For today's Dig Through Time, let's delve back to 2001-2002 for Odyssey block. This block was composed of Odyssey, Torment, and Judgment, and gave us the mechanics flashback, threshold and madness. In case you hadn't noticed, I love using the graveyard as a resource, and this block introduced lots of really fun graveyard interactions. Flashback lets us cast an instant or sorcery from the graveyard for an alternate cost. Threshold gives us some benefit so long as we have at least seven cards in our graveyard. Madness lets us cast a card from our hand for an alternate cost if it is discarded. I won't actually cover too many cards with those keywords, but those mechanics are the backdrop of the set, and you'll see plenty of synergy in the cards I highlight.
As usual, I'm open this article with some cards from a really cool, relatively-unknown cycle, Dreams. The Dreams cycle features some nifty instants and sorceries that require you to discard X cards from your hand to get an X effect. Remember from my Mercadian Masques article that I'm a sucker for cards that get you value for discarding, and this cycle has some big potential along those lines. According to a quick search on EDHREC, the best-used member of this cycle is [card]Insidious Dreams[/card] at 764 decks. Let's take a look at the rest of the family.
Dream a Little Dream
[card]Restless Dreams[/card] sees play in 13 decks, and may not seem very good at first glance. There are numerous [card]Raise Dead[/card] effects in the game. Usually those effects are just worse versions of [card]Reanimate[/card]; Restless Dreams, however, lets you set up your hand and your creatures any way you want. It's basically a more selective [card]Living Death[/card] between your graveyard and hand.
This card is so underplayed that when you put it into EDHREC, you don't get any results for Top Commanders, but there are tons of Commanders that gain value from certain creatures being in the graveyard. I think this card would be especially sweet in [card]Meren of Clan Nel Toth[/card], [card]Sedris, the Traitor King[/card], [card]The Mimeoplasm[/card], [card]Sidisi, Brood Tyrant[/card], or [card]Karador, Ghost Chieftain[/card], just to name a few.
[card]Devastating Dreams[/card] is a spicy two-edged sword that sees play in 68 decks. Random discard is a bitter pill to swallow, but, if timed correctly, can lead to a somewhat pyrrhic victory. To me, this card is red's version of my beloved [card]Death Cloud[/card].
[card]Daretti, Scrap Savant[/card] plays Devastating Dreams the most at 11 decks. That seems correct, since you can dump your hand, clear the board, cut your opponents' resources down, and keep Daretti in play to reanimate your artifact creatures or mana rocks. Other worthwhile commanders include indestrucible ones like [card]Mogis, God of Slaughter[/card], [card]Tajic, Blade of the Legion[/card], and [card]Zurgo, Helmsmasher[/card]. Additionally, many Jund commanders have enough toughness to stand up X damage, and are in the correct colors to reanimate lands and other creatures. Think about putting this card in your next [card]Prossh, Skyraider of Kher[/card] or [card]Kresh, the Bloodbraided[/card] brew with [card]The Gitrog Monster[/card], [card]Splendid Reclamation[/card] and [card]Sheoldred, Whispering One[/card] thrown in for extra spice.
[card]Nostalgic Dreams[/card] is the original [card]Wildest Dreams[/card], and sees play in 278 decks. What makes this card so good, in addition to the low converted mana cost, is the flexibility of getting back anything. If you enjoy [card]Regrowth[/card], [card]Restock[/card], or [card]Seasons Past[/card] try out Nostalgic Dreams.
[card]Wort, the Raidmother[/card] plays Nostalgic Dreams in 26 decks, which is more than any other commander. If you copy Nostalgic Dreams, you only have to discard once, and the second copy can actually get back all the cards you discarded when you first cast it, which is why conspire from Wort is so nice. That's why it's also a great card in [card]Riku of Two Reflections[/card]. Honestly, if you're playing green at all, you should try this card.
Balancing Act
[card]Balancing Act[/card] is a more fair [card]Balance[/card] that sees play in 62 decks. If you keep a lean board presence, forcing your opponents to sac down to your level can make for a formidable board wipe. Alternatively, if your deck isn't great at drawing cards *cough* mono white *cough* you can keep the green, black and blue player's hand sizes in check. Throwing something like [card]Ghostway[/card] into a deck with Balancing Act will reduce your permanent count, hopefully setting your opponents back even further.
