|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
1 month ago
I could run Myojin of Infinite Rage, but why destroy all lands? I guess it would be effective if I got to play some huge stuff and then timed it right. But mass land destruction isn't fun to play against.
1 month ago
Including Biorhythm and Shaman of Forgotten Ways is brilliant! Not only if I work the landfall token creature control, but as you say - to get everyone else within reach of an Search-kill. So good! Thanks muchly for this - it's the type of simple and small card additions that can bring it all together.
I had Tempt with Discovery on the "Temptations" list—it half inspired the category's title even— but after some thought and seeing the other cards that were similar I decided to remove it. I think people are going to catch on so quickly and so it wont hold the value that the cards New Frontiers or Collective Voyage do. By the time everyone knows what's going on, the two mentioned will be huge value for me either way, while Tempt with Discovery will digress into a 4 cost tutor for 1 land. The only time I'd see it working is if I can cheat out Ob Nixilis, Unshackled on people who haven't played against the deck before.
While City of Solitude would hold back a bunch of the trickery that other cards in this deck want to do, Dragonlord Dromoka and Grand Abolisher could be great potential additions. Grand Abolisher especially. What value!
Thanks so much for the compliment and encouragement of the +1! I appreciate it :)
2 months ago
I really like the idea of things like Dense Foliage in this, especially played at the right time. If I wanted to follow that theme of control, I'd need to make sure I threw in some Ghostly Prison and other pillow forts to protect me from people's scary creature. I think that's the biggest worry with this deck, some sort of battlefield presence to stay alive.
I got a neat side idea for pulling ahead! I think the mass land searches that heavily favour me when Ob Nixilis, Unshackled is out could go great with the one card you recommended, Natural Balance... It'd be a strategy for a little later in the game if I have in my hand a couple cards like Weird Harvest or Collective Voyage that give everyone the option (to search themselves to death), I could play Natural Balance to cut everyone's land mass in half, then jump ahead in a huge way. The Ramunap Excavator or Crucible of Worlds also put me ahead. Ohhhh. Now I just need some extra ways to make use of that extra value I could have.
So - on your idea, hkhssweiss, what are some good instant or sorcery recursions to keep bringing them back? Eternal Witness is off the top of the head, but there must be some more good ones. Revive. hhmm
2 months ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
2 months ago
Well, off the top of my head... Collective Voyage isn’t modern legal. So that might be a good place to start.
2 months ago
I forgot to mention earlier that a political card can also be cards that give a backhanded gift (ie Nin, the Pain Artist). Also, not listing every curse in Magic's history.
4 months ago
Traverse the Outlands and Harvest Season can both get lots of lands in play at once for cheap. If you have a ton of mana maybe try Genesis Wave and Animist's Awakening too. Collective Voyage and Tempt with Discovery do it for everyone, but you get the effects at a discount.
4 months ago
Retreat to Hagra and Retreat to Kazandu were considered but i couldn't find a spot for them. Polluted Bonds is reliant on my opponents so I'm on the fence about it. Collective Voyage only gets basics so not a huge boon for me. My basic count is fairly low because fetches are a huge part of the game plan.