|Commander / EDH||Legal|
Printings View all
|Commander Anthology Vol. II (CM2)||Mythic Rare|
|MTG: Commander (CMD)||Mythic Rare|
Combos Browse all
Damia, Sage of Stone
Legendary Creature — Gorgon Wizard
Skip your draw step.
At the beginning of your upkeep, if you have fewer than seven cards in hand, draw cards equal to the difference.
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Damia, Sage of Stone Discussion
4 days ago
Have you considered swapping Damia, Sage of Stone for both Thrasios, Triton Hero and Ravos, Soultender? This does two things, it gives you access to white, which means additional wrath and utility effects as well as the two best spot removal spells in commander Swords to Plowshares and Path to Exile. It also gives you an additional outlet for your infinite mana combo which is accessible at all times in the command zone. With the addition of Laboratory Maniac Thrasios becomes a tutor, and instant win by playing LabMan after you find him by digging with her ability. By adding Demonic Consultation in addition to LabMan, you have the ability to win turn 2 while holding some protection with a little ramp by using Consultation to name a card outside of your deck list. Consultation can also serve as a tutor in very dire situations. This will make you mana base substantially more expensive, however you state budget is no concern, so that shouldn't be an issue for you. Probably not what you're looking to do with the deck, I just hadn't seen it suggested yet and thought I would throw it out there. I also chose Ravos over Tymna the Weaver for a reason, while Tymna is more popular, your deck isn't looking to win through combat, so Ravos will allow you to merely wait a turn to go off by recurring whatever piece you need if any of your key pieces get destroyed before you can establish your combo. Best of luck in all future tournaments.
1 week ago
DruneGrey: Muldrotha, the Gravetide does not give card advantage like Damia, Sage of Stone does. She draws you cards on your upkeep. Muldrotha allows you to play 1 permanent type on your turn from your graveyard. I can understand how that'd be seen as a bit better, but spell finishers are not targetable with her. Granted, when going for the win, your board should be locked down, protection in hand or on the field.
I feel that Muldrotha fills a different niche than what Damia here is being built for.
I've been actively been monitoring the cards that have been released with newer sets, and honestly, I haven't really felt that anything new has a slot in Damia. Perhaps the only thing I can think of, and this is a very expensive cast, would be the 4CMC black wish spell.
I'd be curious what other cards you feel would fit within OP's deck.
2 weeks ago
(I don't really know how competitive you are trying to make this deck. Right now, it looks like you are running a lot of coll, spicy, fun cards! If your intent is to try out splashy mythics and game warping bombs, you should totally do it! I personally love playing a planeswalker tribal deck with Muldrotha, using Inexorable Tide to ult them quickly. However, for the sake of this comment, I'm going to be looking from the perspective of trying to make a more streamlined, synergistic deck.) Welp I'm a little late, but here are my thoughts on Muldrotha:
The Mending of Dominaria is kinda a non-bo with the rest of your deck. Its recursion isn't that strong, as Muldrotha can get back creatures and play lands, and then it shuffles away your bin. If this is meant to be a safety in in case you run out of cards (I notice there is no Laboratory Maniac, IDK if that's on purpose, so I'll assume you plan to win in a fair way.), then Elixir of Immortality should be enough. (Usually, people won't be trying to exile this.)
I notice you are running both Vedalken Orrery and Leyline of Anticipation. While individually powerful, they are also kinda non-bos with Muldrotha, as she will still only allow you to play from the bin on your turn. Generally, you'd rather maximize your recursion value each turn than hold up an instant speed creature. (Planning around having Seedborn Muse is too much work for not a huge reward, as you still can't play from the bin.)
There are several big dudes in this list, namely Vorosh, the Hunter, Void Winnower, Archfiend of Despair, and Multani, Yavimaya's Avatar. While they are all pretty good at ending games, none of them have much synergy with graveyard decks (Multani's is a little loose, as "BIG DOOD" doesn't usually kill people very well when you look at the other, more potent threats in this format.). My personal favorite of these is Void Winnower, as it nulls 1/2 of your opponents' spells, and win very quickly. While these are certainly not bad cards, big fatties aren't as good when against three players worth of removal.
Hoo boy, is Kamahl's Druidic Vow a card I never thought I'd see in a deck. Currently, you have around 16 legendary permanents, with an average CMC of roughly 5. That means to get even an okay druidic vow, you have to spend at least 7 mana. 7 mana to get ~1 legendary permanent, ~2 lands, and then to bin ~2 other cards really just isn't that great, especially compared to Genesis Wave.
The last two cards that I think might be a little sketchy are Jace Beleren and Damia, Sage of Stone. Both are fun cards, and very good, but again, don't seem to help your deck too much. I assume your reasoning for Jace was that you would mill yourself with him, but he has to survive for FOUR turn cycles before you can ult him, simply milling for twenty. Jace, Memory Adept does pretty much everything Jace Beleren does, but faster. In that four turn cycle, he could have milled almost half your deck, or drawn just you four cards and milled you for four, etc. Damia is a lot closer to being really good for this deck. She allows you to refill if your bin gets wiped a la Rest in Peace or something similar, and can solidify your winning position. However, I ultimately think that Jin-Gitaxias, Core Augur does all that but better. By the stage in the game that they're relevant, mana cost shouldn't really matter too much.
