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Stumbled over Duskmantle Seer the other day and thought I had to create a deck around it. As always, this is for multiplayer, mostly Pentagram and team games. Duskmantle Seer reads:"At the beginning of your upkeep, each player reveals the top card of his or her library, loses life equal to that card's converted mana cost, then puts it into his or her hand."So, basically all I need to do is play him and then keep both him and myself alive. The rest of the deck should be cheap so that I don't suffer much myself. So I got very cheap walls and library manipulation to both find the Seer and to stack my deck so that I get lands in the upkeep (=zero damage). I still lose life and I might make myself some enemies ... so I added Suffer the Past and Exsanguinate for great life gain while dishing out more damage. And the beautiful thing: For the Seer's sake, both of them have a converted casting cost of just 1 respectively 2! WHAT I NEED:* No removal so far. Otoh, that's how 80% of all decks here on MTGVault roll and you guys seem to have no problem with that ;) But in my meta I will probably suffer if I can't handle enchantments and arifacts at all.* The Soothsaying is probably overkill considering the Portents and Visions. But it is so tempting because it does so much and has such a low casting cost. Is there a similar card that can also stack opponent's libraries? I can only think of Elemental Augury right now but that would add red.* I *probably* can afford to have a few high casting cost cards because I have several tools to stack my library (so I can put something cheap on top, draw that in upkeep with Seer and then proceed to draw the big one regularily). But what should it be?WHAT I DON'T NEED:* Mind Twist would fit in well but was opted against because it is degenerate. I want to keep a low profile.* No Jaces, Wastelands, Fetchies, Dark Confidents or anything expensive - wanted to keep this budget this time in the small hope to draw a bigger audience this time :)DISCLAIMER:As always, cards in the sideboard are cards I consider adding or that I want to add but don't own as of yet. We don't use actual sideboards. But generally you can suggest cards from 1994 up to now.
Gameplay is generally simple: Get your Seer into play asap and protect/reanimate it. DO NOT ATTACK WITH THE SEER! Even if the opponent has no blockers. First, you just risk him getting shot, secondly, you will need every single blocker (everything hastes these days). But there are a lot of details. Here a card rundown:* Fog Bank, Willow:Cheap blockers. Nothing special here.* Wall of Frost:Included here because as good as Willow and Fog Bank are, tramplers just run over them.* Willbender:Protects Seer or your own ass but could also be used on anything else! VERY flexible card! It's the only morpher, so opponents will know that it is a Willbender after some games, but that doesn't matter much.* Animate Dead:Mosty to get back the Seer, however, could be used on opponent's graveyards. Only do that when you need a blocker desperately or if you can snatch a gamebreaker.* Soothsaying:Fantastic library manipulation that gets better and better the longer the game goes! You can use it in response to the Seer's ability going on the stack, so it will resolve before the Seer! Generally you want to put a land on top and what you really need second.* Confound:I really don't know why I seem to be the only guy playing this, it's so great! For just 2 mana you protect your key creature and it cantrips! Only ever used to protect the Seer, however, keep in mind that it works on opponent's creatures, too. For example it is able to counter Rancor, Might of Oaks etc.* Suffer the Past:Deal damage, exile cards and even gain life for it, the ultimate package! In my meta, exiling graveyards is important. But I bet it is in your environment, too. Show me a deck that doesn't recylce stuff these days.* Exsanguinate:Alternate path to victory and life gain to counteract your Seer. Both this one and Suffer the Past have a converted mana cost of 1 respectively 2 (!) when in the library, so the Seer will tax you only for a single life!* Portent:Initially, use it on yourself to get going. But later you can use it on the opponent, either to make sure they don't draw anything useful or set them up for huge amounts of damage if you have Seer in play. In Pentagram or Team games you also might want to use it on your partners so they won't eat too much damage from the Seer. <= This is VERY important in free-for-all games, too! You have to make some friends ...
