|Commander / EDH||Legal|
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|Commander 2015 (C15)||Uncommon|
|Urza's Saga (USG)||Uncommon|
Combos Browse all
, , Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.
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Crystal Chimes Discussion
1 month ago
I ran into the same problem of recursion with a U/B deck. The colors are good for creature recursion but nothing else. If you want enchantment recursion, Crystal Chimes can help. With Beacon of Unrest, you could do it several times. For instants and sorcercies you have Archeomancer, Mnemonic Wall and Possessed Skaab I would consider adding Coffin Queen, Havengul Lich and Chainer, Dementia Master - these allow you to recur not only your own creatures but opponents as well. Geth, Lord of the Vault is good as well for opponents graveyards. Another trick you could do is put in Haakon, Stromgald Scourge along with either Ashes of the Fallen, Conspiracy or Arcane Adaptation naming Knight.
2 months ago
I did not consider anthem effects... food for thought thank you.
3 months ago
I play-tested this a bit before responding and my thoughts are you still need ramp and more smaller utility guys.
I don't think I ever got Medomai out before T6, and you want her out T4-5. Ramp creatures are good because they get you advantage and can be used for chumping if need be (a weakness of voltron can be you don't have defenders). Wall of Denial and Fog Bank are cute but they don't do anything besides block. Burnished Hart, Pilgrim's Eye, Solemn Simulacrum, Knight of the White Orchid, Kor Cartographer, Oreskos Explorer, and Weathered Wayfarer are more/better options.
Heliod's Pilgrim was a great inclusion. Another would be Trinket Mage for snagging Sol Ring or even the artifact lands if you choose to include them. Glint-Nest Crane is also good for digging for artifacts.
Essentially I see Medomai working best when early game you can drop utility guys, ramp, and cheaper equipments to enable you getting you a T4-5 Medomai who can be protected/have haste. Swiftfoot Boots and Lightning Greaves are essential here I think. Cards like Argentum Armor are bad. 1: its the same cost as your commander so it's a dead draw until T7+ 2: it'll take 3 turns without ramp to equip and be used. Lot's of time for it and/or Medomai to be blown up because no one wants their stuff to be exiled.
Some cards I think won't be pulling their weight are Dovin Baan (nothing he does enables voltron), Venser's Journal (very slow and is having 7+ cards in hand ever a worry? Play Reliquary Tower instead), Perpetual Timepiece (play Crystal Chimes instead), Sphinx of the Final Word (decent threat but you only have 14 instants and sorceries so you aren't fully taking advantage of him, I'd re-include Sphinx of Magosi for instant and continual draw), Celestial Mantle (way to expensive and life-gain is meh in EDH, Ethereal Armor is a straight upgrade), and Mind Unbound is SO SLOW, replace w Sage's Reverie for instant draw and attack boost to complement your voltron strategy.
Sorry for the book again, I'm thorough because I want to see this shine, but it is shaping up nicely!
3 months ago
4 months ago
Daxos is amazing and I like this deck! So, +1 from me! Some questions though:
Rest in Peace seems a bit counter-productive considering you're also running Animate Dead, Debtors' Knell, Grave Betrayal. Not saying it's not a useful card; just that whenever it's out, these three cards become pretty useless (and the other way around too).
I find a similar contradiction in your use of Humility. This card is absolutely awesome, but not in a deck that largely depends on you being able to use your (cheap) tokens to win the day for you. Also, once it's on the field, cards like Luminarch Ascension and Sigil of the Empty Throne become a bit obsolete.
As for additions, I'd recommend Crystal Chimes (a Replenish that can be re-cast if you have Sun Titan in play), Grim Guardian (for some nice pinging action!) and Flickering Ward (to give yourself some more XP each turn). For more ideas, check out my Daxos deck freely.
Cheers and have fun!
4 months ago
Thanks for your comments; I appreciate it. I also very much appreciate that you mention the cuts you'd make for replacements. I think you have a point about Crystal Chimes and Lightning Greaves; I'll make the swaps you suggest and see how that goes. The Sanctum and Tutor are currently both outside my price range; but of course I'll keep them in mind.
Primarily, this deck isn't about tokens. However Anointed Procession has been key in several of my recent victories so I'm reluctant to remove it. The fact that I don't have that many token generators is in a sense compensated for the many tutors I have in this deck to find some; should the need arise.
I'm probably going to add an Eidolon of Rhetoric in the near future; I'm very fond of Rule of Law too. Just need to get one first :) As for Spirit of the Labyrinth in favor of either of the draw-damage enchantments ... no. It restricts my own draw too and that can be severely unhelpful. One spell per turn I can live with (after all, I can just generate Daxos tokes), but one draw per turn; that's harder to cope with.
4 months ago
I there. I'd keep Crystal Chimes for a. redundancy and b. Sun Titan. Although Replenish is far better, it is only 1 in 99. And can't be re-used. The Chimes can with your build. I'd play both. I'd easily take out Bastion Protector since although great, it doesn't seem to have great synergy in this deck (now if we were talking about cards that allow you to gain permanent control of your opponent's creatures -cof-Helm of Possession + tokes-cof- that'd be a different story).
If you still feel like a big spender, Serra's Sanctum is for you. ;) Swap for any basic land.
Why aren't you running Idyllic Tutor? I'd remove Skybind. A bit underwhelming with the low amount of non-enchantment permanents you have that have etb effects.
Why Anointed Procession? You don't play a token deck. Yes, yes, you have some cards that generate tokens... What? 5 cards? How often will it get you any significant amount of tokens? If you were to add Mobilization and/or Sacred Mesa... I know you want to maximize the token production from your commander, but is that slot really worth it?I might remove it and add Blind Extortion instead. It adds consistency to Authority of the Consuls.
You don't seem to be forcing players to draw cards either. It might be a meta thing, granted. But I'd remove Underworld Dreams and Fate Unraveler. Eidolon of Rhetoric would go great with your Rule of Law. Spirit of the Labyrinth would be great too, adding a bit more to the anti-drawing effect. True, you're not hurting your opponent's, but you're not letting them draw too much nor capitalize from their possible massive draws.
Shielded by Faith is fun, no doubt. But wouldn't Lightning Greaves be better? To me shroud's better than indestructible...
I think that's it for now.
4 months ago
I just started putting together an Uril deck myself and your own build has been more than a little bit helpful. ;)
A few suggestions I'd offer if I can! I'm trying to keep my suggestions both cheap and in the theme here.
Mage Slayer. Perfect card for a Gruul or Naya Voltron. Spirit Mantle. Cheap and more protection from creatures if you need backup.Kessig Wolf Run. Cheap and right up Uril's alley.Skarrg, the Rage Pits. Also perfect land for Uril.Crystal Chimes Not as good as Retether, but still a good backup.Shielded by Faith. Indestructibility you can switch between creatures.Relentless Assault Will usually be the death of an opponent if you managed to get through with Uril the first time that turn.
Also, Uril reminds me of the monster from Skifree... Might make an alt art version of him for the lols. :)