Four commanders are tied for playing the most Balancing Act at three decks each: [card]Karona, the False God[/card], [card]Karador, Ghost Chieftain[/card], [card]Sen Triplets[/card], and [card]Atogatog[/card]. I think this card would be worthwhile in a [card]Kaalia of the Vast[/card] build, since you often have a smaller board of bigger creatures, and don't necessarily care about losing your lands and mana rocks. Stax and prison commanders like [card]Grand Arbiter Augustin IV[/card] and [card]Hokori, Dust Drinker[/card] seem like they could benefit from Balancing Act, as well.
Pulse of a New Tomorrow
[card]Pulsemage Advocate[/card] is a pretty interesting effect in white that sees play in 250 decks. The cost seems kind of hefty, but, you can respond to an opponent's [card]Ever After[/card] or [card]Victimize[/card], to make them cast those creatures fairly, while you cheat your big beater into play for free. You can also use the Advocate as a political piece. Return [card]Swan Song[/card] and two lands to an opponent's hand in response to your other opponent's overloaded [card]Cyclonic Rift[/card], while also reanimating your innocuous [card]Hero of Bladehold[/card].
[card]Phelddagrif[/card] plays Pulsemage Advocate the most at 75 decks. Additional EDHREC suggestions include [card]Ayli, Eternal Pilgrim[/card], [card]Gwafa Hazid, Profiteer[/card], and [card]Gahiji, Honored One[/card]. I think it could see play in [card]Athreos, God of Passage[/card], [card]Anafenza, the Foremost[/card] and [card]Atraxa, Praetors' Voice[/card]. If you don't care about being nice, and want to mitigate the value you give with Pulsemage, run it with [card]Curse of Exhaustion[/card], [card]Orim's Chant[/card] and [card]Eidolon of Rhetoric[/card].
Caught in My Web
[card]Web of Inertia[/card] is a slick piece of graveyard hate/pillow fort tech that sees play in 251 decks. This card can be a free [card]Relic of Progenitus[/card] or [card]Scrabbling Claws[/card] each turn. Running cards that are just good anyway like [card]Rest in Peace[/card], [card]Bojuka Bog[/card], [card]Nihil Spellbomb[/card], and [card]Tormod's Crypt[/card] turn this card into a better [card]Propaganda[/card]. Even if you don't hit one of those cards, restricting your opponent's options is usually a good decision. [card]Leyline of the Void[/card], [card]Rest in Peace[/card], and [card]Planar Void[/card], also guarantee that you can't be attacked.
[card]Oloro, Ageless Ascetic[/card] plays Web of Inertia the most at 42 decks. Of the new 4-color commanders, [card]Atraxa, Praetors' Voice[/card] is probably in the best colors to use Web of Inertia, but [card]Yidris, Maelstrom Wanderer[/card] could also make potent use of it, as well as [card]Breya, Etherium Shaper[/card].
Misty Monday
[card]Mist of Stagnation[/card] sees play in 77 decks. It is an excellent and oppressive stax piece. If you run this with cards like [card]Rest in Peace[/card] or [card]Planar Void[/card] and [card]Loxodon Gatekeeper[/card] your opponents will never see another turn. Of course, you'll have to set up ways to keep your stuff untapped. [card]Teferi, Temporal Archmage[/card] and [card]Seedborn Muse[/card] are two of the best ways of keeping your resources untapped. [card]Murkfiend Liege[/card] can get back just your creatures, if you're running a mana dork package instead of a mana rock package, while [card]Unwinding Clock[/card] will get you the opposite effect.
[card]Tasigur the Golden Fang[/card] plays this card the most at 10 decks. That really surprised me, as I thought [card]Teferi, Temporal Archmage[/card] would have been the top deck for this card, but he doesn't even appear in the list. Possibly because blue isn't great dealing with the graveyard. [card]Sidisi, Brood Tyrant[/card] or [card]Gisa and Geralf[/card] would use this card effectively, since those decks are all but guaranteed to have more cards in the graveyard than anyone else.