Now to cards worth considering: 1. Perpetual Timepiece. 100000%. This card is repeatable mill and protection for 2 mana. It's pretty much an invaluable asset to Muldrotha decks. 2. Caustic Caterpillar. I see that you took this card out from theoriginal list, and if that was do to yuor meta/playgroup not having a heavy reliance on artifacts/enchantments, then ignore this. But most commander decks do care about them, and the overlap between it and Seal of Primordium is totally okay. 3. Pernicious Deed. This card can, admittedly, be a little awkward sometimes, as you often want to keep your support permanents around, but a repeatable board wipe like this is still very strong. 4. Sakura-Tribe Elder. This card is stupid in Muldrotha. I've had all the basics out of my deck before some of my opponents could even play their commanders. I don't think there's any reason not to run it. 5. Kiora, the Crashing Wave. She ramps, draws cards, is effectively removal, and her ult can win the game. Nuff said. (really though, she's very good, and great for early game when Muldrotha deck struggle to get off the ground with their 6-CMC general) 6. Ramunap Excavator or Crucible of Worlds. Now this is a bit of a controversial one. I'm still not entirely sure that they are worth it, but have found good results with the excavator. Basically, regardless of how many lands you can play for turn, Muldrotha will only let you play ONE from the bin (NOTE: Muldrotha won't let you play an extra land each turn (one from hand, one from bin)). So Ramunap Excavator +Azusa, Lost but Seeking will let you play three from the bin each turn, and pretty soon you have 20-someting lands on the field. Again, just something to consider, they are definitely still undergoing testing.
MEAN STUFF: Discalimer: These cards are often, to some degree, good at making the game less fun for everyone else, and sometimes you too. If you have a specific playgroup, I recommend asking how people feel about these cards first, so as to avoid uncomfortable situations of salt and dejectedness. All right, you've been warned, now, in no particular order, the mean stuff: 1. Glacial Chasm. This card with Muldrotha makes you nigh-invincible, at least to damage. (Loss of life/ "win the game" cards will still get you). Often, this card isn't perceived to badly, as most decks run some way of dealing with lands, but to a more casual player with a heavily creature-based deck, this might be upright cruel. 2. Possessed Portal. This may look like an awful card, but trust me, this is pretty good at locking people out of the game, especially with Jace's Archivist. Just make sure you have a way to survive under it! 3. Bottomless Pit. For you, pitching cards doesn't really matter (early on it might a little, but usually far less than it does for other decks.) This is good at shutting down just about any deck trying to do fancy things. 4. Oppression. This card is very well named. Often filling a similar role to bottomless pit, Oppression eats away at players, effectively halving the number of cards they can play. Except for you, of course. 5. Stasis+Claws of Gix. Claws is arguably worth including without stasis, as a sac outlet that can sac anything, but with Stasis, slaws will just lock every opponent out of the game. this is a reliable two-card combo, that requires only 3 mana, and Muldrotha to be out. However, Stasis is pretty much unplayable without Claws of Gix, so when you do play it, you basically just win, meaning that you often don't really get to "play" with stasis. 6. Smokestack. The namesake of the "Stax" archetype, Smokestack can very quickly turn a fun game of magical cards into a vicious game of french revolution, with you as the monarch. Smokestack does, I feel, get a little too much hate, as it takes several turns to really do anything. But it can quickly turn the game in your favor when you just play back everything you just sacrificed.
And that's it! I love Muldrotha decks, and how many ways there are to build them. There's not really any way to make them wrong, so keep trying new things out! I apologize for this little wall of text, but hopefully some of it is useful.
1 month ago
StopShot, those are really good observations. I always appreciate the feedback.
As for responses, I will first address your question of Aikido. Aikido does not mean not defending yourself against attacks if it would mean disruption of your opponents' efforts. The discussion of ethics is about the most preferable ways to defend yourself. I include spot removal, and that affects board states and plans as well. The highest ethical level in Aikido is to defend oneself while preventing harm to both the attacker and the defender, but it leaves the possibility for defense that harms the attacker if necessary, it is just much less preferable. In the case of storm, you are right in that the board state of storm is the storm count, but no one goes off in storm without the intent to win the game, so defense in this situation can be justified. The alternative is to lose. Preferably, you could Deflecting Palm or Comeuppance an Aetherflux Reservoir for a win of your own, but causing the storm to fizzle is acceptable when you can't end the game yourself. The higher in the ethical hierarchy you play, the better you are, but dipping down to avoid disaster is OK.
