Caeruleus

47 Decks, 23 Comments, 3 Reputation

Consider Glacial Ray over Yamabushi's Flame; and perhaps run Kitsune Blademaster over Brothers Yamazaki, and consider Blessed Breath as a way to get past blockers and to make a very good blocker. The benefit of Glacial ray and Blessed breath is that they can also be spliced allowing you to optimise your options and cards

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Posted 19 April 2017 at 02:12 as a comment on Kamigawa: Land of Iron

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Rune Snag;
Echoing Truth;
Evacuation;
Accumated Knowledge;
Rewind;
Spell Contortion;
Think Twice;

All budget casual blue control staples

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Posted 21 February 2017 at 01:29 as a comment on Mono Blue Control

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This deck needs the damage doubling enchantments:
- Furnace of Rath
- Gratuitous Violence
- Dictate of the Twin Gods.

In Saskia, these cards work in the following way:

Assume you would deal X combat damage to the defending player
Instead you deal 2X damage to that damage.
THEN, Saskia triggers picking up the 2X.
However, rather than doing 2X, it doubles the Saskia damage to 4X.

So that's a total of 6X damage, rather than the paltry 2X that Saskia otherwise gives you.

So the presence of 1 damage double increasing the output of your damage 3 fold on just having Saskia alone.

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Posted 20 January 2017 at 05:43 as a comment on Saskia EDH

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See Ongoing Investigation from my list above ;) Also Uncovered Clues

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Posted 20 January 2017 at 05:33 in reply to #594525 on Until Dawn

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Naturally, I understand your thought process behind the deck. I just don't think you've captured Until Dawn particularly well, hence my card suggestions. I'm not suggesting you play all those cards, just some, because so far your deck just "man vs blizzard". Needs more sense of fear, darkness, lostness, clues.

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Posted 20 January 2017 at 02:29 in reply to #594525 on Until Dawn

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Sure, it's not competitive, but that doesn't mean one shouldn't offer improvements. Often new players get better by incrementally making improvements on a deck, by deepening their knowledge of the card pool. Piloting a netDeck of a top 8 player will teach a new player very little about MTG, because the closed linear nature of Competitive Modern makes it a bad learning tool.

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Posted 20 January 2017 at 02:24 in reply to #594526 on Infinite combo

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Deck needs more Trinket Mage;

Battered Golem is another possible "untaps upon artifacts" , which might be useful / Possible option.
Take out Mystic Spec. It doesn't replace itself making it a poor cousin of Serum visions; In the remainder of the spots run Mishra's Bauble?

Other 0 cost artifacts might be more handy: Herbal Poultice;

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Posted 19 January 2017 at 06:39 as a comment on Infinite combo

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Deck should consider [in its modern legality]
- Darkness
- Midnight Oil
- Grasp of Darkness
- Gone Missing
- Ongoing Investigation [you don't necessarily have to run the green, just for the blue component alone, this card is decent]
- Trail of Evidence
- Lost Hours
- Lost in the Mist
- Terror
- Uncovered Clues
- Snow covered lands
- Frost Marsh
- Sudden Storm

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Posted 19 January 2017 at 06:07 as a comment on Until Dawn

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Updated Version of the Deck makes the following substitutions --

REMOVED
- Falkenrath Exterminator
- Ohran Viper
- Break through the Line
- Increasing Vengeance
- Stormkirk Noble

Added
- Glistener Elf
- Life's Legacy
- Mutagenic Growth
- Fury of the Horde
- Warren Instigator

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Posted 19 January 2017 at 04:24 as a comment on EDH - Radha's Rush

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1. Re haste enablers: The deck also runs Xenagos, flamekin village. and Reckless Charge. However, Haste is often not as impressive as you'd think in here. Firstly, because the deck is tight on mana (we're aiming to kill pretty quick), so often you'll want the full mana at your disposal to go explosive with pump spells. Otherwise once you deduct the mana investment of the creature + the card giving it haste, it's suddenly substantially less advantagous. Ideally also, you'll have 2 dudes down at most points in time, although you're only attacking with 1, so you should have pretty good ability to keep going if you're first dude dies. In the case of wraths, most likely someone else is losing more than 2 dudes. Most of the haste enablers just aren't strong enough as cards to warrant it. Take Fires of Yavimaya, at 3 mana, playable at sorcery speed it's effectively placing you a whole turn behind on your plan, for the cost of a card.

2. Having play tested the deck extensively, Wild defiance is of course wonderful, but the deck doesn't need it in order to kill someone. You can regularly take someone out in 1-2 hits without the Defiance.

