|Commander / EDH||Legal|
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|Commander 2015 (C15)||Rare|
|Promo Set (000)||Rare|
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: Add to your mana pool. ( represents colourless mana.)
, Sacrifice Command Beacon: Put your commander into your hand from the command zone.
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Command Beacon Discussion
2 weeks ago
3 weeks ago
ScrOuch, It seems you think Growing Rites of Itlimoc Flip is the best card VexenX is not playing. How many lands are you playing? Both VexenX and I are at 42. If cutting a land were not an option what would cut?
Parallel Lives and Doubling Season have not been in my experience "win more". They enable the deck to reach a critical mass of Elemental tokens to either kill an opponent or the entire table primarily through a sacrifice outlet or in some cases combat damage. These directly cut the number of turns necessary to win.
I could see cutting Sakura-Tribe Elder or Sylvan Scrying. Growing Rites of Itlimoc is a card that you will not get a chance to flip until you have Omnath out and have generated at least a few elemental tokens. Then it is only really useful next turn. This is the definition of a late game card and should be compared agains the other options we have to close out the game.
Sakura-tribe Elder is a card VexenX has been hesitant to cut. I can see why as it does power us out of the first couple of turns. It is strictly an early turn card. It is the worst of our ramp package.
I would be curious to hear VexenX's experiences with Sylvan Scrying. I think the card is really useful in every stage of the game thus making it markedly different than either Growing Rites of Itlimoc or Sakura-tribe Elder. It also is good across a lot of metas. I have used it early to grab Cavern of Souls if facing blue control. Mid game I have gotten Yavimaya Hollow. Late game I use it to get Gaea's Cradle or Command Beacon.
3 weeks ago
Arch of Orazca is a low cost addition that eventually gives you a draw engine tacked onto a land.
Sandstone Oracle is another way to draw cards.
You have a lot of utility lands that sacrifice to do things. Crucible of Worlds gives repeated access to those lands/effects. Crucible combines with Inventors' Fair to make a mana intensive but powerful engine where you get to tutor for an artifact every turn. If you do decide to add Crucible then I would also recommend Haven of the Spirit Dragon. It only gets back Ugin and Steel Hellkite, but Crucible of Worlds + Haven of the Spirit Dragon + Ugin, the Spirit Dragon gives you infinite access to Ugin as long as Crucible is in play.
Homeward Path isn't always great, but it gives you a silver bullet answer to Bribery style Blue decks that want to steal your creatures, Zealous Conscripts type Red strategies, and Black decks that reanimate your scary Eldrazi. The games that Homeward Path is good, it's great. Cards like Insurrection and Rise of the Dark Realms are common and powerful finishers in Commander.
Command Beacon seems great after Ulamog has died a couple of times. Exile effects a prevalent enough in Commander that people will probably find ways to remove your Commander from the table a few times. It also works with Crucible of Worlds to keep Ulamog's casting cost at an effective 10 no matter what.
Expedition Map helps you find the utility land that is best for your given situation. Opposing Gaea's Cradle on the table? Strip Mine. Somebody just cast Bribery? Homeward Path. Early game development? Eldrazi Temple to ramp. Late game engine? Eye of Ugin.
1 month ago
Which is what
Are for. Thank you for taking the time to fully read the deck list before commenting.
1 month ago
Couple things that stick out
dreamstone hedron is very late game... almost too much even for your high cmc deck. I recomend looking at Hedron Archive as a replacement.
The socond thing is your mana base needs to be stronger, you want to garuntee a land drop every turn. Id say aim for 38-40 lands. I recomend adding Temple of the False God and Command Beacon as extra ramp/ utility to avoid commander tax (respectively)
1 month ago
Thanks for the comments on Arahbo, Xenagos... for Cats.
You've got all the reasonable CMC1 cats, Leonin Elder is a bit borderline for me. I see you have the fetch lands in the Sideboard, I assume the plan is to get those in, Steppe Lynx will thank you. I would get out some of those lands that enter the battlefield tapped. I only play a couple, Dryad Arbor so I can Green Sun's Zenith it, and Hall of the Bandit Lord.