Relative Morality
Speaking of putting cards into the graveyard, [card]Morality Shift[/card] sees play in 114 decks, and will get your whole library there in one go. This card lets you set up some powerful plays with cards like [card]Past in Flames[/card], [card]Dread Return[/card], or [card]Creeping Renaissance[/card]. Morality Shift is already expensive at seven mana, but if you need more, and have it in hand, [card]Glorious Reclamation[/card] can ramp out every land in your library.
[card]Balthor the Defiled[/card] plays Morality Shift the most at 28 decks, which makes sense, since he's a [card]Twilight's Call[/card] on a stick. [card]Sedris, the Traitor King[/card], [card]Jarad, Golgari Lich Lord[/card], and [card]Dralnu, Lich Lord[/card], among many other graveyard-oriented commanders can benefit greatly from an early Morality Shift. Dralnu is nice, in particular, because he will let you reverse the exchange, if you need to.
Dead Before Dawn
[card]Dawn of the Dead[/card] sees play in 294 decks, and is kind of like [card]Debtor's Knell[/card], but without the prohibitive mana cost, and about 65% more flavor. One very important point about the wording: if you have a sac outlet, or the creature dies by some other means, it isn't exiled and you can reanimate it again next turn. Another good method for getting extra value out of Dawn of the Dead is [card]Conjurer's Closet[/card]. Blink the creature with the Closet and you just get to keep it, on top of getting its enter the battlefield effect again.
Being a sac outlet herself, [card]Ayli, Eternal Pilgrim[/card] plays Dawn of the Dead the most at 48 decks. According to EDHREC, some of the other top sac outlet commanders for this card are [card]Ghoulcaller Gisa[/card], [card]Grimgrin, Corpseborn[/card], and [card]Yahenni, Undying Partisan[/card]. Definitely think about this card the next time you want repeatable recursion.
He Who Laughs Last...
[card]Last Laugh[/card] is a continual board wipe waiting to happen that sees play in 127 decks. You don't even need creatures to set it off when you run cards like [card]Nihil Spellbomb[/card] or [card]Mindstone[/card] that sacrifice themselves for value. Running Last Laugh with [card]Everlasting Torment[/card] ensures that anything it doesn't kill, it will at least maim. If you wanted to go all-out with a -1/-1 counter strategy you could add in cards like [card]Blowfly Infestation[/card] and [card]Crumbling Ashes[/card].
[card]Mogis, God of Slaughter[/card] plays this card the most at 16 decks. Last Laugh could be an interesting piece of tech in a [card]Shadowborn Apostle[/card] build, each time you fetch a demon with your apostles, you get a damage-based board wipe. This card is also nice with [card]Yahenni, Undying Partisan[/card] since Yahenni will always survive Last Laugh, and you won't have to sacrifice it to an empty battlefield.
The Sands of Time...
[card]Burning Sands[/card] is an extremely punishing, but easy to build around card that sees play in 255 decks. Playing very few to no creatures is one strategy. Running a couple creatures that go tall, rather than wide, is another. I think a voltron strategy might be best, though, since you can send your commander to the command zone, which will replace the death trigger on Burning Sands.
[card]Mogis, God of Slaughter[/card] plays Burning Sands the most at 68 decks. Give this a try with either [card]Akiri, Line Slinger[/card] or [card]Vial Smasher the Fierce[/card] and a partner, since Partner commanders let you play around Burning Sands with two creatures.
Seeds of Time
[card]Seedtime[/card] is run in 126 decks, and is the surprise the blue player never sees coming. It's usually correct for you to play [card]Brainstorm[/card] at the end of your last opponent's end step. It's usually hilarious to respond to Brainstorm by taking an extra turn. Blue is one of the top two colors played in EDH, so it's unlikely you'll have a problem casting this. Seedtime is very much a goodstuff card, and can go into any deck that supports green.
