|Commander / EDH||Legal|
Printings View all
|Planechase 2012 Edition||Common|
|Duel Decks: Venser vs. Koth||Common|
|Duel Decks: Knights vs. Dragons||Common|
Combos Browse all
, , Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library.
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Armillary Sphere Discussion
1 week ago
Rage Nimbus is definitely low priority but it's a great way to force your opponents to run their creatures into each other and leave themselves more open for you. There are probably just better options like Avatar of Slaughter. If you add more mana ramp in the form of some of my other suggestions and Gilded Lotus, Caged Sun, Gauntlet of Power, and Thran Dynamo you should have enough mana for Nim Deathmantle. Definitely you should have Neheb, the Eternal in the deck, and he would also contribute to making the Deathmantle amazing. If you are really tight for budget then yeah, stay away from the deathmantle for now. For Helm of Possession, the point is that Brion might get killed, or become too expensive to cast and you just have a bunch of Ball Lightning creatures that don't do anything so the Helm is another way to turn them into value by stealing other people's creatures. Armillary Sphere isn't actually ramp since it puts them in your hand; just play cards that put them into play instead and that you may be able to reuse, like Burnished Hart. I forgot to mention Sun Titan, but he should absolutely be in here, given that so many of your dudes that come in to smash and die are 3 CMC or less. Infiltration Lens is what I suggest to replace Staff of Nin. It works perfectly in your deck's plan and is super cheap. Combine it with Nemesis Mask for all the cards. For Sunforger you should generally be building the deck around it in the first place, or playing at least 10 targets and Mistveil Plains. Of all the cards I recommended, Lifeline is definitely the most important. I would say no to Sneak Attack and Kiki-Jiki, they're too expensive for the effects without saving you much in this deck. Dreadnought is interesting though.
1 week ago
RingoDingo92 thanks for the suggestion! I've definitely considered him as he'd hit about 25% of my deck. Thanks!
EternalBrewmaster I'm so very grateful that you took the time to make that list! And cut suggestions! I love you! A few follow up questions so I can get a better understanding of your reasoning:
Why Rage Nimbus exactly? I get that it can kill some annoying creatures and is 5 power for 3 mana, but is he really a good fit for what this deck is doing? And what other cards can work well with him?
From my experience, I'd never have enough mana for Nim Deathmantle to work. Is it worth the $6?(super budget player, I know)
Helm of Possession is awesome but what creatures do I have to sacrifice? I'm always sacking them to Brion.
Do you have a good card draw engine to replace Staff of Nin?
How many cards is a critical mass for Sunforger? Just out of curiosity.
Also what to you think of Neheb, the Eternal being in here?
Otherwise, I love all of your suggestions! Some are counted out do to budget but most are under consideration! Again Thank you so much for your help!
1 week ago
Here are my suggestions and some recommended removals to tighten the deck. Molten Primordial, Lifeline, Assault Suit, Recruiter of the Guard, Solemn Simulacrum, Burnished Hart, Infiltration Lens, 2x Plains (36 lands should be your minimum despite your mana rocks in order to consistently get to 4 lands by turn 4), Rage Nimbus, Master Warcraft, Nim Deathmantle, Thornbite Staff, Umbral Mantle, Helm of Possession, Anarchist, Illusionist's Bracers, Caged Sun, Gilded Lotus, Rugged Prairie, Iroas, God of Victory, Obsidian Battle-Axe, Mob Rule, Savage Beating, Adarkar Valkyrie, Karmic Guide
Suggestions to remove:
- Felidar Sovereign is a boring and abusive way to win giving the starting life total and doesn't contribute much else to the deck
- Silverblade Paladin because double strike just isn't that important to this deck
- Armillary Sphere
- Sunforger because you need a greater critical mass of instants to make it really valuable and you can remove it and some of the other cards to make room for more consistent playable cards
- Fatal Frenzy
- Onward / Victory
- Rush of Blood
- Temur Battle Rage
- Unwilling Recruit
- Insult / Injury
- Kari Zev's Expertise
- Hazoret's Favor
- Spirit Loop
- Open the Armory
- Staff of Nin
Clean up repetitious cards in sideboard and maybeboard that are in the deck. Best of luck, hope some of that is helpful.
