|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
Combos Browse all
Gift of Estates
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.
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Gift of Estates Discussion
4 days ago
Also since this is mono colored you don't need as much colored mana rock ramp like Commander's Sphere or Darksteel Ingot. Perhaps replace those colored 3 CMC rocks with Mind Stone and Thran Dynamo ? Lots of high cost stuff in here mana wise so you need as much ramp as you can get (8-9 ramp cards is what I've read to be a good average amount). Gift of Estates, Weathered Wayfarer, and Temple of the False God might also be good additions.
Also since your commander makes all your permanents indestructible it'd be cool to take advantage of that with lots of "destroy all... " effects like Hour of Revelation. You've got a few board wipes here already which is awesome but I'd definitely fit in Hour of Revelation as an extra if I were you.
Really like the list and would love to see where it goes; hope my suggestions help! Good luck!
2 weeks ago
Aren't you a little worried about the early game? It seems that the average creature cost is 6+ and only 1 mana rock and 3 ramp spells. I feel you will have a hard time staying alive to cast your cards against an aggressive field.
I usually like to play 37 lands with 10 mana rocks and 10 Ramps spells in my green decks. here are some to consider: Drover of the Mighty, Birds of Paradise, Darksteel Ingot, Commander's Sphere, Collective Voyage, Oreskos Explorer, Tempt with Discovery, Veteran Explorer, Expedition Map, Gift of Estates, Greenseeker, Journey of Discovery, Horizon Spellbomb, Journeyer's Kite/Thaumatic Compass Flip, Mycosynth Wellspring, Nissa, Vastwood Seer Flip, Peregrination, Pilgrim's Eye, Search for Tomorrow, Seek the Horizon, Sprouting Vines, Sylvan Reclamation, Sylvan Ranger, Sylvan Scrying, Weathered Wayfarer, Yavimaya Elder, Wild-Field Scarecrow, Burnished Hart
2 weeks ago
Awesome! Hope you had fun! Welcome to EDH friend!
Glad to see some of my suggestions in there! Wherever did you find an Isperia? Haha!
Taking a second look at the deck, I see some possible improvements that you could try.
First, add more ramp. I don't mean this to bash the deck, but your Mana curve is pretty bad because of all the big fun flyers you want to play. To compensate, you need ramp.
To compliment the ramp, EDH decks function better with more card draw.
Brainstorm, Opt, Ponder, Preordain, Sphinx's Revelation may be a good start(I see you have some, these are simply other options). The first four will help smooth out your draws early and Revelation will get you more gas late game. Also goes perfect with Azor. Maybe try Well of Lost Dreams if you go harder into a lifegain strategy.
All that said, we need to find some room! Cut Traveler's Amulet and Renegade Map in favor of the better ramp options. Cut 6 counterspells. 13 seems excessive for a non-control deck. You won't have much mana left for them after casting your big flyers anyway. Then simply look at the top of the curve and determine: who's really expensive to cast, and who isn't worth their price/pulling their weight? That should free up some space.
So there's some stuff to get you going. Eventually you can move on to adding boardwipes, removal, tutors, etc, but baby steps haha! Pick and choose what you like and start testing. I suggest printing our proxies if your playgroup is okay with that.
3 weeks ago
Title says it all. I play The Cornerstone, a mono-white Nahiri deck, (based off the Forged in Stone intro deck) with two themes: equipment and number of creatures I control. Recently, I've added back a couple more lands, after playing a green deck, and getting used to that "more lands" feeling. But now Vorthos feel bad about ditching cards for them (hence Maybeboard).
I used to run 34 lands, which worked "okay" but upped it to 36 after playing a Temur landsearch deck (Kage Bunshin no Jutsu: IISFF) I got for Christmas. I remember reading a general rule of starting at 40 lands, with slightly less allowed, as long as manarox (2 per land) were included.
Main question is, how few lands is it possible to get away with in such a deck? What's been your experience?
The deck currently runs:
Any help would be appreciated. Thank you!
Live long and prosper, TappedOut community!
3 weeks ago
I agree that, despite having the same commander, and despite having a similar focus, our decks turn out to be quite different. I think that the style of your deck is more along the lines of Aikido like Sheldon Menery, which I don't think actually plays like the martial art Aikido is practiced, and is definitely different that the philosophy of Aikido. That should not be considered a slight against either you or Sheldon Menery, since I am not sure he ever used the term Aikido for his deck, and you obviously use it since the MTG EDH community has come to understand this exact play style to be called Aikido. It is that style, from a MTG EDH perspective, but I don't think it is consistent with the ethics and practice of the martial art founded by Morihei Ueshiba. They are different things. I tried to deign my deck more like the martial art than the MTG convention. It took me a long time to get it right, but I think I did in the end. This doesn't mean it is in any way superior, just different, and this is due to different focus and priorities.
