intuition is good. It's good to have sets like these in decks that don't have access to black, but I do. There's no point I should jump through hoops and do work arounds to force opponents into giving me what I want when I can just put Cruel Tutor in it's slot. In this case, we have the shredder, to both mill and retrieve tutors or other key cards like Yawgmoth's Will back to hand, or to get those ever-difficult-to-retrieve lands back. +1 for Academy Ruins compadibility!
Removed Kagemaro, First to Suffer for Havengul Lich
The Lich is back, and with a sick curve in comparison to last time, it's better than ever. Kage was in for a long time, but with a lower curve and a tendency to have a burst-hand (burning through my hand into a Windfall or something), Kage has been weakened since earlier iterations of the deck. Necrotic Ooze loses out as it can't boardwipe anymore, but the Lich adds a new interesting ability for the Ooze to take advantage of. This makes it tempting to add Altar of Dementia into the deck, for some kind of durdle sac-replay stuff with Snapcaster Mage or the primordials, but I don't have enough ETB abilties to justify it, oh well!
I've been considering Magus of the Jar as of lately. Memory Jar is a house in this deck, offering a new hand at critical times, sealing the deal by putting Cyclonic Rift inside the jar, copying it multiple times for excellent card selection, or even killing someone by making them draw the last few cards of thier libraries. The Magus would be Necrotic Ooze friendly, and with the new Havengul Lich you'd have two jars for the turn with a haste outlet. I actually think that Magus + Necrotic Ooze + Havengul makes some kind of degenerate jar-in-jar combo, but it's by no means infinite so it's all good. Yeah, I'm pretty sure I just talked myself into it xD.
-Removed Vampiric Tutor from the "Money Sucks" section, for obvious reason.
-Removed Havengul Lich from the "Didn't make the cut" section, for obvious reason
-Added Intuition, Mystical Tutor, and Kagemaro, First to suffer to the "didn't make the cut" section
UBRSedris, the Necromancer KingUBR
May I suggest Jace's Archivist over Magus of the Jar? It has the advantage of being re-usable, though does not work exactly the same way as Memory Jar
Nekusar, the Mindrazer
I've been trying to find room for Jace's Archivist for a very long time, but it's one of those thing's I just can't seem to figure out what to cut. It'd do wonders with Cyclonic Rift, Necrotic Ooze, etc. As for Magus of the Jar, read a bit below and you'll be happy to find that that it'll be finding a home in the deck shortly, though in the place of what I'm still not sure. With so many good tap abilities, another haste engine or maybe an untap engine will find it's way into the deck... I should add Mimamo, School At Waters Edge back in though.
No physical card changes.
Added "Actually playing Wrexial" to the "Piloting" area underneath the decklist. It came to my attention that a lot goes into the timing of Wrexial, being that his actual level of how threatening he is varies greatly depending on the status of opposing graves, so a section is needed for it.
After some consideration, Magus of the Jar will be going into the deck as soon as I acquire a copy. Memory Jar is a house in this deck, and it's Magus will be no exception. I've only got two haste outlets, but I rarely use jar the turn it's cast anyways, and a good 80% of the time no one even bats an eye at trying to remove it, so I expect this to not be of relevancy. In addition, Necrotic Ooze and Havengul Lich especially are going to have it's way with it. It's ability adds yet another activated ability to the Ooze's cookbook, but the Lich is what makes it shine the most. with a haste outlet, 4UU to Jar at a moment's notice is pure bliss (or if you've got a necrotic ooze around it's 3BB!). I can't wait to get like 3 jars going or more at once and get supreme card selection and mess with my opponents hands.
Also Thank you everyone for getting my Primer to 100 posts. I can't tell you all how much I appreciate it.
UBRSedris, the Necromancer KingUBR
I actually opened a discussion about "Should I feel silly for not running ID?" and the general consensus that is that it's an underrated bombshell and that in my list it would probably do well, and I can't argue with the public. With as many Jar/Wheel effects as I run, it's easy to recover even if I do get countered. Perplex, though it's been a pet card of mine for a long time, has finally met it's time. It's counter ability is cool, but it's transmute is what was used the most, and like I said before, it's better to just have a hard tutor in that case.
Removed Bloodchief Ascension for Magus of the Jar
During a discussion I opened on "How to make cuts from a tight list" this was pretty much voted the most popular and effective strategy.
So I took his advice, and this was the result. **** Bloodchief Ascension. It's a house and will kill everyone IF it goes online. When I play at my college, it happens a lot becuase it's hypercasual there. However, in my normal group, everyone knows better and it will NEVER go off, wasting a card slot, and a black mana. Magus of the Jar has so much more potential and helps me double up on one of my favorite cards in the deck.
Removed Lim-Dûl's Vault for Crucible of Worlds
With the addition of Insidious Dreams, I was open for cutting the Vault. Originally it was only going to be a placeholder for Vampiric Tutor until I got one, but earlier I decided that for my list in particular Mystical Tutor was actually more narrow and it got the cut. I've wanted Crucible forever and now I have one. Lands continue to be of the most important card types in the deck, and with my budget expanding slowly and being able to get fetches, it will only be better. This does add a few cards I want to add though! Cephalid Colosieum could prove to be an interesting card with the crucible, as well as Cabal Pit. I've also made another durdle engine, using Crucible + Petrified Field + Tolaria West. It's in no way ideal, but it works. There's just so much that goes on in the land base!! To top it all off, the Vault is beyond annoying to auto-card, so that's gone.
foiled out Cyclonic Rift, Whipering Madness. Also added foil tag to reliquary tower, though it's been foiled for some time. Added a (3rd Edition) tag to Copy Artifact, as it's unfoilable
Removed [C]Crucible of Worlds[/card] from "Money sucks, for obvious reason.
Added Lim-Dûl's Vault, Perplex, and Bloodchief Ascension to "didn't make the cut", for obvious reason.
-Fixed Tunnel Vision's CMC on the second list, it was listed as 5 instead of 6.
UBRSedris, the Necromancer KingUBR