4 weeks ago
Depending on your budget, you can check out Lotus Cobra or Rites of Flourishing. You could also run Burnished Hart or Armillary Sphere, or even Blighted Woodland for similar effects to Explosive Vegetation
1 month ago
Unfortunately, Red, Blue and Black are all pretty lacking in terms of mana acceleration/fixing, so the deck will be very reliant on Mana Rocks (Artifacts). Some of the best ones I know of would be all of the signets, Izzet Signet, Rakdos Signet, and Dimir Signet. Chromatic Lantern is the best color fixer ever, period. There is also Darksteel Ingot, Coalition Relic, Commander's Sphere, and Fellwar Stone. If you wanted specifically land ramp, or fixing there is Wayfarer's Bauble, Armillary Sphere, and Gem of Becoming. Hope this helps
1 month ago
I mean, as always, it depends on your playgroup. You could just run more non-nonbasic mana fixing. Armillary Sphere, your aforementioned Chromatic Lantern, ramp like Cultivate and Kodama's Reach, etc. For specifically Blood Moon-esque cards, you can play Prismatic Omen after it resolves because the card played latest overrides any previously played contradicting card - though I'm not a fan of this plan because it does literal nothing other than fix your mana.
There's also other alternatives regarding deck construction. People hate playing basics for some reason, but it's actually fine to play a decent amount of them, even in five-color. That's the easiest and most foolproof solution, at the cost of a marginal increase in inconsistency (often irrelevant with other fixing I mentioned earlier). If you insist upon playing almost entirely nonbasics, your alternatives mostly boil down to more mana rocks or more colorless cards.
1 month ago
@Norberry Yeah, I kind of pulled it in too many directions. It started out as a theme deck and then I went all in on dragon tribal. Before I knew it I was at 100 and didn't realize I'd missed the ramp stuff because I was so busy cramming dragons into it. That's definitely what it needs the most. I'm thinking Sol Ring, Cultivate, Armillary Sphere, and maybe Peregrination?
1 month ago
I am a long time Aurelia player. I don't think Boros sucks at all. Here is my full analysis :)
How has your deck performed?
Ramping and Card draw are important, but thinking that you need to out ramp the green player, or outdraw the blue player is incorrect. You only need to draw and ramp enough to win the game. The key is finding solutions to your problems. Here are your best card draw options Wheel of Fortune, Skullclamp, Sword of Fire and Ice, Mask of Memory. Three of those cards can be easily tutored with Steelshaper's Gift, Open the Armory, Enlightened Tutor, Stoneforge Mystic, and Relic Seeker. Making sure you always have 1 or more of those will keep your hand full. Next is other ways to generate value Tithe, Land Tax, Gift of Estates, Armillary Sphere. AlsoNahiri, the Harbinger is a great because it lets you filter, or blow up problematic enchantments. Unless youre playing in highly competitive metas things like Howling Mine, Temple Bell, Horn of Greed are also playable. If your opponents already had more cards than you then what does it matter if you both draw. You will both be limited by the amount of mana you can spend casting, as opposed to the number of cards in hand. Then you get to a place where you are dropping threats, and they are playing more value based cards.
In the past I have also made the mistake of thinking I could go under everyone else at the table. This logic is great for 60 card formats, but less so for commander. What I have found is that even aggressive decks want to be able to go big when the game gets big. In standard agro decks you are trying to curve out and play creatures at every spot along the curve. This doesnt work out as well in practice in commander because of the mana rocks, and you just cant guarantee that youll have your 4 cmc on turn 4. Also once that first board wipe hits, now you're past 4 mana. My point here is you'll want to add some 6 and 7 drops. Heres some excellent choices Inferno Titan, Balefire Dragon, which works great cause you already have a lot of haste, Tyrant's Familiar and the must include Gisela, Blade of Goldnight and Dragon Mage is something I am testing out currently. I would up your land count a bit, 38-40, and I like to have about 3 creatures in the 7 cmc slot with 3-6 creatures in the 6cmc slot. Some other things that I think I would at least take a look are Crescendo of War Furnace of Rath Gratuitous Violence Relentless Assault World at War.
Obviously I mentioned a lot of things to add, unfortunately that means we have to cut some things. Obviously cut cards that perform the worst. I'll make some guesses about which cards don't pull their weight. Creatures: Akroan Hoplite Archetype of Aggression Iroas's Champion Mentor of the Meek and maybe Legion Loyalist. It seems like these probably just get swept up in board wipes. For the double damage, double combat stuff I might look at subbing out Dictate of Heliod Glory of Warfare, or you could cut from other places and just run all of them. Faith's Reward doesnt seem great to me, I would cut or replace with Boros Charm
Let me know what you think. You can check out one of my Aurelia decks here http://tappedout.net/mtg-decks/04-01-17-aurelia-the-warleader/