Immortal Servitude - I wound up with spikes in my curve at 2cmc and 5cmc, and late-game I can do IS for 2, snapcaster ETBs, target IS, cast for 5. With Training Grounds in play, it gives you the ability "UW: Choose one - give no fucks about target creature this turn, or save target creature from basically anything, or target creature's controller reuses its ETB ability" My playgroup kills it before they kill Azami, because they know they'll basically only have one shot at it. It's easily the deck's best sleeper card. Training Grounds - Best with Arcanis, Jushi Apprentice, Echo Mage, and Mistmeadow Witch Illusionist's Bracers - I think Snapcaster is the only wizard I play without an activated ability. Swinging for 30 with unblockable 2-drop wizards is also pretty fun. Wincons are either Laboratory Maniac, Jushi Apprentice mill (telling an opponent to draw 60 is pretty fun, it turns out), or Sorin, LoI emblems with Venser, the Sojourner unblockability. while ramping initially (lots of artifact ramp) and setting up a card advantage engine off of either Arcanis, Azami, or Jushi Apprentice and an Illusionist's Bracers (note that bracers on Azami means all your wizards tap for two cards.) I can get a decklist updated and uploaded if there's interest, but basically my gameplan is to keep the board clear of big threats with a pretty robust removal package - Vindicate, Tragic Slip, Banishing Stroke, Spin Into Myth, Mortify, Detention Sphere, etc. I wanted a deck that would be fun to play, fun to play against, able to deal with anything that was threatening our multiplayer games, feature a commander that wouldn't draw hate before the game even started, and included blue (bonus points for esper, though). I'd love any feedback as to the upside and downside of honestly any wizard generals, maybe what you'd do if you were in my shoes! TL DR: I'm having trouble choosing a general for a wizard tribal based deck. At this point I'm leaning towards Azami but if you had asked me this morning I would have told you Ertai. I've been all over the place in picking a general. Is it worth losing easy access to Azami for those two other colors? And people will inherently hat it less (although it looks like it'll still be really obnoxious to play against). That's sort of what pushed me away from Zur or Sen Triplets.Įrtai is definitely less powerful in itself, but I have access to white and black. I feel like Azami is almost overly powerful though? I've seen some stuff online about how people hate playing against Azami and you become a target and whatever. It very well may be cheaper after mana base construction, it basically has super powers, and I made a 3-D copy of it. The two generals I'm considering are Azami and Ertai.Īt first glance Azami seems like the obvious choice. I think pretty much every wizard card I've seen has been relatively badass, so I want to do something with them.
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