|Commander / EDH||Legal|
Printings View all
|Planechase Anthology (PCA)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
Combos Browse all
Enchantment — Aura
Enchanted creature has lifelink.
1W: Attach Felidar Umbra to target creature you control.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
|Have (6)||plof , frederiklw , Joblaska , Supremespeed , PTsmitty , MagnaAura|
|Want (21)||jizzard , hark , xpsychovampx , Therrion , Darthjr , athix , themccubbins , L15mrz3k , szelmowskiPrince , Juggernate , Wizidross , king0fclubs , Ronin0526 , NinjaExit , StardustDragon , pphhaazzee , MSSevs1313 , macg85 , lordhakera , pseudosoldier , Arumancer|
Felidar Umbra Discussion
2 months ago
Recommended Out: Cartouche of Knowledge
Sovereigns of Lost Alara - About $4
Eldrazi Conscription - About $15
Frantic Search - About $1
Auramancer's Guise - About $0.50
Gift of Immortality - About $1
Curator's Ward - About $0.01
Mesa Enchantress - About $0.20
Mirror-Mad Phantasm - About $0.80
Read the Runes - About $0.20
Traumatize - About $2
Fool's Demise - About $0.20
Protective Bubble - About $0.10
Ordeal of Thassa - About $0.05
Vow of Flight - About $0.05
5 months ago
Elemental Resonance can give you 5 extra mana per turn, Starfield of Nyx can bring back one lost enchantment per turn although its secondary effect doesn't do much for you, Bear Umbra Felidar Umbra Hyena Umbra and Indrik Umbra are some other good totem armor cards, Myth Unbound basically lowers it to 1 extra mana per commander cast instead of 2 making it easier to get him back out if he keeps getting killed. Other than that I would maybe add a few more cards that get extra land on the field.
6 months ago
This is a great deck in essence. You are covering all our bases; ramp, control and aggro, with some defensive measures.
What screams to me when I look at your list is the 29 lands. I don't see how you can not constantly be missing land drops with such a low number. My method is to have (40-Number of alternate land/mana source and fetch lands) lands in a deck, which here would be 31. Even that is low, I don't usually go under 34, meaning I would cut 5 cards.
Suggestions for cuts : Kumena's Awakening seems a poor effect for the cost, there are so many better draw engines, like Rhystic Study mentioned above.
You probably don't need 3 mass removals, Day of Judgment could easily go.
One fewer counter would also not be a big problem, you have a lot in here; maybe Hinder is the weakest.
Ponder and Brainstorm are good cards, but they are not really doing much here. If all you cards are good, you don't need the selection, and the cantrip is really just a draw.
Ajani, Mentor of Heroes doesn't seem optimal in this environment.
Hope this inspires you!
6 months ago
Ok, as promised I arrived home and I'm going to help you out, I'll redo the suggestions I did on reddit and complete with the rest.
I would add Liliana of the Dark Realms to tutor some swamps, altho you already have several things to fetch lands, so it is up to you if you feel the need for it. Hatred is a card I recommend 100%, it's great as a finisher, and if your commander already has lifelink even better. If you can afford a Urborg, Tomb of Yawgmoth then Nightmare Lash and Lashwrithe are good additions aswell. Weathered Wayfarer, Herald of Leshrac, Leonin Shikari, Oreskos Explorer, Taj-Nar Swordsmith, Divine Reckoning, Bloodforged Battle-Axe, Grappling Hook and/or Fireshrieker, Felidar Umbra, Hammer of Nazahn, Infiltration Lens, Kusari-Gama, Thaumatic Compass Flip, Myriad Landscape, Shizo, Death's Storehouse, Phyrexian Arena, Vona's Hunger, Crucible of Worlds. Torment of Hailfire and Exsanguinate are always good finishers in a black deck, and since you will be tutoring lands a lot you can guarantee a good value for X.
Also if your playgroup plays a lot with graveyard consider Bojuka Bog.
I think with the colors you have and playing Voltron you should add some pillowfort stuff to the deck, like: Ghostly Prison, Propaganda, Collective Restraint, Teysa, Envoy of Ghosts, No Mercy, Dread, Baird, Steward of Argive, Windborn Muse, Michiko Konda, Truth Seeker, maybe Darien, King of Kjeldor could work too.
