Commander's Sphere is a fine rock. For 3 cmc rocks, I also like Darksteel Ingot and Coalition Relic. For 2 cmc rocks, there's also Mind Stone and the cycle of diamonds from Mirage.
@hyalapterouslemur - The average cmc of creatures in my Mayael deck is 6.16. So having more mana earlier is integral to my strategy. Also, I already have 12 ramp spells in my Mayael deck. Gilded Lotus is more likely to be destroyed than Temple of the False God. In addition to Temple of the False God, I also play Ancient Tomb and Krosan Verge.
The power of Phyrexian Arena is that it doesn't appear powerful. People ignore it and it's controller gains incremental card advantage over the course of the game.
Solemn Simulacrum is a solid ramp spell if you're not playing green.
Agree, Reliquary Tower sees too much play. I'd only use it in a deck where I expect to draw a lot of cards.
Disagree, Temple of the False God is a solid card. Just sucks when you have <5 lands. Bounce lands on the other hand, not a fan. Too many times I've played against people who destroy them just b/c they produce 2 mana, even though they set me back a land.
Agree, Avenger of Zendikar + Craterhoof Behemoth are played too often.
Explosive Vegetation is still a solid ramp spell. And now you can play Circuitous Route as a functional reprint.
I've never played in a game where Scrambleverse, Thieves' Auction or Aminatou, the Fateshifter ultimated. If I was playing with people I knew and trusted, preferably at someone's house rather than a store, then I would play on. If it was with random scrubs at a store I'd probably scoop.
I have played against Norin the Wary and Confusion in the Ranks. That was annoying, but I didn't scoop. And I've had Bribery cast on me multiple times. Also annoying, but I didn't scoop. I think the next time someone casts Bribery on me I'll just fan out all the creatures in my deck and let them choose one rather than handing them my deck. It's just not worth the risk of them damaging my cards by accidentally mishandling them.
Lastly, I always include a Homeward Path in my decks so I can get my creatures back if they are stolen or reanimated.
The sharks and fish ruin the whole thing. Marit Lage is suppose to be trapped in a fully frozen lake of is, not trapped under a surface layer of ice. Thats so ******* stupid. It’s a gigantic eldritch abomination but is simply blocked by 6ft of ice.
Then proceed to draw at least 15 more cards and hopefully some more fun stuff or Combat will do a lot by the end of this.
EDIT: Did the math a bit wrong, had to fix it.
Kodama's Reach dosen't have Splice onto Arcane. You can splice a spell onto Kodama's Reach. But you can't splice Kodama's Reach onto another arcane spell.
Looking for feedback on my Modern deck.
Thanks.
2x Scrabbling Claws
Creatures (16)
2x Brineborn Cutthroat
4x Delver of Secrets
4x Goblin Guide
4x Snapcaster Mage
2x Young Pyromancer
Sorceries (7)
1x Flame Slash
2x Forked Bolt
2x Pillar of Flame
2x Serum Visions
Instants (17)
1x Delay
1x Essence Scatter
1x Ionize
4x Lightning Bolt
1x Mana Leak
1x Narset’s Reversal
1x Negate
2x Opt
1x Redirect
1x Remand
1x Spell Pierce
1x Spell Snare
1x Vapor Snag
5x Island
2x Mountain
1x Wandering Fumarole
4x Scalding Tarn
2x Spirebluff Canal
2x Steam Vents
2x Sulfur Falls
1x Abrade
1x Ceremonious Rejection
1x Mindbreak Trap
1x Crumble to Dust
1x Disdainful Stroke
1x Dragon’s Claw
1x Entrancing Melody
1x Flashfires
1x Flashfreeze
1x Izzet Staticaster
1x Molten Rain
1x Ratchet Bomb
1x Relic of Progenitus
1x Smash to Smithereens
1x Tormod’s Crypt
Moved to Deck Creation - Torpf
Also, if I notice someone has a free attack, I suggest they attack, even if it means attacking me.
The power of Phyrexian Arena is that it doesn't appear powerful. People ignore it and it's controller gains incremental card advantage over the course of the game.
Solemn Simulacrum is a solid ramp spell if you're not playing green.
Agree, Reliquary Tower sees too much play. I'd only use it in a deck where I expect to draw a lot of cards.
Disagree, Temple of the False God is a solid card. Just sucks when you have <5 lands. Bounce lands on the other hand, not a fan. Too many times I've played against people who destroy them just b/c they produce 2 mana, even though they set me back a land.
Agree, Avenger of Zendikar + Craterhoof Behemoth are played too often.
Explosive Vegetation is still a solid ramp spell. And now you can play Circuitous Route as a functional reprint.
I'm not a fan, but Darksteel Ingot is fine.
And please don't play with Rhystic Study.
I have played against Norin the Wary and Confusion in the Ranks. That was annoying, but I didn't scoop. And I've had Bribery cast on me multiple times. Also annoying, but I didn't scoop. I think the next time someone casts Bribery on me I'll just fan out all the creatures in my deck and let them choose one rather than handing them my deck. It's just not worth the risk of them damaging my cards by accidentally mishandling them.
Lastly, I always include a Homeward Path in my decks so I can get my creatures back if they are stolen or reanimated.
Realm Razer + Oblivion Sower + sac outlet
Tooth and Nail + Avenger of Zendikar + Craterhoof Behemoth
Infinite Combos
Hellkite Charger/Aggravated Assault + Sword of Feast and Famine/Bear Umbra/Savage Ventmaw
Note: Savage Ventaw only goes infinite with Aggravated Assault
Saffi Eriksdotter + Karmic Guide/Reveillark/Renegade Rallier + sac outlet
Artifacts
Crucible of Worlds
Creatures
Avacyn, Angel of Hope
Darksteel Colossus
Iona, Shield of Emeria
Vorinclex, Voice of Hunger
Worldgorger Dragon
Worldspine Wurm
Yosei, the Morning Star
Eldrazi
Bane of Bala Ged
Emrakul, the Aeons Torn
Emrakul, the Promised End
It That Betrays
Kozilek, Butcher of Truth
Kozilek, the Great Distortion
Pathrazer of Ulamog
Ulamog, the Ceaseless Hunger
Ulamog, the Infinite Gyre
Void Winnower
Infect
Blightsteel Colossus
Triumph of the Hordes
Lands
Dust Bowl
Ghost Quarter
Strip Mine
Tectonic Edge
Wasteland
Land Destruction
Sundering Titan
Sac outlets
Altar of Dementia
Ashnod's Altar
Phyrexian Altar
Perhaps the ice is enchanted.
Turn-1 win probability on the draw: 0.0136% (once per 7,340 games on average, assuming no mulligans)
Turn-1 win probability on the play: 0.0023% (once per 43,104 games on average)
Kodama's Reach dosen't have Splice onto Arcane. You can splice a spell onto Kodama's Reach. But you can't splice Kodama's Reach onto another arcane spell.