|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 week 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 weeks 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.
3 weeks 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.
1 month 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?
1 month 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.
1 month 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
3 months ago
The following group hug cards are in your list:
- Collective Voyage
- Dictate of Karametra
- Eladamri's Vineyard
- Heartbeat of Spring
- Keeper of Progenitus
- Natural Balance
- New Frontiers
- Tempt with Discovery
- Vernal Bloom
- Veteran Explorer
You are missing Spoils of Victory
3 months ago
Good thoughts. I understand.
How is Restore working for you? Are there enough fetches in your meta to make it usable?
I personally dislike the cards that also give opponents mana. Unless group hug is a theme it seems dangerous to give, I dunno, the Mono red or Boros players so much mana, shoring up their weaknesses. I'm a Boros/red player so someone dropping an early Collective Voyage seems like a dream come true haha! Just my opinion!
Good to have a better knowledge of the deck philosophy.
I'm sure you've considered them, but may I ask where Mercurial Pretender, Sakashima the Impostor, Vesuvan Shapeshifter, and Vizier of Many Faces are? They all seem better than Clone at the very least, able to bounce themselves(repeated ETB effects) or in the case of Vesuvan Shapeshifter, get out before the creature you want to copy, allowing you more utility and better timing.
Mirage Mirror will be great and was probably my best suggestion, looking back haha!
Etali, Primal Storm steals cards, not amazing but more of a "fun card" suggestion.
Now, I won't give suggestions on this quite yet, but your deck is seriously lacking some instant speed interaction. To really make this work in multiplayer(especially on Game Knights, where a lot of crazy stuff happens and there's a lot of interaction), you'll need some removal and/or counterspells I think. you'll have to sacrifice some theme for some consistency.
You might also like more recursion, as this is a creature based deck, you'll probably like to get them back from time to time.