From what you already have on the deck I would remove the following cards: Darksteel Ingot and Fellwar Stone are not necesary, I know both of these are fixing but you already have several lands with 2 colors and plenty of land fetching, you don't need these. Helm of the Host is great, I love this equipment but in this specific deck I am not sure if it is worth it. At least not for the commander imo, but to use it on the other creatures you have that offer utility, specially the ones with ETB or the "propaganda" creatures, then it is definitly worth to keep in the deck. Lightning Greaves is loved by so many people but I don't really like it much, I mean the 0 equip is great, plus the haste but I don't like shroud, yes it protects your crature but also screws you, while it is equipped you can't equip other stuff on the same creature or enchant it, etc... So if you have no other creature to swap it and allow you to target your commander again you are basicly screwed, I don't think it is worth to occupy a slot with it. Same goes for Whispersilk Cloak, blue already gives you unblockable if you want, not worth to have this with the downside of shroud, I'd rather replace it with Aqueous Form for example. Mask of Avacyn is nice to protect your commander but that's all it gives, if you need a slot for something this is a card I would remove. Vedalken Orrery... You don't need this, I know the ability is nice and quite tempting but in a voltron deck you don't really need this, I would only keep it if there was a free slot with nothing better to put in it, but even then I think I'd rather add some equipment or aura instead of this. Baleful Strix is nice but for 1 more mana I'd rather have Phyrexian Arena in play, much better. Dreamscape Artist is nice if you can play lands from the graveyard, with Crucible of Worlds and similar cards, which btw is a nice recommendation for the deck, Crucible of Worlds would help you get your lands back when facing land destroyers or milling decks. Also not sure about Emeria Shepherd, I mean you can deffinitly trigger her several times, but idk. I would test the deck with her and see how she does, if she doesn't seem to be useful most of the times I would replace her, for example for the same CMC I would prefer Herald of Leshrac, much more synergy with your commander. Jhoira's Familiar is nice too, but again it is also one I would remove IF a slot is needed for something else. I'm also not sure about Walking Atlas, I think most of the times it will be a dead card on the board because you won't have land cards in hand at some point, making him generally a wasted spot on the deck. Yes he can be great in some situations, but when putting cards in a deck you gotta try and put the cards that will be good in any stage of the game, not only sometimes, and this guy is one of those "sometimes" cards. I also think you don't need Disallow and Stoic Rebuttal. I mean as someone who likes to play blue, I know how good and safe it feels to have some counterspells but in this specific deck you don't need that many, I would even say none but since you are playing blue anyway, 1 or 2 could be helpful but no more than that, remember the goal of the deck is commander damage, you already have a lot of protection for your commander in equipments and/or auras, you don't really need counterspells to protect him, so if you need slots for other cards I would even say remove all counterspells. I'm not a fan of Detention Sphere in commander, yes if your opponents have the same card in play it is great, but most of the times it won't happen, again it is one of those cards that are good sometimes but not always so I'd take it out. Regarding your lands I don't like much of Submerged Boneyard and Forsaken Sanctuary, Sunken Hollow and Caves of Koilos would be 2 good replacements that are not very expensive. I would also remove Temple of the False God and put instead some basic land, I mean yeah that 1 extra mana is nice and can help you but I'd rather have 1 more basic land to fetch with the artifacts, etc.
To sum it up, I think this deck works best as a mainly W/B deck with a splash of blue, for some of the Propaganda effects it provides plus the evasion and card draw/selection. Other than that what you want for Voltron and to fetch lands you will find it on white, black and colorless.
One small note, I think you have way too many things to fetch basic lands, maybe you could cut down 1 or 2, not sure. That's one of those things that require some playtesting, never played with so many so I am not sure how good or bad it can be.
That's all I guess. I bet there are some more good things for this deck but I don't know it all, yet! I know some of my suggestions are not budget but you can just add them to the aquireboard section, for one day later if you decided to include them.
Helping you out with this deck hyped me to try and make one with Korlash, Heir to Blackblade, as a nod to your own deck. If you ever need anything don't hesitate to contact me here or on reddit.
Hope my suggestions were helpful, and kick your friends's asses with Dakkon. Stay well :)
8 months ago
I specifically meant Sen Triplets, not Sharuum the Hegemon (the real artifact esper commander of choice other than Sydri, Galvanic Genius), in fact now that I think about it, Sen Triplets sucks as an esper artifact commander, and also Celestial Dawn isn't exactly an artifact combo.
Exquisite Blood and Sanguine Bond are enchantments, so they can be Replenished/Open the Vaultsed back with ease after a Tunnel Vision/Traumatize, and the fact they need lifeloss is easy with an unblockable hexproof commander. Neither of your "combos" win the game, let alone can be Replenished.
