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|Commander 2016 (C16)||Rare|
|Conspiracy: Take the Crown (CN2)||Rare|
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Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
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1 day ago
Okay soooo here goes something! FIrst off, some extra card advantage/protection for your favorite creatures could come in the forms of Inspiring Call and Heroic Intervention. On to lands things! Honestly, you don't need lands like Unknown Shores, because paying that extra one mana just to get the color you need is usually worse than just having a basic. The exception to this is a card by the name of Opal Palace, which also give you additional +1/+1 counters on your general for each time it has been cast from the command zone. Moving on from there, cards like Crop Rotation and Voyaging Satyr are decent, but only really shine when there's a specific nonbasic land you want to work with (namely, the ludicrously expensive Gaea's Cradle, which I won't recommend because of its rather prohibitive monetary cost). Crop Rotation miiiight be worth keeping, that's up to you, but as a whole, the deck needs a little more mana ramp. Cards like Skyshroud Claim, Cultivate, and Kodama's Reach are frequently played cards in every green EDH deck. Additionally, since your deck focuses on large creatures, a ramp spell such as Traverse the Outlands may find a good home here. Next, I don't think Broodhatch Nantuko and Hornet's Nest are good here, as they require being dealt damage before spawning tokens. Cards like Sprout Swarm are good for building an army, as are bigger creatures such as your Favorite Mycoloth, Dragon Broodmother, and Dragonlair Spider. Cards that are lackluster here include Arlinn Kord, Gruul Charm, Spellbreaker Behemoth, and Barrage of Boulders. Spellbreaker doesn't make any of your creatures uncounterable, as they all have less than 4 power while being cast, Gruul Charm has three very lackluster modes, and Barrage is only useful for removing blockers.
From your maybeboard, I'd suggest looking to find room for Kalonian Hydra, Dragonlair Spider, Vastwood Hydra, Doubling Season, and Blasphemous Act. Other possible cards that you could try out from the maybeboard are Bloodspore Thrinax, Ivy Lane Denizen, Oracle of Mul Daya, Burgeoning, Fires of Yavimaya, and Hammer of Purphoros.Speaking of Purphoros, God of the Forge, he would be incredible here, and I highly recommend adding him to the deck.That's my feedback, any questions, don't hesitate to ask! Happy brewing! Also, feel free to take all of my suggestions with a grain of salt :)
1 day ago
These are the cards above 10 dollars and what to include instead:
- Exploration can be changed for Burgeoning, but Exploration is more explosive since it lets you also cast a one mana creature on turn one and attack with it on turn two, drawing a card.
- Temporal Manipulation can be changed for Part the Waterveil
- Time Warp is very importart, I would recommend you buying it (I'm saving for Capture of Jingzhou since 5 mana take a turn are crucial for going off), but if you are short on money Temporal Trespass may do the trick
- Gaea's Cradle can be replaced with Boreal Druid. Don't use Growing Rites of Itlimoc Flip, since it is too slow. Remember to take out Crop Rotation
- Flusterstorm can be replaced with some other cheap counterspell, maybe Mana Leak, Disdainful Stroke or Swan Song (beware: the bird token blocking your flying creatures is very annoying)
- Force of Will can be replaced with Foil, specially since you will have more basics by taking out fetches. Abjure is another good option.
- Chrome Mox, Mana Crypt and Mana Crypt: fast mana is really important for this deck, maybe Elvish Spirit Guide can replace one, also try Druids' Repository and Nature's Will (specially if there is stax in your meta.
Regarding the mana base, just take of all the fetches, shocks and Cavern of Souls (its not that important) and replace them with duals lands that come into place untapped, like Reflecting Pool and Exotic Orchard (this is very important). If you don't find lands that come into play untapped, just play basics, a high basic land count its actually a good thing since Elvish Pioneer on turn one is one of your more explosive hands (it lets you cast Edric on turn two and attack with a creature).
