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Arch of Orazca
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) T: Add ◊ to your mana pool. 5, T: Draw a card. Activate this ability only if you have the city's blessing.
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Arch of Orazca Discussion
2 days ago
I played my first two games of commander in over a year tonight, and by first, I mean with physical cards.
Game 1 vs Atraxa Superfriends:
Game 2 vs Atraxa Superfriends and Breya Artifacts:
This game was awesome. There was a lot of back and forth interactions throughout the game. Atraxa was able to ultimate a Jace, Unraveler of Secrets and Tezzeret, Artifice Master, and we were also under an Ensnaring Bridge.
I'm sitting at 14, Breya at 34, and Atraxa at 35. Atraxa has a Karn Liberated, Teferi, Temporal Archmage, and Atraxa out, along with a couple thopters. My turn, I cast Kokusho, the Evening Star to bait out the emblem counter. I then cast Living Death and bring back Duplicant, Vulturous Aven, Ravenous Chupacabra, Sidisi, Undead Vizier, Rune-Scarred Demon, Kokusho, the Evening Star, Sheoldred, Whispering One, and Gray Merchant of Asphodel. I drain each for 16 (I also have a Necropotence out), putting them at 18 and 19 and gain 32 to go to 46. I exploit Gary from Aven, draw 2 and lose 2 down to 44, and then exploit Kokusho from Sidisi, bringing them down to 13 and 14 and me up to 54. I use my two tutors to go grab Ashnod's Altar and Lifeline (the two creature removal effects didn't matter). I then dump 10 life into Necro, sculpt my hand to contain Ancient Tomb, Cabal Coffers, Lifeline, Ashnod's Altar, Go for the Throat, Animate Dead, and Reanimate, and pass.
It's Breya's turn, and he casts Merciless Eviction naming Planeswalkers, and states he's more nervous about them than my creatures, and he didn't want to lose what creatures he had.
Atraxa goes, can't do much, and EOT brings out Teferi, Hero of Dominaria.
On my turn, Sheoldred triggers, and I bring back Gary for the win.
Had Breya chose to exile creatures, my line of play would have been GftT to bait out the emblem counter, made enormous mana with Coffers, then drop Lifeline, Ashnod's Altar, and Meteor Golem, followed by Animate Dead and Reanimate on Kokusho and Gary, and then loop with Lifeline/Altar to close out the game.
I definitely had a blast tonight. I played against two people I never met, made some good friendships, and I'm looking forward to playing more. I'm really glad the second game went the way it did. It played out beautifully.
3 days ago
I'm not sure why no one is mentioning this but the best way to get draw in Red or White for that matter other than wheel cards, which you should run, are artifacts.
There are many artifact cards that let you draw an extra card each turn, even the ones that make everyone draw a card each turn seem to give Red more advantage than other colors as your burn and copy spells are very strong.
Mind's Eye is 100% worth it. Howling Mine and Font of Mythos are both actually very good in mono red. I run all of the above plus these: Coercive Portal, Coveted Jewel, Endless Atlas, Temple Bell, and The Immortal Sun
If you run Wheel effects or effects that make everyone discard and draw, Geth's Grimoire, can give you huge advantage.
If you are having trouble with lands I also recommend running more mana rocks.
Cards that make Red spells cost 1 mana less to cast are very helpfull as well as anything that will double your mana.
I also highly recommend Mizzix's Mastery, very powerful when combined with wheels and copied. You can recast the wheel cards on the first go and then use the cards you discarded from the wheel for the second go. I've cast over 20 spells in one turn doing this and managed to cast 3 cards that made me empty my hand end redraw that many cards or 7 cards using Mizzix's Mastery.
I have two Red & White decks, one uses Wheel type cards heavily, the other uses Mana Rocks and Artifacts to make you or everyone draw cards.
1 week ago
I played the deck a lot this last days. Your exact list and sometimes with other very minor changes. It is a fair deck, I really like it. But it is also kinda frustrating when you end up turn 4 or 5 with still 3 mana and/or only 2 drops minions with 0 draw to help you getting out of problem. And at some point, I think midrange deck need at least to have some. Here's what I've done.
- It is an instant so it permit to clean the way so you can attack with your small 2 drops.
- To finish most of planeswalkers like Vraska, or Tefeiri which, at this point because you've played agressive early will most likely use their 2nd ability ending up at 1 or 3 loyal points.
- It permits me to finish my opponents more than 50% of time (I have the feeling that it is more than 70% actually). And just that is insane. The problem with Lava Coil is that because you have no hexproof or whatsoever, a lot of time I find myself in a position where my board has been cleaned up, or is entirely blocked and my opponents only have less than 5 HP and I have no draw to kinda recreate a decent board. Golgari will Block you kinda easily, Controls will not let you finish, And it's hard to spend 4 life to keep Adantos on board vs aggro deck because you'll loose more life than him early. And in that last case, Lightning strike has way more value to deal with cards like Goblin Chainwhirler. So my strategy is, be as aggro as possible against control deck and finish him off with Lightning Strike or manage the biggest aggro threat the time I have my Angels. It really works better, at least for me.
Since I cannot be less aggressive vs control and I can take a bit few time vs Aggro, I'm only playing 3 copy or less of each 4+ drops. Aurelia, Lyra etc. to make some place to try some draw card and especially Risk Factor. I tried almost every draw card and it seems that it is this one that works better amongst all others. Why though ? Because first, it is an instant. WITH JUMP-START. And it is.. absolutely amazing to play with. Let's take my previous example. I'm playing vs control and I'm stuck with 3 land and only 1 or 2 2drops here. Well, at least I have a board that dealt some damage early game and I can manage to play this card even if it's countered. Because if he greed these 4 damages too much, you'll kill him with Lightning Strike anyway. And I'm not afraid of discarding an Aurelia, or a Lyra, I can't play them anyway and since I'm stuck at this point, It is preferable to commit into searching for that next land that will give you possibilities. I'm not saying it works 100% of time eh, but it definitely unlocks a lot more potential.
