Here we are with the threatened blog post from yesterday (well I wrote this a while back apparently and only just discovered the post in my drafts folder, so not quiet the next day as I say here). Where I shared with those remotely interested the current Wizard Commander deck that I am playing based on last years Arcane Wizardry precon and a $20 upgrade (as created by MTGGoldfish) that was applied to it, which I then changed by a couple of cards.
Since I did that upgrade earlier in the year new cards have come out in the form of new sets like Rivals of Ixalan, BattleBond, Dominaria, and now Core Set 2019. Plus my adventures amongst the planes of the MtG universe have bought me into contact with old cards that are new to me, or ones I knew about and hadn’t considered until now.
It’s the nature of the game, new cards come out, and often the first thought that goes through your head is “this card will go nicely into my xxxx deck”. And that may be so but then you are left with which card does it replace? Sometimes it’s really obvious because the new card is a better version of one that you currently use. But then you have to evaluate the card, does it weaken or strengthen my decks game plan?
First up for consideration and putting pressure on the existing cards are these four creature cards. Torrential Gearhulk and Vampire Charmseeker double down on the game plan of being able to use the graveyard as an extension of my hand, and play instants and sorcery spells from there. While Spellseeker allows me to go fetch a 2 CMC or less instant to sorcery from my library. That ability alone to go fetch the spell I need is powerful. I just got to make sure I have spells that I can fetch that way.
Timestream Navigator would along with two of the other cards introduce a new tactic to the deck. That being the extra turn. I’m not a fan of the infinite loop (I have built decks that have gone infinite in the past to illustrate the mechanic to my students), they are not fun to play against, and in a casual group fun format like Commander I feel they are against the experience of the format. I don’t mind an extra turn/combat phase, but not infinite. So there is nothing in here to make these extra turns infinite. I suppose Timestream Navigator has the potential to go infinite if you are down to your last card. But I’ve not seen a game of Commander go through 98 cards yet to get to that state.
These 3 enchantments are potentially evil. As Foretold the longer it stays out on the battlefield is going to give me so much value. Rhystic Study potentially going to give me insane card draw. Omniscience although expensive if I can cheat it out will like As Foretold give me such value. But for both I need lots of cards in hand, which the likes of Rhystic Study and one or two of the cards below would hopefully do.
Search for Azcanta is probably the easiest one to put in. Even though it’s a legendary enchantment it could replace a basic land. If I don’t flip it, I have a scry effect each turn, but if I do it taps for a mana or allows me to go looking for an answer in my top 4 cards. It’s the flipped side I’m more interested in.
Only 2 Sorceries, Game Plan is a chaotic card that is just a (potentially) fun card to play in a multiplayer format. While Time Warp is the second of the cards that give that extra turn.
I have 9 potential instants to include. The first is that controversial buy-a-box promo Nexus of Fate. The third and final card that gives me an extra turn. Like Timestream Navigator this one goes back into the library and not the graveyard.
Then we have card draw, that digging for the right card at the right time. Having answers when the questions are being asked. These are cards that hopefully help me get to those answers quicker. Then we have some targeted spells to control what’s going on. The fact that all these spells can be played more than once is just extra gravy.
So those are the cards pushing on the door wanting to claim a slot. What do they replace? Do they fit in with the game plan?