|Commander / EDH||Legal|
Printings View all
|Commander 2016 (C16)||Rare|
|MTG: Commander (CMD)||Rare|
Combos Browse all
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.
Collective Voyage Discussion
2 weeks ago
I have thought of running a sultai mill deck using Collective Voyage with Mirko Vosk, Mind Drinker and Mind Funeral to get them to take the bulk of there lands out and then one shot them. It is janky and it'll only work a few times before they are wise to it.
3 weeks ago
Fr0sty11 So first of all, I'd like to mention that I really haven't done much with this decklist for a couple years. I pretty much bought every card in this deck with a budget of under $5, but the meta seems to have changed enough to increase the price of some cards.
I haven't been playing the deck recently because I've moved on to some other decks that I enjoy, but from my previous experiences, I've found that this archetype can morph to more playgroups than you'd think, you just need to think about the long game. That being said, I think this deck definitely fits in the 60-75% range in terms of meta. Anyways, let me clear some things up:
The deck can play to multiple different archetypes: Control, Group Hug, Mill and Pillow Fort are the biggest ones. A big thing to keep in mind with this is that depending on your specific playgroup, you'll probably want to tune the deck to suit the problems that you are facing. Personally I don't play against many enchantment wipes. Have problems with board wipes? Try tossing in Faith's Reward or other redundancies such as ways to give your stuff indestructible. Counterspells also work.
Your opponents will remember your past games, and they will try to avoid past mistakes. A big thing about this deck is attitude. If you come in saying "Hey I'm gonna mill y'all", people are going to be wary of your generosity in letting them draw cards for example. They might also take your offerings as threats, undermining your biggest way to protect yourself. In general, you HAVE to run this deck as a group hug deck, and swing the game into your favour once the game is close to an end and you can get people to root for you. The best way to get to this win condition by playing as a group hug deck is to swap in cards that subtly work well for you while benefitting everyone as a whole. A good example of this is Collective Voyage , which gives everyone lands, but it also might get you a lethal Strength of Cedars or enough mana for an insta-mill.
An addition to the previous point, if you want to win multiple games in a row, you're going to need to find a different angle each time, otherwise you're going to attract unnecessary attention; If, for example, you won one game by pumping up Walking Archive , people are going to be afraid if you play that card again, so consider trying to look for counterspells and play something like Forced Fruition instead on your next game, allowing you to lead your opponents into a trap, or go a completely different angle, either winning through politics or again playing an angle like Strength of Cedars .
Don't feel bad if you have a losing streak, the deck is mainly focused around making the game wacky, and other people aren't going to have fun if you're winning too much. While winning is the goal, it's not what you should exactly aim for for the majority of the game, since I really made this deck just to see what crazy shenanigans could happen.
My playgroup tended to play nice with politics when I made this deck, but if your playgroup is different, you may want to add more ways to discourage your opponents from attacking you. Caltrops is a good example, or any other pillow fort card (I tried to avoid these), and if you find that there is just too much in play, try something like Portcullis instead.
There are really no "necessary" cards. The point of the deck is redundancy, so if something is out of your budget range it's totally fine not to include it. Try looking at other people's suggestions, the maybeboard, or other decklists if you'd like more inspiration, but usually the best thing to do is look at the problems that you are seeing and put some patches on those holes.
I was never able to test this deck against combo, mainly just goodstuff decks. If you're having trouble with combo, try something like Torpor Orb , Suppression Field , Grafdigger's Cage or just more counterspells. The weirdest thing to balance in this deck is contingency plans, so I had to go with purely what worked for me.
Opposing control decks are your friend, just don't make yourself look like a target to them. Usually they will attract a lot of hate, so you can let them counter the scary stuff while taking hits, and once they inevitably die, you may have enough resources to assemble a wincon.
Have other decks to play, because people will definitely get tired of having you throw too many wrenches into their plans. The deck is meant to be a fun thing that you play every once in a while, so too much of it can be a bit annoying to opponents.
Finally, I'd like to mention that with this deck you REALLY need to know when to hold things back. This deck requires a lot of knowledge of your opponents' decks as well as a lot of patience, so if you're just playing your hand, you will most likely attract too much attention. If you notice that you are attracting too much aggro, take a step back and reassess how you've affected your opponents. You may find that if you just waited for an extra turn, you could have won rather than getting your stuff removed.
Anyways, this was just a lot of random thoughts, but I hope it helps! I really believe in this deck, but I definitely need to revise some things now that I've made more control decks and, well, played more commander. This was the first deck that I've ever purchased for EDH, so it definitely holds a special place for me, and I hope that it ends up working out for you! I'll see if I can find some budget options later, but for now I need to sleep...
3 weeks ago
triproberts12 - Thanks for the advice!
Oh man, I forgot about mana doublers. Definitely finding a spot for those.
I have Sunstone in there. I know it's redundant, but I think I like the redundancy. I want people to know they shouldn't try attacking haha
3 weeks ago
1 month ago
imho if you intend to go to this route and you have no intention of going Mayael, then I would add in Azusa, Lost but Seeking , Rites of Flourishing , Collective Voyage , Veteran Explorer , Hypergenesis , Magus of the Vineyard , Ghirapur Orrery , Reality Scramble , Sunbird's Invocation , Selvala's Stampede , Gate to the AEther , etc. to be able to play a lot of these cards without getting mana screwed since you won't always draw Mayael and have an obscenely high avg cmc.
I would look into more cards like Goblin Sharpshooter , Kiki-Jiki, Mirror Breaker , Krenko, Mob Boss , Sylvan Library , Combat Celebrant , Shalai, Voice of Plenty , Selvala, Heart of the Wilds , Angel of Condemnation , Ahn-Crop Champion (and various other exert cards)), Elvish Piper , etc.
Honorable Mentions: Vernal Equinox , Possibility Storm (trade cheaper creatures in for your larger ones), Oath of Druids , Yisan, the Wanderer Bard , Champion of Rhonas , Sword of the Animist , Sword of Feast and Famine , Lifecrafter's Bestiary , Feldon of the Third Path , Heartless Hidetsugu , Stonehewer Giant , etc.
Let me know how the list comes along.
1 month ago
--Planeswalker: Nissa, Vital Force
Remove from deck:
Primeval Titan and Sylvan Primordial (both are edh illegal, I'll vote useable, but I'd double check with the group), Assassin's Trophy (nvr help your enemy), Solemn Simulacrum (this card's effects are too slow to be worth 4 mana imo), Moonlight Bargain , Hunting Wilds ,
3 months 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.
3 months 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 :)
Collective Voyage occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%