I like a lot of your suggestions. As for Vampire Nighthawk, at this point it is sort of a legacy card. I think about removing it every time I consider an alternative. It is in the wincon spot now as an oversight from when I ran Hatred and had several lifelink creatures to go with it. Now it is just a flying rattlesnake. It currently occupies the most likely flex spot, and is in danger of losing it's place. If it is cut, it is likely to be replaced by something more than a simple flying blocker.
Reverberate and Fork have been in the deck in the past. I think you are right in that they function very well in the right meta, and my previous meta was not the right place for them. My new meta may be. The fact that I now face combo and more counterspells means that it will probably function exactly the same way you say. I may trial this in the Vampire Nighthawk slot, probably my revised Fork. The other option I consider for this spot is Praetor's Grasp or Wheel of Fortune. Both can really mess with combo.
As for what combo I face, Karlov of the Ghost Council with Sanguine Bond and Exquisite Blood, both Mizzix of the Izmagnus and now Jhoira, Weatherlight Captain storm, a new Muldrotha, the Gravetide infinite Villainous Wealth, Gisela, Blade of Goldnight infinite attack phases, Purphoros, God of the Forge Kiki-Jiki, Mirror Breaker shenanigans, Damia, Sage of Stone infinite turns Deadeye Navigator, and Palinchron BS, and probably more. I would say that many decks use combo wincons in addition to other strategies, but there are some that only win with combo, such as the storm and Damia decks.
3 months ago
It looks like you have a good general strategy going on! Muldrotha is a strong general that will draw a lot of hate, so be prepared to protect her.
Lion's Eye Diamond is a great (but expensive) way to drop your hand in the yard, and it allows you to consistently do it. Damia, Sage of Stone and Ghirapur Orrery let you pick up a new hand each turn as well.
Green has some crazy recurring ramp such as Burgeoning, Yavimaya Elder, Sakura-Tribe Elder, Khalni Heart Expedition, The Gitrog Monster, Perilous Forays, and even blue gets in on it with Mind Over Matter.
Hopefully that gives you the toolbox you need to go crazy!! Best of luck!
3 months ago
If you want simic, momir vig or zegana work pretty well. If you want to do BUG (since those are the 3 colors you seemed interested in) you could play Damia, Sage of Stone. She rewards you for being able to empty your hand, but still lets you keep cards to control with. You also get to play yeva if you have enough green etb creatures like Eternal Witness. One of the workers at my lgs plays her, and she can get really ridiculous with enough ramp. You can also tune her up or down to fit your plaugroup pretty easily.
3 months ago
You're familiar enough with EDH to know the standard Atraxa or partners suggestions I could throw at you, so I'm just going to skip them. THey all have their merits, but I figured you'd be more interested in something a little unique.
May I present to you Trade Binder Ramos, Dragon Engine. A friend of mine plays this deck in our group and it has insane legs. I've taken to calling the deck by that name because you could literally unsleeve the deck, stick the cards in a binder, and present them to people and they'd never know the cards make up an incredibly tuned take on a janky idea.
The basic idea behind the deck is to play lots of multicolored spells to power out ridiculous amounts of mana and permanents. The deck really goes nuts when it has something like Vedalken Orrery and Doubling Season out. Just imagine the amount of mana you can produce with chaining together something like Yidris, Maelstrom Wielder into Damia, Sage of Stone to refill your hand so that you can cast Maelstrom Wanderer. The best thing about the decks is its 5 colors, so you're free to run pet cards as much as you want. The whole thing seems like such a random pile of cards, but the individual card quality of the deck can actually be super high while also maintaining explosiveness.
Doubling Season won't truly be central to the deck here, but I guarantee it will amp up everything the deck does to an insane degree. Totally win more, but you haven't really lived until you've casted Ramos and one-shot someone that turn with commander damage. Oh, and Conflux is funny as all hell in the deck.
4 months ago
Hi ersatz_olorin, thanks for the recommendations.
I played over the weekend with some changes based partially on your recommendations. I couldn't find my Jin-Gitaxias, Core Augur in time, but it occurred to me that the other Sultai commanders I had been considering for alternative Sultai decks would work super well with Sidisi. I added Tasigur, the Golden Fang and Damia, Sage of Stone. Damia has a similar effect to the Praetor, except it happens at the start of my turn rather than the end, and she costs less mana. I didn't actually manage to get her on the board, so Im not sure about her effectiveness.
Tasigur, on teh other hand, was amazing. With all teh mana this deck can generate, having a mana sink that mills (for zombies!) and also provides recursion was incredibly effective. 10/10, he's staying in the deck.
Interestingly, I haven't found myself wanting board wipes. In teh current version, I'm usually the one going out of hand; I'd rather have counterspells to prevent the wipe from landing. The current build has Glen Elendra Archmage, but I'd really like to also find space for Mystic Snake and Venser, Shaper Savant.
I feel like I'm finally striking some sort of balance between card advantage, recursion, mill, interaction, etc. The deck is capable of playing some really interesting shenanigans and can adapt to new strategies easily; the pieces have mostly been there, I just needed more ways to get the pieces back out of the yard or draw them consistently.