|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|MTG: Commander (CMD)||Rare|
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Join Forces — Starting with you, each player may pay any amount of mana. Each player searches his or her library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles his or her library.
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Collective Voyage Discussion
3 weeks ago
other than that, just as many tutors as you can, more token spawning, perhaps protection like Asceticism?
other than that,you need to make up for the speed that the expensive cards provide so definitely run 4-10 more lands than me depending on your curve, and you could run a lot more ramp like Cultivate Farseek Explosive Vegetation, more damage like Banefire Goblin War Strike Kodama's Reach Collective Voyage Hour of Promise
1 month ago
I have the following parts and pieces to an almost copy and paste version of JLK's Shadowborn Apostle deck.
20x Shadowborn Apostle lp
8x Shadowborn Apostle mp
1x Vampiric Tutor lp
1x Athreos, God of Passage lp
1x Grave Titan lp, Japanese
1x Dark Ritual foil Near Mint Masterpiece Series: Amonkhet Invocations
I am mainly trying to get rid of all 28 shadow born apostles hahaha.
I recently made an Omnath, Locus of Rage deck that seems pretty awesome, I'd love to be able to trade/sell at TCG Low for most of the more expensive parts and pieces I need:
Secondary List: 1x Azusa, Lost but Seeking 1x Eternal Witness 1x Green Sun's Zenith 1x Knollspine Dragon 1x Lotus Cobra 1x Shattering Spree 1x Stomping Ground 1x Tooth and Nail 1x Vesuva 1x Vexing Shusher 1x Worldly Tutor
If you'd rather purchase some items, I accept PayPal. If you are looking for filler, here are some 0$-5$ cards I require: 1x Collective Voyage 1x Darksteel Garrison 1x Explosive Vegetation 1x Gruul Signet 1x Harrow 1x Hunting Wilds 1x Perilous Forays 1x Rampaging Baloths 1x Reap and Sow 1x Regrowth 1x Rites of Spring 1x Seer's Sundial 1x Summer Bloom 1x Courser of Kruphix 1x Crop Rotation 1x New Frontiers 1x Protean Hulk 1x Ramunap Excavator
I know this is very comprehensive - thanks for hanging in there!
2 months ago
You did mention ramp though, so I'll throw out Collective Voyage. People might be hesitant to join you on that voyage though since you'll get cards too, but I find usually you get some takers.
Urban Evolution is another of my favorite "ramp/draw" spells. It's very middle-of-the-road. It's not great, but it never feels bad.
2 months ago
OK, so looking at your deck list it's apparent you're going full on 'walker style. I think if you're going to keep it this way, you should think about including more creature wrath. Damnation, Wrath of God, Day of Judgment, and In Garruk's Wake come to mind. This way people can't just swing at you unimpeded.
I also have a Jodah deck (Monsters, Friends, and the Right to Replicate), and I packed that sucker full of the kind of ramp where you pull land out of your library and put it into play.
Those spells include: Collective Voyage, Farseek, Urban Evolution, Explosive Vegetation, Ranger's Path, and Tempt with Discovery. I also have some creatures that grab land. Those are Farhaven Elf, Ulvenwald Hydra, and Yavimaya Dryad. Llanowar Scout fills a similar role. (I'm still tweaking this deck, but right now I'm happy with the ramp package. I did however have to up the number of basic lands to really benefit from the spells I selected.)
I think it's important to grab lots of land because you want to be able to use Jodah's ability as much as possible so you need all your colors.
Now that you have tons of land at your disposal, you have room for a secret weapon. A personal favorite of mine, Biovisionary and Rite of Replication. I include a Silence to ensure no one effs with the win. Worst case, you draw a counterspell with Silence. Cool thing with Biovisionary is, unlike most triggered instant-wins (like Mortal Combat), is this triggers at your endstep so you just do the thing, end your turn and win.
I also recommend trying Muldrotha, the Gravetide. It will let you cast 'walkers from the grave. It's stupid good.
For now, that's all I have. Gotta go back to work. Let me know what you think.
2 months ago
Dream Halls is a pretty good game-changer
On a similar note, Collective Voyage can jump the game from turn 2 to turn 10 easily, making every game it's played in waaayy different than a normal game.
2 months ago
I understand why you would think those cards would be good, but I haven't found any of them to be in practice. Let's go down the list:
- Animist's Awakening: The big problem with this card is that it's a sorcery. To be more specific to my point, it's not a creature. In a deck consisting of land search effects and creature tutors, this is a big problem, as the cards that can find it (Planar Portal and Ring of Three Wishes) would much rather find Genesis Wave instead. I used to have Collective Voyage in this deck filling a similar role, but cut it for all these reasons and I'm not convinced Animist's Awakening is significantly better.
- Summer Bloom: As an Amulet Titan player, I have a soft spot for this card, but for the same reasons as Animist's Awakening, it just doesn't belong in the deck. Azusa, Lost but Seeking, Wayward Swordtooth, and Oracle of Mul Daya are creatures (see above), so they get to keep their slot, and Journey of Discovery is versatile enough to keep its slot, and Summer Bloom is just left in this weird in-between where it can't compare to any of these cards despite it's similar effect.
- Lifecrafter's Bestiary: I could maybe get behind this one if more than fifteen percent of this deck was creatures. As it stands, it barely does anything (Rowen would be better and I'm not yet sure if I want that) and the times that it does do something, that something is middling.
To round it all off, your suggestions would take the maindeck to 102 cards, which of course is more than the Commander/EDH-required 99 plus a Commander/General. Do you have any suggestions for cuts, or are you just sounding off cards that you think might be okay?
3 months ago
You may like Bring to Light. Collective Voyage will end up hurting you quite a bit against mono decks unless you time it when opponents are tapped out. I also think you will have dead draws late game with how many basic land fetches you have.
3 months ago
What PieGuy said, but I disagree with cutting Shattered Angel. It can easily gain a looot of life, and that's not even counting any crazy ramp decks with things like Collective Voyage or Boundless Realms, or even smaller ramp cards like Rampant Growth or Explosive Vegetation