[card]Omnath, Locus of Mana[/card] is EDHREC's top Seedtime commander at 13 decks. A [card]Wort, the Raidmother[/card] deck where you could easily copy it, would be another strong contender. If you often find yourself a turn away from comboing off, throw Seedtime into [card]Ghave, Guru of Spores[/card], or [card]Prossh, Skyraider of Kher[/card]. This card is even worth running in [card]Ruric Thar, the Unbowed[/card], six damage be damned.
Holistic Healing
[card]Holistic Wisdom[/card] is a really unique recursion card that sees play in 117 decks. In addition to having some sick Rebecca Guay art, this card gives you the best pick of your graveyard at instant speed for just two mana and a card from your hand. Holistic Wisdom pairs well with the few cards that let you circumvent the exile zone: [card]Eternal Scourge[/card], [card]Misthollow Griffin[/card] and [card]Riftsweeper[/card]. Or you could just put it in a deck that draws such a filthy amount of cards it doesn't care about permanently exiling a few.
[card]Riku of Two Reflections[/card] plays the most Holistic Wisdom at eight decks.
Happy Hunting
[card]Hunting Grounds[/card] is like the little brother to [card]Lurking Predators[/card]. Considering how popular Lurking Predators is (2,856 decks), I'm surprised Hunting Grounds doesn't see more play (315 decks). Threshold isn't particularly difficult to achieve in EDH, and green has lots of ways to refill your hand. This card has lots of potential. You could drop [card]Avacyn, Angel of Hope[/card] for free in response to a [card]Wrath of God[/card]; you could cheat in [card]Elesh Norn[/card] in response to a combat trick, or you could counter a [card]Counterspell[/card] with a free [card]Mystic Snake[/card].
[card]Mayael, the Anima[/card] plays Hunting Grounds the most at 45 decks. It's also fantastic in decks where you can find the correct creatures, or draw many of them quickly like [card]Captain Sisay[/card], [card]Tymna, the Weaver[/card] + [card]Sidar Kondo of Jamuura[/card], and [card]Ravos, Soultender[/card] + [card]Ikra Shidiqi, the Usurper[/card].
The Charmed Life
[card]Charmed Pendant[/card] is played in 40 decks. It has the potential for big payoffs if you're playing cards like [card]Sensei's Divining Top[/card] and [card]Scroll Rack[/card], or things like [card]Oracle of Mul Daya[/card] and [card]Vampire Nocturnus[/card] with some good shuffle effects to ensure you're getting the best possible value from the top of your library. Charmed Pendant could really put in work for commanders like [card]Sheoldred, Whispering One[/card] or [card]Anowon, the Ruin Sage[/card], since black likes lots of black pips in the its card's costs, and is number one at reanimating creatures. Though it usually ramps with lands, green is another great choice since it also gets to bring back cards from the graveyard, and who wouldn't want the chance to hit [card]Khalni Hydra[/card] for a cool eight green mana?
Another commander that benefits from milling herself, [card]Sidisi, Brood Tyrant[/card] plays Charmed Pendant the most at 13 decks. This could also be excellent in [card]Dralnu, Lich Lord[/card], with flashback letting you cast each card you mill. So long as you have consistent top deck manipulation, Charmed Pendant is a strong consideration for both ramp and card advantage.
The Action
For this week's cards in action decklist, I've done a bant variation of my [card]Kruphix, God of Horizons[/card] group hug/force feed deck headed by [card]Sidar Kondo of Jamuura[/card]+[card]Thrasios, Triton Hero[/card]. Unlike my Kruphix deck, this list features some nasty prison and lockdown pieces to keep your opponents from using any of their toys. I hope you enjoy, and I'll see you in two weeks with another spread of underplayed gems.