Celestial Dawn + Caged Sun = Double you land mana, and give it perfect fixing, minus Ancient Tomb, which now only receives fixing, and Boseiju, Who Shelters All doesn't protect you stuff, ad your artifact mana is kind of sucky now.
See what happened, a 9 mana two card combo did worse than a Mirari's Wake, which is another way of saying it sucks, together. On their own, Caged Sun does very little ramping, and it outclassed by Thran Dynamo/Gilded Lotus most of the time, which I could make an argument that they were bad, and Celestial Dawn is even worse, with this deck already having an incredibly powerful landbase, it un-ramps you with Ancient Tomb and Boseiju, Who Shelters All sucks now.
Onto the next "combo:" This one you were kind enough to even put a reason for:
Okay, Mycosynth Lattice + Unwinding Clock untaps all of your permanents (lands, artifacts and creatures mostly), along with fixing each players mana perfectly, and leaving you open to a blowout with Hellkite Tyrant, By Force, Vandalblast or Shattering Spree.
Okay, so tons of value? I mean it has a major couple of downsides, this deck is fine on its own fixing, and it fixes for all of your opponents? it is 10 mana, and can't be cheated out by Replenish, so it comes late in the game, and your opponents can probably tutor a Vandalblast up be now, so tons of value? Lets, see, if we untap every one of our permanents, every turn, what ways do we have to abuse the excess of mana? 8 things, of which 5 are instants (Cyclonic Rift, Dark Ritual, Enlightened Tutor, Mystical Tutor, and Vampiric Tutor), we can also move around Felidar Umbra a lot, activate Nomad Mythmaker, or Flickerform a little bit.
Well, yeah, and the cards are bad on their own, so it is a trash combo in this deck, despite what you said.
8 months ago
Ravenrose, sure I’ll take a look at the decks. Also, thank you for the suggestions! I’ll take them in careful consideration. As for protection from board wipes. I have Felidar Umbra, Flickerform, Indestructibility, Gift of Immortality and Shielded by Faith to help with that.
9 months ago
First off, Rattleclaw Mystic can't technically be in this deck since it has blue in its color identity. Also, I feel like Tilonalli's Crown, Squire's Devotion, and Felidar Umbra aren't worth running. You have enough trample enablers that don't also do damage to Uril that Tilonalli's Crown would most likely not be missed. Squire's Devotion doesn't do enough for this deck to be kept in it; lifelink is always nice, but it is not the main focus of the deck, and the token it creates will most likely do little for you outside of being a chump blocker. I feel that Felidar Umbra should come out for similar reasons to Squire's Devotion; lifelink doesn't directly benefit your strategy. The totem armor is nice, as is the ability to move the aura around, but in the end it doesn't do enough to help you win.
Another thing you may want to look into is the land base. Running mostly basic lands isn't necessarily a problem, but only having 31 lands almost definitely is. Most decks run around 36-38. 31 is a very small amount. It could work for your deck, and if you find yourself consistently getting enough lands to play effectively then feel free to keep it at that number, but I would recommend increasing it at least some. You'd be surprised how much of a difference that makes.
In your description you're skeptical of Tiana, Ship's Caretaker, and I'd be inclined to agree with you. Since Uril, the Miststalker essentially has hexproof it is unlikely your auras will get removed frequently unless they are being specifically targeted or someone boardwipes. She could be worth taking out. Speaking of boardwipes, it might be worth running some stuff like Boros Charm or Heroic Intervention to protect against those, as boardwipes are one of the only consistent ways to get rid of Uril. You have Teferi's Protection in here already, which is a fantastic card, but redundancy is good so you may want to consider running some other boardwipe protection. Also, Boros Charm has some extra utility in that you can give Uril double strike with it if you want to.
I know that Uril works much better with auras than he does with equipment, but it may still be worth running Assault Suit to protect against being forced to sacrifice if there's enough of those effects in your meta. Plus, if you're going the commander damage route, it doesn't matter who controls Uril as he does the damage, so you could pass him off to another player for a turn to continue racking up the damage (which is potentially risky but normally not a big deal).
Sorry about the mass of text. I hope I helped some with all this. Deck looks good, hope it works out for you! Good luck!
10 months ago
Hey there. I was thinking you might need more "umbra" auras to protect your Uril once he's out. Felidar Umbra or Snake Umbra would be good to look at. Would recommend taking our Mirri, and replace her with another enchantment, maybe Aura of Silence for a bit more control on the field. Dawn Charm or Silence was fun for protection too.
Felidar Umbra occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%