3. Pathbreaker Ibex is just bad in here. 90% of the time it just clogs your hand, and in the cases you are playing it, it's unlikely you have mana left over to pump it sufficiently to generate value out of it. The Beast Master is good because it comes down way sooner, on curve for pump spells. Though it's worth noting that a later version of this deck, which I will post up in a few hours (as a replacement to this list) drops Beast Master entirely in favour of Glistener Elf.

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Posted 19 January 2017 at 04:16 in reply to #594479 on EDH - Radha's Rush

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Consider: Blind Hunter, 1 x Orzhova, Church of Deals, Roiling Horror, Agent of Masks, perhaps even run Dash Hopes instead of Oppressive Rays, Hissing Miasma also does wonders.

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Posted 16 December 2016 at 00:57 as a comment on You died? I didn't even attack

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Um... You realise what you just said was interally inconsistent; either its a slower format, in which case you can pay the life; or you can't afford the life and the format is relatively fast. And casual is not a reason run cards which are irrelavent; its just means you'll play suboptimal spells comparative to competitive decks (eg slower removal, or less efficient creatures). And this is a combo deck; it's literally a 3-4 card lock down (seige-2x Oriss-Abolisher).

The alchemist is most of the time going to sit unplayed in your hand; or just be a worse Guardian Seraph. You'd prefer a spell that did constructively helpes you get the lock going.

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Posted 19 April 2016 at 02:11 in reply to #579832 on Grandeur Palace Lock

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I don't think the deck relies on using Oriss' tap ability -- So the SS is not relevant. The main concern is a well placed path to exile or some graveyard hate.


Battletide alchemist is DREADFUL compared to the wraith; the wraith is played to effectively make the deck 56 cards. Consider also Mishra's Bauble or edge of Autumn in this same vein. I think if you're casting the wraith, EVER. you're pretty dead.


Temple of Silence is a good idea; would also consider the guildgate or Scoured Barrens; not great, but not bad. The deck is medium to high curve out for the deck to really get running maybe Orzhov Signet.

This deck currently has no tutor effects. This means the deck will necessarily die before it does anything productive in like 90% of games. Please add 1-2 Idyllic Tutor and 4 Dimir Machinations. The Machinations will find copies of Oriss, and will find the Idyllic tutor which will find the Palace Seige. Consider playing those over playing the 4 Sign in Blood.

Also Raise Dead is literally jsut bad in here. You;re unlikely to be playing it early on, and later on you'd rather a card with a little more kick to it. Consider Recover for the card draw, or Soulless Revival for the fact its an instant and has splice; which allows you to use two of them together should you have two before you need to cast 1.

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Posted 14 April 2016 at 03:52 in reply to #579832 on Grandeur Palace Lock

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http://www.mtgvault.com/caeruleus/decks/edh-jenaras-enchantress/

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Posted 17 February 2016 at 21:13 in reply to #575453 on W/U Hanna EDH

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Opalescence is good with Enchanted evening, it literally runs a perpetual Armageddon/landlock, but be as it also creates a risk if you play it at the wrong time. Same goes for starfield, I'd say starfield is more dangerous because it might create the opalescece effect when you don't want it, whereas Opalescence doesn't risk that, because if you don't want it you don't cast it. But by the same token, Starfield does do a bit more.

For a cute lock in EDH, also consider Humility + Reverence. Humility is a PHENOMENAL card in commender, because it dispatches opponents commanders in every conceivable way. No more enters battlefield triggers, no more static effects, no more large power or toughness, and no more activated abilities, and better yet, killing and replaying the general also will not stop their Commander-neutered woes. So it pretty much locks out half the decks by castrating their general. Easily tutored, and easily gotten back with Hanna too. I run an enchantment deck in 3 colours in commander.

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Posted 17 February 2016 at 21:11 in reply to #575453 on W/U Hanna EDH

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Gilderbairn needs to be added ASAP; relevantly, it activates off UNTAPPING, which presumably allows you to combo a lot better, because it allows you neatly loop with Gyre Sage's activated, or Viridian Joiner.

There's a really overpowered and clever rules interaction you should consider:
Step 1: Turn a planewalker into a creature, this can be done with a Memnarch & Karn Silver Golem,
Step 2: Tap Kraaj and Kraaj gains the planewalker's Loyalty Abilities
Step 3: Profit, i.e. Kraaj can activate the Loyalty Abilities, but is not bounded by the once per turn rule, because the Kraaj is not a planeswalker, therefore, it's pretty much an instant win.