This is a very "all in" version of the deck. Maybe a budget friendly version could try to be more resilient and run cards like Coastal Piracy, Bident of Thassa and more ways of protecting your creatures from wrath effects, Wrap in Vigor, Chasm Skulker, Hangarback Walker, Whisperwood Elemental, Foundry of the Consuls, Faerie Conclave are just some that come to mind.
This deck started as a budget one, and it did very well then :) it does improve with expensive cards, but not as much as you would think.
Best of luck! Upload yours when you build it and let me know of the results.
2 days ago
Overall, your deck seems like it's got a bit of an identity crisis. On one hand, it wants to play loads of big, splashy angels, but on the other, it wants to be a classic UW draw-go control sort of build. If you want to go the angel tribal route, I would switch the commander to something that gets you access to green, like Jenara, Asura of War or Sigarda, Host of Herons in order to get some much needed ramp (more on that later). If you want a more controlling build, I would stick with GAAIV but cut most of the angels. Control builds in EDH tend to win via infinite combo (in the case of "traditional" control, like your deck) or via locking everyone else out of the game with cards like Smokestack and Winter Orb.
Also, you're in sore need of some card draw. Without it, you're going to be stuck in the late-game waiting to topdeck something useful while your opponents are winning the game. Rhystic Study and it's cousin, Mystic Remora are staple cards for blue decks. Adding some extra cantrips, like Brainstorm, Anticipate, and Preordain will help you stack your draws and get the best of your cards. Some other good card draw options are Recurring Insight, Jace, the Mind Sculptor, Fact or Fiction, Foresee, Blue Sun's Zenith, and Consecrated Sphinx.
I mentioned ramp earlier, which your deck DEFINITELY needs more of. Angels are expensive, and they won't do you much good when you don't have the mana to cast them. First of all, I recommend running at least 36 lands, and maybe picking up a few more dual lands, like Azorius Chancery and Glacial Fortress. Another important thing to consider is mana rocks. Azorius Signet is an autoinclude, Hedron Archive is great in slower decks, and Fellwar Stone, while more effective in 3 to 5 colors, is still a great rock, especially when you're playing against two or three other people who'll probably have the colors of mana you'll need. White also has some non-artifact ramp options, like Weathered Wayfarer and Land Tax, which often put in serious work. If you splash some green, you also get stuff like Cultivate/Kodama's Reach, Sakura-Tribe Elder, Burgeoning, and Exploration to help get your angels out as quick as possible.
You're also running low on tutor effects, which are essential in a format where you can only run 1 copy of a given card. Unfortunately, the best tutor effects (for your deck) are green and black, so you'll have to make do with cards like Enlightened Tutor, Muddle the Mixture, and Fabricate, although adding green (hint hint) gets you great cards like Eladamri's Call, Wargate, and Green Sun's Zenith.
Finally, I would cut out some of your worse counterspells (Absorb, Dispel, etc.) for some removal, hate cards, and better counterspells. Board wipes like Austere Command, Wrath of God, Supreme Verdict, and overloaded Cyclonic Rift are all extremely useful, hate cards like Rest in Peace, Dawn to Dusk, and Grafdigger's Cage hose powerful decks, and white, being the king of removal, has some awesome spells like Path to Exile, Condemn, and Oblivion Ring. For counterspells, I would consider Cryptic Command, Summary Dismissal, Overwhelming Intellect, and of course, Counterspell.
2 days ago
Very well, here's my latest jank for your consideration (take your time)
Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.
Harvest Season/(Growing Rites of Itlimoc Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)
(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.
Continuing my quest of exhausting every possible card advantage option known to beast, god and man:
Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)
Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.
Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.
(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).
(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.
Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).
Other misc. cards which you've probably already considered and rejected, but just in case:
(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).
Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.
(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.
(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)
(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.
Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)
Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).
(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.
1 week ago
Cryptolith Rite and Burgeoning don't seem like great choices for ramp in this deck. You've only got 12 cheapish creatures in the deck to make use of Cryptolith and both Golden Hind and Dawntreader Elk's abilities make them pretty redundant with it. With only 21 lands in the deck, Burgeoning seems really unreliable; most of the time it's only going to be useful if you can cast it on turn 1 and it doesn't help you get out of mana-screw. I would swap them out for something like Rampant Growth and Nature's Lore, or, if you don't mind having off-tribe creatures in the deck, Sakura-Tribe Elder and Elvish Mystic.
1 week ago
I personally don't see the need for the Vedalken Orrery in here. You don't really need to keep mana open for counters and throwdown random stuff before your next turn... but that's me. I personally would ditch Into the Wilds because its costly and doesn't do enough. I'm also not sure if you need a Chromatic Lantern and could swap it for Prismatic Omen. Also, if you're going to count to 100 for Altar of Dementia... that means that you've most likely have gone infinite and you have many ways to get infinite mana (colorless mana typically) without too much to do with it... if you really need an alt wincon for that maybe swap for Helix Pinnacle? Play Exploration over Burgeoning as you will be drawing lots of cards and then don't rely on other people dropping land... its better late game IMO. For other ideas... other creature generation maybe Sigil of the Empty Throne or again, Monastery Mentor? I've personally used Rites of Flourishing with success, also makes people less likely to murder you - maybe fit that in. For mana base, I don't like Cabal Coffers in decks with more than 2 colors... but you seem to have quite a bit of search for the tomb... I would remove it for something else. I would also remove some of the lands that enter tapped - like the man lands they are too costly mana-wise. your base is fairly diverse though so i would just take those out as when you start needing to ramp a land coming into play tapped might slow you down just a bit too much.
2 weeks ago
Looks like a very solid foundation. As for certain cards to remove, I'm seeing some weakness in cards like Elixir of Immortality, Berserkers' Onslaught, Stranglehold and Reverberate for the following reasons: In commander, Elixir of Immortality isn't going to do all that much. 5 life isn't a lot at all, and although shuffling your graveyard into your library is nice, I think you'd be better off with something that buffed your creatures or mana ramped even more. As for Berserkers' Onslaught, although it is a good card, I think you'd be better off with something that helps you against evasion, like Spidersilk Armor or Chaosphere. Stranglehold is entirely about your meta and how your playgroup plays, but if you're not getting that much use out of it then I think it is worth taking it out. I say that because in my playgroup we search our libraries infrequently and for basic lands, and we rarely ever take extra turns. Now for Reverberate, although it is good for control, I don't see it being super helpful. That is, unless it was just a way to cheat a tutor not in your colors (like Demonic Tutor), or something of the like. I rarely ever see people play cards like Reverberate unless they're playing a Narset, Enlightened Master deck, but maybe that's just my playgroup.
A general rule of thumb I go by is a simple template created by the guys at The CommandZone Podcast, where they say to include 10 draw cards, 10 ramp cards, 5 single target removal cards, and 5 board wipes. I notice there isn't a lot of draw, so you might want to consider cards like Rishkar's Expertise, Mind's Eye, or Elemental Bond. For ramp, there's always the signets as well as Kodama's Reach, Darksteel Ingot, Burgeoning, etc. I know you wanted to have a small focus on removal, but it is hard to do that in a deck that loves creatures. I usually find that 5 single target removal cards works well for me (that is, various cards like Swords to Plowshares, Oblivion Ring, etc.). Since this is a creature heavy deck, 5 board wipes is probably a bit much, but 2 or 3 is fine. You could even combo with a Blasphemous Act + Heroic Intervention if you wanted. Just a thought.
I know this is a long comment but I hope it helped. Looks great, good luck!
2 weeks ago
I would look into:Cryptolith Rite, Upwelling, Rushwood Grove, Burgeoning, Boundless Realms, Nissa, Worldwaker, Nissa, Sage Animist Flip, Treetop Village, Cultivate, Elvish Branchbender, Dungrove Elder and Zendikar Resurgent