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Budget, check.Easy to understand, check.Lots of 4-ofs, check. What's not to automatically like?!+1Joking aside, Exsanguinate has a CCC of 2. Not 1 as you wrote. See, I do read! A few questions. Do you think you might could go 1 or 2 lands lower? With Soothsayer and Vision, you will enable yourself to make sure you do not get too burned with Seer as well as make sure you do not get mana screwed.Does Seer's "reveal" count as opponent drawing a card because he puts the card into his hand? How the hell did I not know about Portent? Nice card!!! Your comment about 80% of decks on here not running removal...that hurt. Mainly, because, when I first started on mtgvault I ALWAYS ran removal.Only after being on here so much...ranting at people not running removal (and being told it is aggro/not suppose to run removal/removal is for sideboard) so much...I finally caved into the darkside. I rarely run removal now. And feel bad for it. Very nice idea with the walls for stalling and lifegain to counteract damage from Seer. Suggestions: Why not run stuff that puts their permanents on top of their library.You know, like they play a 5 mana Planewalker or creature. You make them return it on top of their library.Next turn they draw into 5 damage via Seer. Ether Well comes to mind. They lose tempo. They lose the creature. They have to draw into the creature, via Seer, and take damage. They lose a draw. They have to replay the creature and be scared that you will repeat the process. Forced Retreat. Same deal. Or Hinder. Counter their 5 mana spell, put it back on top of their library so that they may take 5 damage next turn. Memory Lapse. Yummy. Nevermaker using evoke is fast, surprising, and makes them take extra damage next turn, via Seer. Hell, go with phyrexian mana and Noxious Revival. It would work slightly against your Suffer the Past...but it would allow you to take 2 damage to do potentially massive damage to your opponent. Research the Deep is iffy. First off, you would probably win the battle since you stack your and oppponent's decks...but the fact that they could put the card on the bottom of the library would be counterproductive. So...probably not a good fit. I suck with nonbasic lands, as you know, but maybe you could add in Soldevi Excavations. The reveal part could be nice...but not really needed. It would blow to Seer into a Spin into Myth...but potentially that could do great damage to your opponent. Isn't there a card that puts an opponent's card 3 cards deep in their library, not sure. Not sure of the name or color. That could be interesting. Totally Lost, expensive, but same idea. Voyage's End, again, same idea. Anyways, love it! Wish I could be of more help but I never play Pentagram/team/free for all. Hell, I rarely play Magic anymore. No one to play against.
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Thanks.Corrected the cc1/2 error in the descriptions.I could probably go down in landcount to get running, however, I need lands to put on top to not get damaged. Moreover each land makes the next Soothsaying, Suffer the Past and Exsanguinate bigger. So I am unsure about this and only playing the deck will tell. It's one of the things I am monitoring.The card you get from the seer is NOT a draw! Probably for it's own good, otherwise it would be too tempting to couple it with Underworld Dreams and from there it gets boring fast.About the removal debate: I can understand (to some degree) that players don't want removal in their agressive 1-on-1 decks. But not running removal (besides creature removal) in any multiplayer format is nuts! Unless of course you play against noobish creature decks all day - and even then you run into equipments and enchantments that boost creatures. Those players are probably the same that complain about silly combos or gamebreaking permanents ...Now to the part about putting cards on top opponent's library:I briefly thought about Memory Lapse and then decided against it. The reason is twofold:For one, if I start adding those cards, then I have to cut something. Knowing me the result would be yet another deck with lots of single cards and two-ofs, nobody would bother reading and the deck would get ignored again.Secondly its about multiplayer dynamics. Adding those cards makes the deck more comboish => I would be a bigger threat => I get ganked on earlier and harder. But that might happen no matter what, so I still consider adding this stuff. Since I stopped researching past Memory Lapse, lets examine your suggestions:- Ether Well: Maybe, but I don't think that it will be creatures that kill me.- Nevermaker: That's pretty nifty! Didn't know that card - the evoke makes it flexible.- Research the Deep won't work since this deck will hardly ever win a clash, Soothsaying or not, simply because of that flat mana curve- Noxious Revival: Hm. Is there something similar that isn't one-shot?-Spin into Myth: That's viable, however, 5 mana is risky. Too bad this is the only card so far with fateseal- Totally Lost: I'll go with Nevermaker!About non-basics, I could maybe run cycling lands which would also solve the question if I should go down with land count.Thanks again.
Forget about Noxious Revival: MISINFORMATION! Always wanted to use that one.
Portent and Misinformtion together would be mean! I plugged your deck, fyi, here is to hoping people come look.
I really like this deck. I especially adore how you explained so carefully about how to play and how to "not play" this deck.Thumbs up mate. Thumbs up.If you need some "low profile" suggestions, I guess I could give some: -Psychic Strike. (Only in the case someone targets you/The Seer, of course.) It could make for one mighty sideboard card alongside with Misinformation. ...and if 3-mana CMC isn't too much for you.-Into the Roil. Handles your artifact/enchantment problem. At least it gives you some time to think.I hope those suggestions helped. I'm not sure.
