Cloudblazer

Cloudblazer

Creature — Human Scout

Flying

When Cloudblazer enters the battlefield, You gain 2 life and draw two cards.

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Trade

Have (1) orzhov_is_relatively_okay819
Want (1) _Peavey

Printings View all

Set Rarity
Masters 25 (A25) None
Kaladesh (KLD) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Cloudblazer occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Cloudblazer Discussion

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

TrooperXS on I want to ride my bicycle

2 months ago

Hey, the list looks good to start off with. I would recommend building it more focused around New Perspectives by adding some tutors that can grab it. you might want to make it more focused on turning through your deck to get the combo kill rather than beating your opponents down with tokens. I would recommend that you look at edh rec for some ideas. I would recommend that you take out Anointed Procession, Improbable Alliance, Lightning Rift, Ominous Seas, Shark Typhoon, Zenith Flare, Windfall, Brallin, Skyshark Rider  Flip, Eternal Dragon, and Shabraz, the Skyshark. In addition to tutors, you might want some more ramp, some better payoffs, Mulldrifter and Cloudblazer to synergize with your blink effects. I feel that most of the cards in the deck won't matter much because it is a rare thing that you will cast them, therefore you should try to keep the cost of cycling cheap in your deck. It's also okay if some of the cards with cycling are situational so the cards that have cycling can be chosen just by personal preference, play-style, and playgroup. I hope that this advice was helpful.

DankMagicianD on Bantman, He Never Sleeps, He Only Blinks!

3 months ago

Really cool deck! Have you tried Cloudblazer or Hornet Queen? Bramble Sovereign is a bit pricey, but also very powerful as well.

Archon_Bel on Blink of an Eye (Ephara, God of the Polis)

4 months ago

MapPsycho Thanks for the comment and the upvote! While I do like your suggestions as cards, I don't think they'll be as efficient in this deck since I've found that I'm often using up a lot of my mana during my turns to cast creature spells. If I do end up running counterspells, they would have to be 2 CMC or "free" (i.e Pact of Negation, Force of Negation, and Force of Will) for me to best use my mana.

Too bad those counters I mentioned cost too much, though :(.

I'll probably still consider Foundry of the Consuls, though. It'd be a one time use, but I haven't really been using Castle Ardenvale or Kjeldoran Outpost to generate tokens much. I mostly put them in the deck as "just in case" cards.

FrogBoy95 And another thanks to you for the nice comment and upvote! I'm glad you guys have been liking what I've made; gives me a bit more confidence that the deck won't be a complete dud once I actually buy it in paper lol.

I recently edited the decklist to show some changes I made over the past week or so. Instead of Vedalken Orrery, I'm using Leyline of Anticipation since it basically has the same effect, and more importantly, is waaayyy cheaper than Vedalken Orrery.

On the subject of counterspells, I've also been thinking that better cards for me to use would probably be redirecting effects such as Narset's Reversal, Redirect, and Commandeer. While I don't think counterspells are a complete waste in EDH, I do think they're tougher to use efficiently since you're dealing with more than one person and ultimately end up losing some card advantage. Those redirect spells can help turn opponent's cards completely in your favor and will more or less replace themselves in doing so.

I haven't put those cards in the maindeck, however; currently those "flex slots" are being taken up by Phyrexian Metamorph and Stunt Double, which will ideally let me get more mileage out of my own deck by acting as extra copies of my EtB creatures.

Luminarch Ascension is a cool card, but my issue with it is that it will quickly put a target on your head, and my deck doesn't really have a lot of ways to completely dissuade people from attacking me. Dawn of Hope is much more lowkey and comes with an added bonus of potentially drawing cards, but that mana cost to make one token is a bit too high for my liking, and I don't really have a lot of ways to reliably gain life other than Cloudblazer, Elite Guardmage, and Charming Prince.

SufferFromEDHD on Chulane, Blinker of Tales

7 months ago

I too have a Boon flicker deck as well as Chulane toolbox AND a Chulane lands deck.

Lumbering Battlement... any good? It was the one card that stuck out as kind of weird.

This deck would benefit greatly from Recruiter of the Guard .

Cut Cloudblazer and add Rishadan Brigand or cut Elite Guardmage and add Rishadan Cutpurse .

Also, I like your username.

BMHKain on Mankind's Codex of Civilian Planetary Unification

8 months ago

Back again.

Sure, I'm at 100 cards. But we've a huge situation after all those cuts that should've changed the meter. Is it not meant to be fixed?

Whatever, this is Deck 1 that although at 100 Cards, I just don't see enough consistency for this to work properly. Here is what I believe to be the best of each:

Cloudblazer (Card Advantage & Life Gain? OH YEAH!) Daxos of Meletis (Just buff him once, & only spot removal & wraths can end him.) Deputy of Acquittals (Another Venser when we need it.) Fiend Hunter (How did this make it in?) Grand Abolisher (This is the best we got for Lockdown.) Kambal, Consul of Allocation (Taxes for casting nothing but anything not a Creature.) Kynaios and Tiro of Meletis (Group Hug? Not here. Two Benevolent Kings will destroy you.) Lavinia, Azorius Renegade (I wonder if she can do well w/ Kynalos and Tino... Oh, & STACKS.) Marchesa, the Black Rose (It's either you have low life or this stays cut.) Why didn't you decrease for me cuttung a staple like Meren?! (Uh, Recursion?) Mother of Runes (Ditched Cartel Aristocrat as at least she can be used on any of my Humans.) Reflector Mage (Still on the bend on this one.) Thalia, Heretic Cathar (Uh, Stax?) Thalia's Lieutenant (HUGE Boost throughout my humans.) Trophy Mage (At least most of my "Trophies" are Cast.)

Also:

Kenrith, the Returned King : (Recursion, Life gain, +1/+1 Buffs, Card Advantage, even giving everyone Haste & Trample is awesome. DO NOT CUT IT.)

I hope this helps in case you want to improve on this also. Signing out.

king-saproling on Brago, King Eternal

9 months ago

I think you'd like Unquestioned Authority . Like Traveler's Cloak, it makes Brago unblockable and can be flickered with his ability for extra draw. These might interest you too: Curator's Ward (protects Brago and gives extra draw when he flickers himself! You can flicker the Ward as well, but be sure to leave 1 creature unflicked so the Ward has somewhere to land), Sunblast Angel , Heliod's Pilgrim , Totem-Guide Hartebeest , Flickerform , Coveted Jewel , Mulldrifter , Cloudblazer , Prophetic Prism , Azorius Signet , Fellwar Stone , Tsabo's Web , Nevermaker , Sovereigns of Lost Alara

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