|Commander / EDH||Legal|
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|Commander 2016 (C16)||Common|
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Search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
Threshold — If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them onto the battlefield tapped, then shuffle your library.
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Far Wanderings Discussion
1 month ago
I'll third the suggestions of Blood Artist and Nim Deathmantle, and would like to add in Zulaport Cutthroat, Far Wanderings, Read the Bones, Jarad's Orders, Sheoldred, Whispering One, and Reclamation Sage.
2 months ago
Holy shit, you did it, lol. It looks good too, even under worst possible conditions. And if you're serious about keeping this deck, I've got some arguments to make it stronger. Like Far Wanderings instead of Nissa's Pilgrimage? I think it would be better to also tutor for Mountains and not having to hope for instants and sorceries, but Pilgrimage might be better for an early game strategy as it relies on a smaller graveyard. There's also Abundance instead of Perilous Forays? Each has pros and cons, just wanted to make an argument. I can see why this deck would love draw engines, so you should consider some cards like Chandra, Flamecaller, Skullclamp, and Slate of Ancestry? I'd prefer Slate over the Shamanic Revelation because you can just plop down all your lands and replace almost every card, and good with Parallel Lives. I like the rest of the draw engines though, so Skullclamp or Chandra could replace Tireless Tracker or something. So yeah. And if you need anything, I'm on tappedout a lot so just shoot a text my way.
3 months ago
I think Living Death would be a great wipe for you, maybe even better than damnation.
Jarad's OrdersIs a less streamlined buried alive.
I'd add Primal Rage to help guarantee you get through for the knockout with those brutes you're dredging up.
Cabal Therapy would be a better discard outlet than the likes of lay bare the heart, or what have you.
3 months ago
ScrOuch, lBahamutZeROWe seem to agree on most things here. I am working on getting my hands on an Ancient Tomb Expedition. I won't be taking out Gruul Turf ever though. It has flat out won me games already. Being able to bounce itself back over and over is amazing for landfall. Pairing it with Amulet of Vigor is just an occasional bonus.
JuQ: Although I do not discourage anyone from running Blade of Selves, I don't think I will myself. I have tested it myself, and there has always been better plays for six mana, and it is to circumstantial on a ton of things going right.
Spoosky: Glad you like the update. Things have been going MUCH better since the last two updates! The power level is back! I have been missing turn two ramp though since I took out Rampant Growth... I really would like to see Three Visits reprinted, or just a new ramps spell for 2-3 cmc!
ScrOuch: I am not a fan of the new Curses to be honest... The red one looks tempting for its cmc, but I is not for me man.
WHyFLy: Welcome to the Om_rath army!!! How have your games been going so far?! I find that I just run everyone over... I only get one game a night in when I go to play commander. I want to keep my friends lol. Although most would not consider this deck Tier 1 because it does not just win of some stupid combo on turn 2-4, I consistently wins within 6 turn, and is normally sooner if I go unchecked. That being said, I love the deck the most because it recovers better then any deck I have played. Someone can counter my "WinCon" and I just go trucking along to victory! Most "Tier 1" decks just pucker out of you get rid of their one or two infinite combo pieces. ( They really just need to ban Doomsday and foodchain already!!!)
Kneyo: Shaper's Sanctuary seems pretty interesting! It pretty much reads "Whenever an opponent spot removes Omnath, Locus of Rage draw a card." Although that is not to bad of an ability, I would much rather add another way to protect him if anything, lol. If it said 'player' and not 'opponent', then that would be a whole different story!
3 months ago
@lBahamutZeRO I recently had a discussion about Far Wanderings with a buddy of mine; however, with the pace of this deck and the utilization of Crucible and Excavator, are we really consistently going to be finding 7 cards in the graveyard without already taking over board control? I can see where you make the argument for late game though. It's just my thought that the threshold won't be as active as we would like it to be.
3 months ago
3 months ago
I've made some changes:
And the deck goes better. Sometimes I don't need to cast Commander because the deck works all alone like a mana ramp deck for big spells who can break game for their own.Leave some comments or suggestions for the deck. I'd like to add a Baral's Expertise or Rishkar's Expertise but I don't know how to remove
4 months ago
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).
Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.