Thanks! About the explanation: I usually do lenghty explanations but figured that most readers will skip it if it is too long ... you know, anything longer than a Twitter message is considered useless these days^^And as I said before: No suggestion will ever be "low profile"! For any suggestion or advice I get I will always assume it has it's merit and then check the viability. And even if I reject the suggested card, I always explain why, and the process of evaluating the card and expressing why I won't use it is healthy to understand the deck's inner workings! Besides, often times I may not include the suggested card but thinking about it leads to other thoughts and ideas that will make the deck eventually. In your case:At first, Psychic Strike doesn't look like it would fit - it mills cards, Memory Lapse would be the counterspell to go for this deck. However, what if my opponent casts a low-casting-cost spell that I have to counter? Or lets say I know the opponent has a land on top of his library and this won't get any damage in my next upkeep: That's where milling would be useful.Yet, I fon't have enough ways yet to look at the opponent's top card. In fact it's only Portent and if I see 2 lands and a one-drop, Portent let's me shuffle. So it would need more work to make Psychic Strike useful. I mentioned Elemental Augury. So, if I was really going to add red, Psychic Strike would be a good conisderation!Into the Roil:I thouoght about a Boomerang effect myself and had Recoil in my initial draft. Recoil has the slight chance to get rid of the bounced card permanently. However, the Seer basically acts as a Howling Mine, so I don't think their hands will ever be empty enough. That plus the cc3 made me cut it again. Into the Roil, however, is nice because of the low initial cost. And again, it made me thinking - Kicker is a very nice way to circumvent the Seer's drawback! And so does Buyback, for that matter! Adding red becomes more and more appealing (Shattering Pulse!).
This looks fun to play. It is a very intelligent build as well.
ponder would be good and maybe some 0 drops like ornithopter
Yeah, I hope it gets to the Hot Page. He deserves it.
Ponder maybe but Ornithopter does too little.Regarding Hot Page, I guess I owe that to you, Jessie. However, it's not being on Hot Page that I want, it's comments with suggestions - which is basically the same :P
a card that bounces permanents to the top of library might be nice to
Very much agree with that one.
want even more budget? switch the temple for dismal backwater (dont change the deck just make that a option)
Indeed, that would make it a lot cheaper. Good catch on that. But I am thinking he will be hard pressed to change it because the Scry 1 is better than the gain 1 life. But, it would indeed shave 10 dollars off the deck.
Changes like that are up to whoever builds this deck. And as Jessie said, the Scry 1 is perfect for this deck! And for a dual land, the Scry lands are still very cheap. AND, as I stated in that strategy article, don't save your money on the wrong end! When you dismantle this deck after some months, you will find a new home for the Temples because they are good for many decks.
I almost want to suggest throwing in white for personal sanctuary.and perhaps spellskite instead of willbender.
But then you realized that Duskmantle Seer causes loss of life and said "nah, it won't do anything" :)EDIT:But that's a cool card, though, why have I never seen it before? Looks like the key card to a nice casual deck where you do all kind of nonsense during your upkeep.EDIT 2:Personal Sanctuary helped me to remember Paradox Haze, so thx :)
Wow, I totally missed out two cards:1) SECOND SIGHT! Very flexible in setting either player up and the entwine doesn't count towards converted mana cost.2) PARADOX HAZE!This is where the deck is getting nasty and annoying, so it's questionable if I should go that way ... but it is sooo tempting :)
There are plenty of cards that give Hexproof/Shroud to a creature. Great deck and concept really unique. (Robe of mirrors)
i always thought a duskmantle seer deck was viable, was never had the time to build one. as for removal, i used to never use removal, only ran agro and silly alternate win con. decks. then i played a game where the first 4 cards i cast were o-ringed or sent on a journey to nowhere. by an agro boros deck! that hurt. but then i ran removal, and now i'm hated by all my friends at our multiplayer games :)btw, want some help with this control deck i builtwww.mtgvault.com/planeswalker999/decks/esper-controlmill
What about using scry from a little guy like Sigiled Starfish or alternatively Jace, The Living Guildpact's +1 to try to keep from having anything too costly on the top of your deck? Jace himself I guess is risky due to his CMC . At first I was thinking Vortex Elemental would be perfect here as a one drop that kicked stuff back to the library, but I reread the card and it has them shuffle their library so not as perfect.
Dimir machinimations is really good for stacking enemies decks and its a transmute 3cmc. Ponder is also great 1 drop for stacking your deck. +1 for the deck bro
I know you don't play edh but you do multiplayer id love for you to post on this article northy made about multiplayer politics im not great at writing/long posts but I think you are perfect to add a post on this subjecthttp://www.mtgvault.com/northernwarlord/decks/how-to-play-edh/
There is a reason I don't play EDH - that's because playing successfully can basically be reduced to "don't do anything unless you are about to die". In essence, in a EDH game of good players, everybody is fiddling around with his spells for an eternity without really gaining anything because everybody is loaded with board sweepers and hosers of the prelevent strategies. Commanders get killed/exiled/shuffled away as soon as they hit play. Then, after hours, when everybody is in top-deck mode, somebody draws a bomb while nobody has anything left to neutralize it. Players die, hopefully all of them because otherwise the game might continue yet another hour with some players forced to twirl thumbs. In the end, usually the guy that did the least wins. You don't need good combos, you don't need many expensive cards, you don't need to synergize everything, heck, you don't even need to tune your deck to fit your commander. In fact it's my thesis that a EDH deck would be better off using a random 5 colour legend as the commander and ignoring it. Instead fill your deck with the usual tutors, card drawers, mana rampers and mass destruction plus as many bombs as you can find. Let the others try to play their game, build token armies or whatever their commanders does and I'll just sit back and wait for the right opportunity to win in one go with one of the cards that truly dominate the format: Cards like Reins of Power, Insurrection, Price of Progress or Shriveling Rot. The more players understand this, the less fun EDH becomes. So, I have several reasons not to post on northies thread:1) In order to properly explain what I just said I would have to write a gigantic article, more like a compendium. 2) What I would write would disagree with Northy on crucial parts. I don't want to pick a fight with him nor sound like a smartass, which I usually do, so no, thx.3) Giving this ultimate advice would harm the format more than it would help. If no players use this strategy and play EDH as intended, it can be fun. If one player uses this strategy, he will win most games until people gang up on him regularily which is no fun for everybody involved. But as soon as more than one player uses it, games become dull and pointless, everyone is waiting for the others to make a move and nobody does so because for each potential winning move there are 3 solutions sitting in the other player's hands.Players should have fun with this format for as long as possible. They'll discover why EDH sucks sooner or later anyway.
I might add another reason and again it will make me sound arrogant, but only few people other than you will read it, so ...4) Nobody would actually understand my advice anyway - at the very least not the intended audience of that article! Multiplayer is an art, highlander is an art and EDH is both. I can claim I have mastered both - I am playing casual multiplayer since 1994 and have written articles since the old days of Beyond Dominia. Highlander has always been my personal playstyle and I was the dedicated highlander player of my german premier league team. See - you can find a highlander primer I've written on the most important german forum of that time as early as 2003.And EDH? I am still amazed how popular it is and how exited everybody is "you can play more expensive stuff! You can play cards never used before! The decks are so varied!" Well, I've always build my decks varied and highlanderish, why do you need tailormade rules to enforce that? You know my decks here - one of the reasons I get so few replies is that they are too advanced for the average player. They don't really understand the concepts behind them. And this is understandable - it always depends on your environment. I almost exclusively play against veterans of the game. You simply need other cards and tactics to survive there. Just think about how many multiplayer decks here on MTGVault don't run any kind of artifact or enchantment removal - unthinkable in my environment! That's probably a bad example, though, because it sounds like a simple metagame call. But I am talking about things that aren't that obvious. Many things get more important the more experienced your adversaries are, for example graveyard-removal (exile) and in turn ways to prevent your own cards from getting exiled. In our environment a card like Claws of Gix is much better than in Average Joe's environment becacuse it let's me sacrifice my permanents in response to something that is about to exile (or steal!) it.Gah, I am rambling again ... long story short: My advice it too advanced to be understood (by those that are in need of a how-to-EDH-article).
I am the smartest person on mtgvault...and I only understood about 40% of what Puschkin just said!!! Something about Claws of Gix, or something like that :) Joking aside...it does sound boring, EDH!
