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: Add to your mana pool one mana of any colour in your commander's colour identity.
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Command Tower Discussion
1 hour ago
May I suggest:
Lightning Greaves: Even if you don't like shroud on your artifacts (maybe you want to copy them etc), shroud on your voltron commander is a must-have. The 0 equip cost and haste just make the boots too hard to leave out of any build. Plus, IIRC, they come with the Cat pre-con!
Whispersilk Cloak: see above, but also unblockable makes one-shots much easier, and those are also necessary for a voltron commander as you're likely to get ganged up on.
Sram, Senior Edificer: A second Puresteel Paladin helps the deck draw a critical mass of equipments! Without any creature tutors in the deck you'll really want to have as many of this effect as possible.
Mask of Memory: See above! White really needs help drawing cards a lot of the time.
Balan, Wandering Knight: I just think he's a fantastic backup voltron holder. A lot of the time your commander can get hated out so frequently that you can no longer cast him reasonably, and in that case a backup plan becomes really valuable.See also: Kemba, Kha Regent. Again, I know you said you don't think you need it, but with a 6 CMC commander I'm tellin ya you'll be glad to run the backup!
Green Sun's Zenith: You have 0 targets for this!
Harmonize: Pales in comparison to the Puresteel draw engines.
Reap and Sow: Expensive for mana ramp and land destruction needs a critical amount of LD cards to be effective.
Grappling Hook: It's expensive and doesn't help you crash through for a win, just sometimes works as pseudo-removal.
Reveillark: Though you have some very good targets to rez, you just aren't running that many creatures. It's unlikely that it'll be consistently good.
And finally, I do agree you need more lands. 40 can be a bit high with ramp spells and artifacts, but 35 is probably a better mark.
QKey on ZOMBEETLES
7 hours ago
Also i would consider running Oversold Cemetery since you are milling yourself a lot.
If your budget has some room, i would consider Kalitas, Traitor of Ghet since he produces a lot of zombies and synergises in generell with your commander. Also he can become quite big.
Otherwise this looks like a fun deck. :)
1 day ago
The above is a great great comment about majority of things to know about/consider. Another resource I would add onto there are the Magic YouTube community. People like the Professor at Tolarian Community College or The Command Zone podcast with Jimmy and Josh have a plethora of information about Commander.
Some things that weren't mentioned were things like so: Do make sure you check the ban list on some cards since it has one. When a commander leaves the battlefield and goes back to the command zone if you want to recast it you have to pay an additional for each time it has been put back into the command zone. So if it has gone there twice than you need to pay another . Commanders really can't be removed from the game fully because if a commander would leave the battlefield you can choose to either let it happen or move it to the command zone. Terminus is a good example of this. You can just choose to move it instead of letting it get tucked. Although some groups have a house rule that you can tuck a commander thus putting it into your library. Also you cannot have lands that produce colors other than your commanders color identity in the deck. So if you are playing UG you can only have lands that produce those colors. Although this does not include lands that produce any color of mana like Command Tower. And Urborg, Tomb of Yawgmoth can actually go into any deck because it doesn't produce mana innately. It just makes things swamps.
Another thing is that there is no wrong way to build a deck. Sure there are maybe more optimal ways but at the end of the day as long as you are having fun then that's great. The precons are great for that too like mentioned above. There are now I believe 29 precons available that are all playable right out of the box and a lot of them are still available around MSRP. So those are great, and also how I was introduced into the format. Also it should be said that you should be mindful of your meta if building a deck. So that it fits well and can be adaptable to any situation your meta may experience.
If you need any more advice or want help please don't be afraid to ask. The community on this site loves to help out and are very friendly. :)
5 days ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
5 days ago
6 days ago
6 days ago
Nice deck you have there.
I do have a couple suggestions:
Due to the fact that you are running Sublime Archangel, I would recommend utilizing creature tokens to create Burst Exalted triggers. Creatures like Evangel of Heliod will provide a HUGE number of tokens, translating directly to power and toughness for Rafiq when he attacks.
You could use a bit more artifact support as well:
It is important to keep your equipment safe, Voltron decks far to often fall victim to their own pride. Opponents can easily target your equipment and remove it without having to weaken Rafiq first. Giving your equipment Hexproof is a surefire way to keep your artifacts where you want them.
This Leonin combos really nicely with Puresteel Paladin, as you can bounce around your equipment to different creatures at instant speed.
Additionally, consider these lands:
A standard Commander staple due to its versatile nature and speed.
This is the only Check Land you are missing from your colour cycle. Replace Sejiri Refuge with it.
Tapping for your devotion (in this case, White) can significantly accelerate your board state. You have a lot of White Chroma active with all of your permanents, use that to your advantage.
Another Unblockable trigger, for statistic probability. Better safe than sorry.
A bonus Exalted trigger.
Hope that helps!
1 week ago
The truth about the lands is really I just was too lazy to build the manabase at the time. When i start building the deck irl I'll add the shocks/fetches that I own as well as Command Tower Path of Ancestry , some duals, and maybe Mana Confluence.