The other problem I have is that, even game I could have curved perfectly until turn 5, sometimes it just stops because, well, no more mana for Resplendent Angel , not enough control to manage opponents board so...well, you know at this point you have to tighten your butthocks until you draw an other land or something. I'm sure you've already encounter this frustrating position. Where you curved everything perfectly but you need, a slightly bit more options. It's not about power, it's about options.
Just to finish with most serious drawer I tried.
Mentor of the Meek: easily countered, easily managed. Doesn't rly works since it slow your deck more than it looks. It even sometimes prevents you to keep mana for Response / Resurgence or Justice Strike if you run it or else. The only good interaction i found is when your 0/1 phoenix token pops or Phoenix to rebirth, during the second phase of Benalia or with the -2 of Ajani. It's not THAT bad. It's just not that good.
Dismissive Pyromancer: Well, that one is not bad at all since it's only a 2 drop. But still, it's a creature that easily get shocked away by anything. So I often use his ability only once or zero. Since Adanto is most likely not targeted, the only other logic choice to kill a creature on board is this one. But maybe I'm playing it bad. I'm not sure.
Boros Locket: Nope !
Arch of Orazca: Not bad, still wondering how many to run in the deck. (1 or 2).
Dawn of Hope: Well ... if only it could apply any kind of pressure that would have been good but. Early game it's a dead card, and in midgame you most of the time have better option. 4 mana for a 1/1 lifelink is deadly expensive. It would have been a 2/2 knight vigilance that might have been better actually. Let's be honest, you prefer cast Ajani, Aurelia or anything else for 4 mana. You don't have a lot of lifelink source in the deck until end of midgame so. It's meh. I thought of pairing it with Fountain of Renewal which is a drawer I still didn't try. But I guess It's the same problem. Doesn't really help early, and doesn't help in lategame.
I'll try it a bit more in the next days, I still don't know if I should run 3 or 4 copy of Risk Factor, but maybe you should give it a shot.
Last but not least, Chance for Glory won me a lot of game. I just played 1 to test it. It seems that I very underestimated the card. It is also this kind of 'option' that unlock your board when you can't just finish your opponent.
1 week ago
I hear ya Boza... Damping Sphere doesnt have anywhere near the effectiveness of those cards and only has a few matchups where it conditionally useful such as izzet/merfolk brews missing landdrops...but then again i think just about every matchup is nice when the opponent misses landdrops lol.... its just the closest thing i can come up with to mimic the disruption of Blood Moon thats in skred red in the same way that Silent Gravestone and Arch of Orazca dont exaclty equate to their desired counterparts of Relic of Progenitus or Scrying Sheets.
This may very well be a disaster jparker-sartori21 however; i figured using the tappedout community as a resource for ideas could help because there are Way better/"In-the-know" brewers on here than i am.... and besides arena is free so why not :p
my "Real" decklist that i run on arena is very similar list to that Argy has being a Dragon brew and burning out all the threats and then just Demanding Dragon them to death.... it definitely has satisfactory win rates (for me anyway) I was just looking for a new route to take with spending my wild cards for building an alternative brew....that wasnt some God forsaken token deck.
1 week ago
3 weeks ago
So...a couple thoughts. First of all, I will +1 this deck just because you are running the Kaldra + Worldslayer combination.
This appears to be a budget deck correct? I'll try to provide suggestions accordingly:
Swords to Plowshares is still budget and an amazing spot removal spell.
O.K. Now onto the area where I think your deck is lacking. You are running voltron but have only 1 tutor and 3 draw spells. Card advantage is white's biggest weakness in EDH making it imperative to include a large card draw package. Otherwise you will be quickly outpaced by other color combinations. I would suggest adding any of Mask of Memory, Endbringer, Sea Gate Wreckage, Slate of Ancestry, Tower of Fortunes, Endless Atlas, Alms Collector, Sram, Senior Edificer, or Arch of Orazca. Open the Armory is also a budget friendly equipment tutor.
If budget isn't the issue then you should also consider: Austere Command, Cleansing Nova, Stoneforge Mystic, Puresteel Paladin, Enlightened Tutor, Path to Exile, Memory Jar, Land Tax, Teferi's Protection, and/or Tithe.
Good luck deck building!
3 weeks ago
I'm a fan of goblins myself! Your deck looks like a lot of fun! I think that the Arch of Orazca is probably not going to do you much good in such an aggressive deck. I know you are going to be putting out a lot of permanents with all the goblin tokens, but by the time you get to 5 lands, you want to be finishing out the game not looking to spend all your mana on a card. The non-basic land I use in my goblin deck is Detection Tower. Everything you play targets something your opponent controls, or your opponent. The tower can turn off annoying hexproof abilities so you can do your job! Other than that, great deck! I'll give you a +1! Please take a look at my goblin list and give me a click too if you're feeling generous! Thanks!
SCORE: 13 | 4 COMMENTS | 1959 VIEWS | IN 5 FOLDERS
3 weeks ago
Looks pretty solid! Fanatical Firebrand might be good with all the small creatures seeing play, Wily Goblin not great but can also help ramp to Siege-Gang. Arch of Orazca 1x might be nice for grindier matchups and Field of Ruin another possibility with all the dual color builds. +1