It is boring if the players involved are veterans and the decks streamlined (which they are these days - as soon as something is an official format, it isn't casual anymore) and it is if the chosen modus is multiplayer free-for-all (which it usually is). Half of my rant also applies to any other free-for-all. EDH just amplifies those mechanisms because you have 40 life and 100 unique cards, the slowdown is so great that any aggressive strategy is absolutely doomed => decks get even slowe and more controllish => a vicious circle that results into something we here in germany call "Beamten-Mikado" ("clerk jackstraws"): "He who moves first, loses".
i must test this theory.... niv mizzet the fire-mind with tons of goblins and counterspells!
oh, yeah, and card draw! tons and tons of card draw. enough that i could theoretically deck myself!
Why Niv-Mizzet? The "ultimate" EDH deck would not rely on it's commander at all. It would have a five color commander to have access to all colours when building the deck but it would probably never actually cast the commander. I would use Child of Alara because that one can be played in times of need and if it gets destroyed, it resets the game, but I would not add any cards that combo with it. At least none that are weak without the commander.See, that's the basic problem with EDH: Take any commander, lets say Teferi. That makes your deck blue. No matter how well you design that deck and what kind of great combos you'll find to support Teferi, they will never be as good as cards like Reins of Power or Bribery are on their own. Which means you'll end up with these cards in evers single EDH deck that runs blue - if not, the deck is just weaker. And when cutting cards to make room for the staples, surprisingly for a 100 card highlander, you won't have anything else to cut except the cards that combo with your commander. Because mana ramp, removal and tutors are more important. In this way, EDH actually beats itself: You are supposed to run diverse decks with fun interactions basing on unique legends. But you circumvent the highlander effect with tutors and library manipulation and you don't have enough space for the cards that should be the heart of the deck. EDH is a format where ignorance is truly bliss: The less the players know about the format, the more fun it is.
i can agree with you. my current commander deck is thraximundar, with ways to temporarily take an opponent's creature, then sacrifice it. the majority of my creatures have some sort of sacrificial ability that helps me out, but many times simply keeping the creature alive is more beneficial, making the entire combo pointless.
do you by any chance run It That Betrays in that Thraximundar deck? or would that not be allowed since it is technically colorless?
Artifacts are allowed, so why should Eldrazis not be?
don't know. Just asking since I don't play EDH, so I am not overly familiar with the color limitations part of the rules.so... yeah, It The Betrays would be a best with Thraximundar.
I am with you on that Kazzong. EDH does seem confusing. And sort of boring from what Puschkin says.
A lot of players enjoy EDH. It's boring if too many participants have "figured it out" and optimize to win. Basically, if there are no Spikes and enough Timmys (and if the Timmys play their decks like Timmys) then it can be a lot of fun. I don't participate in Northys EDH article because I know my opinion is warped by the environment I play in and therefore skewed.
I don't know if I would say boring Jessie. Just... less variety because of format constraints.If you don't know the format well then it is far harder to create decks for. but if you DO know the ins and outs... it is far easier because you already know what works and what doesn't. in that sense it is just like Standard, because you already know what people are going to throw at you from any given deck archetype.I personally don't play EDH or commander because I don't find it interesting, simply for that reason. I like my casual kitchen table magic that isn't limited by any particular format other than ban lists I guess. It allows for variety, and unique concepts to be played to their fullest. even if they aren't very powerful in the traditional MTG sense. :) I also love draft and sealed deck tourneys. super fun to me.now coming up with a new format, that might be interesting. :)
edh has less then 30 cards banned and 100 different cards I think offers more variety then any 60 card deck even if you use tutors you don't always draw them and most edh players are not going to sink a ton of $ into every deck they create so they will not always have an "optimized" deck
That's the point, though: In my environment the players are veterans and DO have the cards to optimize the decks to death. Some even have enough spares to equip more than one EDH deck with all the staples typically at least four since they own the card 4 times for regular tournament play, but sometimes even more. Only 30 cards banned but otherwise Legacy means you have a pool of about 15000 different cards you can build from. A variety of 60 single cards isn't much then, especially if you include tutors (which everybody does), so you basically play against the bombs of this format all day. In an environment that has the cards. Which mine does. Your probably not. Therefore, don't listen to my ramblings regarding EDH.