I would like to address the manabase thing. I have 34 mana producing lands, most are duals of some form or another, and very few are colorless lands. I have five 2 CMC manna rocks, a 3 CMC mana rock, a reusable 2 CMC land search rock and a 1 CMC reusable land search creature, two land search spells, and a 1 CMC recurrent Gold producer. The curve has an average CMC of 2.78. Even with all that, every time I take a card out that is not doing well, I ask myself if I should add another land. You see, the land is important early game, but late game it usually doesn't matter. For my deck, I usually need 2-3 lands in my starting hand, and then a 2 CMC mana rock and sometimes another land in my first couple of turns. This ensures that Queen Marchesa is cast as early as possible, preferably on turn 3. I have been surprised how often I am not able to accomplish this with the number of lands and rocks that I run.
I choose to run many lands that are technically tap lands, but that can come into the battlefield untapped under the right conditions. I choose to run the ones that can be accomplished in the early game, so that I can ensure I achieve my turn 3 Queen as often as possible. Even when I can't get them to come into play untapped, I am often able to play around the comes into play tapped drawback. In any case, comes into play tapped can be considered an enforced cost of 1 mana on the turn they come into play. This cost of 1 mana should be kept in mind when considering alternatives. I run cards that can be put into play untapped if you meet certain conditions, that way, on average, they cost less than 1 mana to bring into play. This is important for keeping efficiencies high for the deck.
When considering alternatives, we have to think about costs. Both Traveler's Amulet and Wanderer's Twig cost a total of 2 mana and a land drop to get the basic land into play. This is over 1 mana more on average than the conditional comes into play tapped duals. Sure, in a 3 color deck, you get a 1/3 choice of fixing advantage for one turn, but you lose that advantage to a 2/3 fixing advantage of the duals, or 1/2 if it duplicates the 1 mana land you would have used to case the Traveler's Amulet or Wanderer's Twig. At best, it is a wash for fixing, and a 1+ mana loss in costs to run those artifacts over a tapland, especially a conditional tapland. In the end, I don't really think that it makes more sense to run them over a tapdual, and honestly makes no sense over a taptriple.
You may make the argument that running things like Weathered Wayfarer, Tithe, Thaumatic Compass, or Gift of Estates would have the same problem, and I should just run tapduals and taptripples, and I would be ahead in mana efficiency. I would say, that is an option.The reason I choose to run those cards instead is for the late game. Each of those cards often brings 2+ cards to my hand. Sure, they are low value cards for the late game, but often I can drop them to Key to the City or Solitary Confinement for some serious value, and early game they can patch the problem of low land count, ensuring those early game land drops for the cost of a bad early turn of having to cast a card that adds nothing else to may game plan. In the end, getting more than one card for the cost of one card is worth it. Traveler's Amulet and Wanderer's Twig do not give that advantage, and at worst, they are bad cantrips if you don't need the land. You are still likely better off with a tapdual or taptriple. When you combine that with a lower land count and a higher average CMC in your deck, all of these drawbacks for Traveler's Amulet and Wanderer's Twig and all of the advantages of even the tapduals and taptriples become much greater. The biggest difference I see between cEDH decks and casual EDH decks is a manabase that does not support the deck in the casuals. I think yours does not support your deck as well as you think, and changing it up, even with very cheap tapduals, would greatly increase the fun and winrate of your deck.
1 month ago
|| Aquireboard: || 1x Angelic Chorus, 1x Anointed Procession, 1x Archangel of Thune, 1x Auriok Champion, 1x Dictate of Heliod, 1x Door of Destinies, 1x Elspeth, Knight-Errant, 1x Entrapment Maneuver, 1x Gift of Estates, 1x Grand Coliseum, 1x Launch the Fleet, 1x Lightning Greaves, 1x Mana Vault, 1x Pearl Medallion, 1x Ranger of Eos, 1x Recruiter of the Guard, 1x Staff of Nin, 1x Stoneforge Masterwork, 1x Sword of Feast and Famine.
1 month ago
Hey there I'm a long time Aurelia player. I'm digging your build, my token builds of Aurelia are usually lackluster, but I'm interesting in trying yours out.
Heres some recommendations of cards I really like: Glorybringer gives you more removal, Odric, Lunarch Marshal flying vigilance haste for all of your creatures. Mask of Memory The card draw is awesome on this thing.
Lands: I run a lot of fetches to find Plateau and Sacred Foundry which allows me to run a smaller number of basics, and run pretty greedy with utility lands. Strip Mine, Tectonic Edge, Ghost Quarter, Emeria, The Sky Ruin, Opal Palace, Command Beacon Homeward Path this one is important for when Aurelia inevitably gets stolen. Path of Ancestry.
Other thoughts: I personally prefer to run 37-38 lands. I have found Sunblast Angel to be underwhelming. I prefer Angel of the Dire Hour for that type of effect. Crescendo of War is a funny card, sometimes you win easily, sometimes it kills you. I think you could probably cut of some of the additional combat step cards since Aurelia already does that, but I would add in Eldrazi Displacer, you can blink Aurelia and keep getting combat steps and get there with your tokens.
Anyway check out some of the suggestions. Hope you enjoy them.
I have bunch of Aurelia builds you can check out here:
2 months ago
Knight of the White Orchid, Gift of Estates and Mind's Eye are all great options. I ran Gift of Estates a lot in one of my decks, had one issue with it though. Unless you have no maximum hand size early game, your hand fills up and you have to discard down to 7. Small issue, but can happen more often than you think.