Memnarch is playable anyway with a deck making so much mana, and Karn is SPECTACULAR because it also allows your Kraaj to access the activated abilities of any of your artifacts; so to that end, also consider a Nevinyral's Disk/Oblivion Stone; also I think you'll find a Rings of Brighthearth goes neatly, as would Illusionist's Braces

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Posted 17 February 2016 at 20:57 as a comment on Budget EDH: Mechanical Kraj

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I literally cannot reason why this deck plays white: Please drop the white immediately, it adds nothing to the deck; play green instead.

Deck needs (assuming it wants to be modern legal):

4 Ancient Stirrings - Gets lands, and gets them quick (notably non-basics)
2- 3 Sylvan Scrying/expedition Maps - Gets lands (notably non-basics)
Consider Shred Memory as a transmute/tutor for Vampire Hexmage if you don't want to fork out for other better tutors.

If its not legality bound, run:
4 Crop Rotation - Gets lands, and gets them the best
2 Petrified Field - returns lands; see also starting to force opponents choices with Realms Uncharted
2 Realms Uncharted - Gets Thespian, Petrified Field, Dark depths, and say Urborg/Coffers, depending on the situation
[some quantity] Life from the Loam - An amazingly efficient engine that digs up lands faster than crucible, and importantly, dredges to dig through your deck faster for lands.
Cabal Coffers - Synergy with Urborg to generate a boat load of mana VERY quickly.

In black green, you also get the benefit of cards like Pernicious Deed, which will allow you to keep your opponents down while you assemble the relevant pieces, and also relevantly, Marit Lage will survive the Pernicious Deed going off.



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Posted 17 February 2016 at 20:48 as a comment on Dark Depths

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Deck Needs:
Aura of Silence - MASSIVE tempo advantage, slows their mana rocks, and kills artifacts or enchantments (read: anything after an enchanted evening), and recurrable.
Mystic Remora - Because if you're running Rhystic Study, this gives you a similarly useful card draw engine
Serra's Sanctum - The most broken land this deck could hope for, also can be searched with Exp. Map, and untapped with Minamo
Idyllic Tutor - Tutor, always useful
Minamo, School at Water's Edge - Untaps Hanna
Oblivion Stone - Protects Hanna, and then blows the world sky high
Take Possession (better than Hypnotic Siren in almost all instances)
Treachery - Always playable, solid card
Academy Rector - Better than Lost Auramancers because it just needs to die, without any other condition
Solitary Confinement <-- Great lock with Hanna
Lightning Greaves <--- Always a solid choice for a good general with a Tap ability
Attunement - Because that card is nuts, and a super solid way dig for the Replenish
Decree of Silence -Recurrable uncounterable counterspell through the cycling

Cards to Cut:
Hypnotic Siren
Energy Field
Archetype of Imagination
Opaline Unicorn
Thought Vessel
Monk Idealist
Auramancer
Deflection
Teferi's Moat

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Posted 17 February 2016 at 20:33 as a comment on W/U Hanna EDH

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These suggestions assume a Modern legality:

If you need to run a suite of Budget tutoring cards
Dimir Machinations - Black - Transmutes for 3 - Gets Oriss
Brainspoil - Black - Transmutes for 5 - gets palace Seige
Take out Macabre Waltz, the card literally does nothing for the deck.
You should run this deck potentially on a Turbo Fog shell - i.e. run symmetrical card draw. Howling Mine might get you where you need to be, along with more Fog/Silence effects. Because once you have the Oriss Lock, you don't care if they are drawing 3 cards a turn, because they can't play anything. Also run 4 x Mana tithe, because the card is phenomenal, also consider 2 of lightning greaves to protect the Oriss.

But I maintain Undertaker is the star powerhouse for the deck, it turns every draw into a raise dead, which is far more than a deck running 4 raise deads could hope for. early mid game it turns every draw into the necessary fog (i.e. Kami of False Hope), and once you get the Oriss'es it starts recurring Oriss every turn, until you draw something which nets you more cards.

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Posted 17 February 2016 at 12:00 in reply to #575336 on Grandeur Palace Lock

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You need to run Infernal Tutor to pull clones of Oriss; and or Beseech the Queen/Diabolic tutor. Palace Siege seems strictly better than that awkward conjurer's closet nonesense you're running. 1 card fills the role of 2; so you've brought the lock down to 3. Also copies after the first of Palace Siege provide a win condition. ; also consider undertaker.

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Posted 16 February 2016 at 03:09 as a comment on Grandeur Palace Lock

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