Lol... I totally understand what you are saying. I also have a very small and SOMETIMES interested playgroup. so we really only play MTG occasionally anyways. they would be hard pressed to try a new format. even something like draft or sealed, much less EDH as it requires a bit more thinking for optimization (for a new player.)
also as you play more edh you build more decks and they wont all be as good ill post my favorite edh deck and it might be the best in my playgroup other then the new commander decks with planeswalkers for commanders those premade decks are nastyhttp://www.mtgvault.com/vaan104/decks/vampire-edh-2/ive tried to optimize this deck this edh ive put the most time, thought, and $ intoif you have any ideas to improve this deck id love to hear itmy group hasn't broken edh yet it is now the format we play the most my group is kind of drunken casual playing by house rules tho so its just a fun social game while we drink and bs
The problem is: If players of at least average intelligence do "drunken social casual fun" for 20 years straight, there will be the point where their casual play ends up more organized and streamlined than many "serious" decks, especially when these players collected cards throughout. It becomes increasingly hard to keep the powerlevel of your decks in check when you have both the knowledge and card pool to do significantly better. Add to that the craziness of newer cards - many new cards are so powerful and borderline broken that you don't need to do much in order to screw over games. And everytime something nasty steamrolls you, you notch up your decks a bit, too. The premade commander decks are considered crap in my environment, BTW. Note that my regular playgroup doesn't play EDH, when I am talking of EDH it's a different and bigger group of players, basically all the veterans of ye olde days of my city (Hamburg).
ive been playing about 13 years and I have a decent collection. my opponents are less skilled/ smaller collection so I try not to build to strong and with edh its so random that I don't have to dial back as much. I always considered premade as junk but the new commander series with planeswalkers as commanders is a lot better you should check out the cards they released in the new commander the green planeswalker is awesome
I have bought all 5 Commander 2014 decks. The green planeswalker sucks, he is just a Disenchant every 2 turns. The + ability is useless since it only produces manaelves which get killed by a million things. You are never going to use that ultimate - even if, it's just card draw and doesn't translate into anything useful immediatedly. If I activate an ultimate, I expect the board to explode or a powerful emblem, not just a few cards that *may* do something useful *later*.
if u play that planeswalker on turn 3 and start spitting out mana dorks that deck is fast and the disenchant effect in edh is very nice it has messed up my plan a lot playing against it idc about the 3rd ability the ramp/ removal effects are very good for edh and as far as the tokens go that deck has lots of ways to benefit from them being mana ramp, elves, or just as green permanents
NOTHING you do on the first 10 or so turns has any effect on the outcome of the game! In fact, playing your commander on turn 3 is the dumbest move you could do: Everybody still has it's fists full of removal plus early utility drops that can beat the planeswalker's head in! Even if it survives a turn or two, you produce a few tokens and then? I guarantee you that at least one player has a board sweeper ready by turn 5! And the rare case where nobody has a board sweeper ... well, that's actually the worst scenario for you because you are now the threat and everbody well be hellbent on stopping you, oftentimes keeping this attitude way beyond the point where you aren't a threat anymore.Where I come from you won't see a commander in the first 20 or so turns. Why even try to cast it? It will be in your command zone with a +2cmc very quickly. And you can call yourself lucky if it gets back to your command zone. If you are unlucky it gets Spell Crumpled, stolen or something like that.
Since Bob is way too expensive, Pain Seer is basically 50 cent ghetto Bob. That and Springleaf Drum would be OP with this deck (+1 exsanguinate) but by then you're running out of card slots. Otherwise, I would run more creature removal (victim of night/go for the throat maybe) and maybe an extra counter spell and get rid of Wall of Frost and/or sideboard Suffer the Past.
This is multiplayer where we don't use sideboards. Multiplayer also explains why I run Wall of Frost (more bigger tramplers) and so few counterspells.Pain Seer + Springleaf Drum is a nice combo, however, I would need to run them in higher numbers in order to make it work. And what to cut!? BTW, I am not really on a budget. In fact, the version I actually play looks a bit different, it runs Baleful Strix for example. The reason I made this budget is solely because otherwise it would get ignored here on Vault. I made this deck on the height of the budget-craze of MTGVault. Having said that, I recently sold my only Dark Confident, so while I am technically not on a budget, I still can't add Maher :)
If you're not on a budget:Add Consecrated Sphinx?Add Sensei's Divining Top?Uhh...splash white with Spirit of the Labryinth, using Aether Vial?4 Isochron Scepter, 4 Unwinding Clock, 4 Silence?As for the budget deck listed here, the only card I can think of is Notion Thief (and maybe Teferi's Puzzle Box). Forgive me.