Sidar Kondo + Thrasios More Cards for Everybody
View on ArchidektCommanders (2)
- 1 Thrasios, Triton HeroThrasios, Triton Hero
- 1 Sidar Kondo of JamuraaSidar Kondo of Jamuraa
Creatures (19)
- 1 Magus of the CandelabraMagus of the Candelabra
- 1 Scavenging OozeScavenging Ooze
- 1 Kiora's FollowerKiora's Follower
- 1 Pulsemage AdvocatePulsemage Advocate
- 1 Nullmage AdvocateNullmage Advocate
- 1 Thada Adel, AcquisitorThada Adel, Acquisitor
- 1 Selvala, Explorer ReturnedSelvala, Explorer Returned
- 1 Hanna, Ship's NavigatorHanna, Ship's Navigator
- 1 Derevi, Empyrial TacticianDerevi, Empyrial Tactician
- 1 Heartwood StorytellerHeartwood Storyteller
- 1 FatestitcherFatestitcher
- 1 Hokori, Dust DrinkerHokori, Dust Drinker
- 1 Captain SisayCaptain Sisay
- 1 Brago, King EternalBrago, King Eternal
- 1 Seedborn MuseSeedborn Muse
- 1 Kruphix, God of HorizonsKruphix, God of Horizons
- 1 Bane of ProgressBane of Progress
- 1 Kederekt LeviathanKederekt Leviathan
- 1 Vorinclex, Voice of HungerVorinclex, Voice of Hunger
Artifacts (11)
- 1 Sol RingSol Ring
- 1 Relic of ProgenitusRelic of Progenitus
- 1 Scrabbling ClawsScrabbling Claws
- 1 Sensei's Divining TopSensei's Divining Top
- 1 MeekstoneMeekstone
- 1 Winter OrbWinter Orb
- 1 Howling MineHowling Mine
- 1 Charmed PendantCharmed Pendant
- 1 Font of MythosFont of Mythos
- 1 Vedalken OrreryVedalken Orrery
- 1 Gilded LotusGilded Lotus
Enchantments (10)
- 1 Hunting GroundsHunting Grounds
- 1 Web of InertiaWeb of Inertia
- 1 Heartbeat of SpringHeartbeat of Spring
- 1 Rites of FlourishingRites of Flourishing
- 1 Holistic WisdomHolistic Wisdom
- 1 Dictate of KruphixDictate of Kruphix
- 1 Leyline of AnticipationLeyline of Anticipation
- 1 Dictate of KarametraDictate of Karametra
- 1 Mist of StagnationMist of Stagnation
- 1 Mana ReflectionMana Reflection
Instants (11)
- 1 Swords to PlowsharesSwords to Plowshares
- 1 SeedtimeSeedtime
- 1 Arcane DenialArcane Denial
- 1 Cyclonic RiftCyclonic Rift
- 1 Beast WithinBeast Within
- 1 DisallowDisallow
- 1 VoidslimeVoidslime
- 1 Render SilentRender Silent
- 1 Stroke of GeniusStroke of Genius
- 1 Blue Sun's ZenithBlue Sun's Zenith
- 1 RewindRewind
Planeswalkers (1)
- 1 Jace BelerenJace Beleren
Sorceries (10)
- 1 Minds AglowMinds Aglow
- 1 Collective VoyageCollective Voyage
- 1 ProsperityProsperity
- 1 New FrontiersNew Frontiers
- 1 Hidden StringsHidden Strings
- 1 Nostalgic DreamsNostalgic Dreams
- 1 SkyscribingSkyscribing
- 1 FascinationFascination
- 1 Balancing ActBalancing Act
- 1 Supreme VerdictSupreme Verdict
Lands (36)
- 8 ForestForest
- 7 PlainsPlains
- 7 IslandIsland
- 1 Alchemist's RefugeAlchemist's Refuge
- 1 Reliquary TowerReliquary Tower
- 1 Command TowerCommand Tower
- 1 Riftstone PortalRiftstone Portal
- 1 Simic Growth ChamberSimic Growth Chamber
- 1 Azorius ChanceryAzorius Chancery
- 1 Selesnya SanctuarySelesnya Sanctuary
- 1 Temple of the False GodTemple of the False God
- 1 Misty RainforestMisty Rainforest
- 1 Flooded StrandFlooded Strand
- 1 Windswept HeathWindswept Heath
- 1 Geier Reach SanitariumGeier Reach Sanitarium
- 1 Mikokoro, Center of the SeaMikokoro, Center of the Sea
- 1 Nykthos, Shrine to NyxNykthos, Shrine to Nyx
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