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NOTE: Set by owner when deck was made.
How about "diminish" and "turn to frog" as defensive removal spells (Block with the token you create). Also maybe use "Polymorph" and "Mass Polymorph" to upgrade your tokens? (edit: also Jalira, Master Polymorphist)
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Whispering Wizard in another creature with the same effect as your commander. Curiosity Crafter for card advanatge? (Edit: also Isochron Sceptor and Wizards Spell book to get more usage from your instant/sorceries)
Some more thoughts. Your commander (as well as a bunch of your creatures) are wizards. You could lean into that a bit.Instant:Sage's DousingWizard's RetortSorcery:Step ThroughCreature:Sigil TracerGhosthelm CourierEdit:If you are loading up the diminish effects, add in vedelkan anatomist.
for blue removal i use pongify, rapid hybridization, and reality shift
mono blue deck u do not need evolving wilds and not artifact based so a basic island is better then seat of the synod
heck, seat of synod is even worse than a basic since it is more vulnerable to interaction. I am dubious on most of the non-basics in this deck. One of the benefits of a mono-deck is always having the color you need and lands not coming in tapped. Keep Mystic Sanctuary, Demolition field and maybe war room. Other than that, probably swap out everything else for basics
ya they have alot of non basics for card draw but blue has better options for that
Win Conditions here are a bit odd.Early Game: You seem to be bouncing and diminishing enemy creatures.Mid Game: You are creating a small army of tiny flyers whenever you cast a spell.End Game: Not really seeing a theme here. No Major combos Only a handful of pump effects for the tokens 4-5 big creatures. One option is to swap out a bunch of things to have an 8-10 card package of "gain control of target creature" or "create a copy of target creature" spells. The tokens and diminish effects will stall for time with an end game plan of winning using the opponent's stuff against them. Side bonus is that you have a deck that would scale to the power level of the others while remaining budget.If you plan on doing something else, check your deck to ensure you have at least 10 cards in it intended to win the game for you. Removals to make room should probably come from some of your "return to hand" cards. single target bouncing (or tapping) isn't going to do enough for you in multiplayer. replace some weaker stuff with instant and sorcery tutors/recursion.
i think they intend to win with the flying tokens and to that end archtype of imagination would help
also it does kinda bug me that counterspell is not in here
The deck is labeled drakes, so i assumed when I was first looking at it that it was tribal deck around that.After looking through the deck it seems to be more. Casting non-creature spells = flying tokens Kykar the winds fury would be a better commander for that , purely for the additional access to white and red mana.If the goal is drake tribal…. There need to either be more drakes or ways to dig out the few good sources for them. Polymorph effects get there somewhat since the tribe is really lacking in lord and synergy options (basically just the two wizards already in the deck). Making the two lords work together basically pushes you to a deck that attempts to use sorceries and instants to draw 5+ cards per turn frequently . This deck is doing cantrips….
this deck has always interested me so i am working on my version now mine is not budget
I appreciate all the feedback. When I build decks my first priority is making it fun to play for me. I don't play CEDH, and I'm not a fan of infinite combos. I want the deck to be somewhat competitive, but I don't want to control the board and make it not fun for other players.