Counsel of the Soratami
Draw two cards.
Printings View all
|Tenth Edition (10E)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Champions of Kamigawa (CHK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Counsel of the Soratami Discussion
1 year ago
NotASunBro I see you have made some changes. Looks good. I would make one change though. Personally I would run Lat-Nam's Legacy over Counsel of the Soratami . It's an instant, costs one generic mana less, nets you a shuffle, pitches a card you don't need and draws you two cards at your upkeep. I actually run it quite a bit as a draw spell. So good for a common draw spell.
1 year ago
+1 for an interesting take on PDH mill.
1) If you're a fan of Infinite Combos, here's one for you:
- Archaeomancer or Salvager of Secrets or Scrivener + Peregrine Drake + Either of these Blink cards: Ghostly Flicker or Displace
- With both the Wizard and Drake in play, cast Flicker or Displace to blink them.
- Return the blink card using Wizard's ETB trigger. Rinse and repeat to generate infinite mana.
- Next blink the Wizard and your Commander as many times as needed to win the game.
You can exclude the Drake if you're not a fan of infinite combos and just blink the Wizard and your Commander once for every spent.
There's also Mnemonic Wall if you need more recursion.
2) Banishing Knack - Redundancy for Retraction Helix.
4) Temporal Fissure - Pauper's Cyclonic Rift since PDH games usually last longer and it is common for us to have 10 lands/mana sources out. You can easily play and bounce Drake 5 times and cast this for massive bounce shenanigans.
5) I'd advise against playing cards like Thought Scour as a once-off effect to mill 2 cards ain't impactful in EDH. If you're playing it for the card draw, there're plenty of better options in at the pauper level:
2 years ago
Hey there, interesting build. I like obscure stuff like this. I do have some ides for you, too.
First of all, with an average CMC of just over 2.0, 25 lands seems way high. Do you draw too many lands if games go to 10-15+ turns? I would try 20, maybe 21 lands in this deck, personally.
Also, I would only do 3-of Simic Growth Chamber & Thornwood Falls each. Full playsets (4-ofs) are for cards you don't mind seeing in your opening hand, 3-of is for when you want to draw into it every game, but don't want it clogging up your opener. You seem to know this, but I'm just being clear. You don't want slow-lands on T1-T3.
Wings of Velis Vel seems like an under-performer here. All your creatures are already aurochs, so you don't need the second part. I think you'd be better off with the classic Giant Growth. it costs less, and if you use it on an Aurochs Herd, it'll become a 7/7, not remain a 4/4.
EDIT: Also, you should add the "Aggro" and "Tribal" hubs to your deck's categories for maximum exposure. As well as "U/G Simic."
2 years ago
4 years ago
Well, if we're being honest here, functional reprints are things like Counsel of the Soratami and Divination. The rules text on the shocks makes them strictly worse than the duals. That has far-ranging implications for the game. They don't qualify as functional reprints.