|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Common|
|Conspiracy: Take the Crown||Uncommon|
|Duel Decks: Elspeth vs Kiora||Common|
Combos Browse all
Creature — Snake Elf Druid
When Coiling Oracle enters the battlefield, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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|Have (16)||Ashy , rikertchu , ZombieFood , NOGzFTW , pskinn01 , PTsmitty , Falte , , Friedrice24 , VoidCaster113 , dplerner , jtaddeo , rockleemyhero , Va1mar , TheRealPeaches , ironax|
Coiling Oracle Discussion
3 days ago
Hi Azergyzhoul. The deck hinges around a variety of creature ETB value + flicker/blink effects to control or lock out the table until you frustrate your opponents to death. I typically tutor for whatever ETB trigger I need - ramp, removal, protection etc. There's not much more to it than that, but here's a few interactions that come to mind...
It would take a while to go over budget options, simply look at the cards that are here and think of a cheaper card that will provide a similar effect. A lot of the $ value is in the land base, so you could chop the cost by running cheaper land alternatives. If there's a card replacement or two in particular that you're struggling with, let me know and I can help you out.
4 days ago
ragnaerok, Coiling Oracle Proved to be helpful in many situations but I cut Woodland Changeling as it was only a 2/2 with no evasion taking up a valuable slot. I made Tanglesap a 2 of as I will most likely draw it by the time it can be used to close out a game, and Game-Trail Changeling is a 2 of, in place of Woodland Changeling
4 days ago
Thanks ragnaerok! I'm glad the sideboard is good to go I was worried about that most. Those seem like pretty good pretty good ideas, Tanglesap sounds great because if there are a lot of unfavorable blocks, I could almost pull off a one sided board wipe. I think cutting Coiling Oracle would be best because it's x4 less blue symbols I need for creatures and I think I could cut one fog so that I could have 3 Tanglesap and 2 Game-Trail Changelings. I like the Game-Trail Changelings because they're a nice addition to a fairly low curve.
4 days ago
Sideboard looks pretty solid.
6 days ago
Thanks ragnaerok, I think the first things are really solid sideboard cards. I'd like to make use of Mothdust Changeling because of how early it can buff Aurochs cards, and because of how it can make use of creatures I can't attack with.
However, I really like the idea of using Groundswell in place of Rancor Not only would it bring down the price of the deck, it would close out games faster. If Sakura-Tribe Elder were truly necessary, I think it would be better to cut Coiling Oracle though if you have a differing perspective, I'd love to hear it. Thank you!!
1 week ago
Thanks Gattison! I'm really grateful for the advice. I agree about Wings of Velis Vel, I was mostly thinking about turning that Coiling Oracle into a friend that can swing in the air but your plan is much better and harder to avoid. Giant Growth will be added.
I thought about Crown of Vigor, but I chose to go with Crown of Ascension because it can give all of my creatures flying if I give it to Mothdust Changeling or Woodland Changeling, which usually closes out the game, or it means winning the following turn. I figured evasion might be more important in that case, but if you have any strong recommendations as to what to cut in place of it, I could definitely find a place if you think it'd make the deck better.
Additionally, thank you for the advice on lands. I would say I'm a bit of a rookie when it comes to brewing, and so it's super helpful to learn about the proportional things that can make my deck more fluid.
All in all I'm very happy with this feedback, thanks for helping out! Happy brewing and playtesting to you too!
1 week ago
Hey there, interesting build. I like obscure stuff like this. I do have some ides for you, too.
First of all, with an average CMC of just over 2.0, 25 lands seems way high. Do you draw too many lands if games go to 10-15+ turns? I would try 20, maybe 21 lands in this deck, personally.
Also, I would only do 3-of Simic Growth Chamber & Thornwood Falls each. Full playsets (4-ofs) are for cards you don't mind seeing in your opening hand, 3-of is for when you want to draw into it every game, but don't want it clogging up your opener. You seem to know this, but I'm just being clear. You don't want slow-lands on T1-T3.
Wings of Velis Vel seems like an under-performer here. All your creatures are already aurochs, so you don't need the second part. I think you'd be better off with the classic Giant Growth. it costs less, and if you use it on an Aurochs Herd, it'll become a 7/7, not remain a 4/4.
EDIT: Also, you should add the "Aggro" and "Tribal" hubs to your deck's categories for maximum exposure. As well as "U/G Simic."
2 weeks ago
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).
Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.