Scavenging Ooze is good, non-cat obviously, but he's independently good anyway. May consider Ground Seal (see it in your maybeboard), it draws a card to replace itself so just costs you mana, and maybe draws an enchantment removal from opponents that might be saved for a Sylvan Library so they can continue with their deck strategy. Watchers of the Dead is also an on-cat-trend graveyard control card. He's 2 power for CMC2 so he doesn't hurt you either with the Eminence.
Fleecemane Lion is a nice tempo guy, hes 3 power for CMC2 and he has built-in Indestructible if you draw him late in the game, not too shabby... tabby
I really dislike Council's Judgment, it rarely removes what I really want, in Selesnya it's limited a bit for removal, I'd almost always rather have an Oblivion Ring so I get to choose, or a Path to Exile if I usually remove a creature / blocker.
Seeds of Innocence seems counter productive for an early turn 1 drop system, but I can see how eliminating all those CMC0/1/2 artifacts would be an advantage longer term. If you're looking to keep the board clear makes sense.
I would recommend Alms Collector, not sure how many Grixis commanders you fought, Kess, Dissident Mage, Jeleva, Nephalia's Scourge with Show and Tell to Enter the Infinite combos, or even Izzet with Blue Sun's Zenith infinite draw, many EDH run mass draw, he shut's that down. Used him successfully many a time, I've even Chord of Calling him in response.
Enlightened Tutor is a nice way to pull Sylvan Library to keep tempo, and especially if your ramping into board wipes, help replace some cats into your hand. Maybe a Mirari's Wake instead of one of the more expensive ramp spells, to assist with the tokens and with the ramp?
I originally built the cats (using hypergeometric distribution formula), but I found, in Multi-Player commander, it wasn't enough so I abandoned that srtategy. Lately I've been thinking perhaps land destruction would be better paired with aggor-cats.
You already have Wasteland and Strip Mine, you could change one of your creature board removals into Cataclysm. Crucible of Worlds, Armageddon, Ravages of War, and maybe even Command Beacon would be needed however. With ramp, and the low CMC cats + Eminence I feel it's a viable aggro strategy. Maybe give it some thought, it's a shift, depends on how well it's performing for you.
I don't have a Gaea's Cradle so I don't run Crop Rotation, but I run Nature's Lore which I've been able to abuse a bit to ramp faster, and a little more expensive alternative Three Visits. I would also run Eladamri's Call, I know it doesn't go into play like the others, but its CMC2 for a bit more consistency.
Heirloom Blade could give you some survive ability through a board wipe, would also work with the various sac/draw like Greater Good to replace/draw a creature to replace the one lost. Scavenging Ooze would be your best friend.
1 month ago
Hey there I'm a long time Aurelia player. I'm digging your build, my token builds of Aurelia are usually lackluster, but I'm interesting in trying yours out.
Heres some recommendations of cards I really like: Glorybringer gives you more removal, Odric, Lunarch Marshal flying vigilance haste for all of your creatures. Mask of Memory The card draw is awesome on this thing.
Lands: I run a lot of fetches to find Plateau and Sacred Foundry which allows me to run a smaller number of basics, and run pretty greedy with utility lands. Strip Mine, Tectonic Edge, Ghost Quarter, Emeria, The Sky Ruin, Opal Palace, Command Beacon Homeward Path this one is important for when Aurelia inevitably gets stolen. Path of Ancestry.
Other thoughts: I personally prefer to run 37-38 lands. I have found Sunblast Angel to be underwhelming. I prefer Angel of the Dire Hour for that type of effect. Crescendo of War is a funny card, sometimes you win easily, sometimes it kills you. I think you could probably cut of some of the additional combat step cards since Aurelia already does that, but I would add in Eldrazi Displacer, you can blink Aurelia and keep getting combat steps and get there with your tokens.
Anyway check out some of the suggestions. Hope you enjoy them.
I have bunch of Aurelia builds you can check out here: