|Commander / EDH||Legal|
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|Battle for Zendikar||Uncommon|
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: Add to your mana pool.
, , Sacrifice Hedron Archive: Draw two cards.
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|Have (13)||Hootiequack , pskinn01 , philktoken8998 , MattN7498 , LTmiller , rakdos24 , bakeraj4 , Mousemke , Psycheretic , TheRealPeaches , buildingadeck , Kravian , GoldGhost012|
Hedron Archive Discussion
5 days ago
+1 from me! Love me some Maelstrom Wanderer!
I've been running animar for 4-5 years and haven't quite gotten bored yet. As long as they keep printing relevant cards I'll keep playing it! Picked up an extra copy of Thrasios, Triton Hero for more draw power. That's one you could consider for more ramp/draw.
what about ramp to cascade into late game? like Mind Stone, Hedron Archive, Dreamstone Hedron, Commander's Sphere, etc that can sac to draw. Maybe lose Worn Powerstone to any of those. Farhaven Elf and Wood Elves are ramp that can attack
There's a lot of personal flare in here so idk what all to take out!
I also bought the deck and went yidris, then thrasios/vial smasher, then thrasios/kraum 1v1, and recently swapped to thrasios/tymna. I hope you'll check out a couple of my decks. They're all a work in progress and often outdated on here
1 week ago
1 of's galore. Deck is not at all focused and is very inconsistent. We can't always play our favorite cards in one deck which I imagine is what you're doing. If you want to play a ramp deck, play ramp cards like Hedron Archive, Hour of Promise, Beneath the Sands, Servant of the Conduit or even Natural Connection. Play as many 4 of's as you can while still maintaining early interaction. This means play removal like Harnessed Lightning, Abrade, Kozilek's Return, Declaration in Stone or even Cast Out to survive the early game because our late game will essentially be unbeatable. General rule of thumb for ramp decks is have 6 to 10 ramp spells and about 3 to 6 payoffs like Kozilek, the Great Distortion, Ulamog, the Ceaseless Hunger and World Breaker. You also want to play roughly 24 to 26 lands with about half of those being basic lands. Look at some of the standard ramp decks on mtggoldfish's website to get a better idea to what I'm saying. Hope this helps.
1 week ago
1 week ago
I hear ya.
So yeah it would be a meta relevant card, in my experience though almost every deck ive played had at least a couple ways to restock their hand. I'd still be happy mainboarding it. At the least its a 3/4 flash blocker that adds to my army :)
More potential utility in a card like that than a card like Wild Leotau at the same cost.
1 week ago
Hey I am a long time Aurelia player. I have a deck that functions similarly to yours, you can check it out for some ideas here http://tappedout.net/mtg-decks/aurelia-angel-tribal-1/.
First off you need a lot more lands. I would run 39-40 for a deck like this. You never want to miss a land drop.
For mana production and ramp: Thran Dynamo Gilded Lotus Quicksilver Amulet Belbe's Portal Hedron Archive Gift of Estates Land Tax Tithe Burnished HartFor Removal: Day of Judgment Blasphemous Act, Fault Line Earthquake Return to Dust Comeuppance.
Creatures: I like the idea of sticking to one tribe, I recommend working your way in that direction even if it takes a while to achieve. The suggestions above will work for any type of big creatures, angels, giants, dragons, eldrazi etc. High impact angels Reya Dawnbringer Emeria Shepherd Sunblast Angel Angel of the Dire Hour. Some high impact giants Hammerfist Giant Inferno Titan.
Card draw: Wheel of fortune is great but expensive so Runehorn Hellkite, and Reforge the Soul and Dragon Mage are budget options. Planar Bridge is great in a high mana deck, you can tutor for the permanent you want most. Otherwise group hug cards are also reasonable Temple Bell, Howling Mine Font of Mythos Horn of Greed.
Things I would cut:Both Archetypes - they get lost easily to board wipes. Fall of the hammer, suppression bonds, solemnity, fall of the hammer, blazing volley, disaster radius, breath of darigaaz, dawnglare invoker, bloodshot Cyclops, anya, prism ring, and saving grace. All of these cards can be replaced with better more impactful cards listed above.
I would also cut Blade of Selves and Conjurer's Closet since they are not well supported in this deck. You really want to be using a lot of enter the battlefield creatures, so this doesn't seem like the right home for those cards.
Anyways, let me know what you think.
2 weeks ago
WELL, LIKE THEY SAY IN BROOKLYN
(sorry, I had to)
Anyways, your biggest flaw that I see here is that you have a very large number of creatures at the 5+ CMC stage, despite your commander being a prime mana sink. Between your ability to gain card advantage and hold cards in hand by taking control of other creatures and your severely low land count (should be at 36 at the very least), these big creatures are both unnecessary and risky to keep in. You should look at subbing these out for more stabilizing ramp and draw effects. Sol Ring, Rakdos Signet, Mind Stone, Hedron Archive and Crypt Ghast should round out a good basic ramp package, and you can throw in Neheb, the Eternal if you still crave more but don't want to put in many more artifacts. Necropotence, Read the Bones, Ancient Craving, Skeletal Scrying, Sign in Blood and Wheel of Fortune / Reforge the Soul / Magus of the Wheel can be mixed and matched to put together a powerful draw package as you see fit. It really is critical to use Olivia to steal creatures whenever feasible, as it lets Rakdos have a form of removal that it very rarely gets to have. Your commander gets to use a better version of Spine of Ish Sah at instant speed whenever you please.
2 weeks ago
The biggest problem with this deck is the tempo. Dragon decks need big threats on the board fast and right now it seems like it will take your deck awhile to get going. The first thing I am going to recommend is Dragonlord's Servant, as it will help bring creatures out faster. The next thing I am going to recommend is replace Hedron Archive for Sol Ring. They do the same thing but Sol Ring is a one drop making the deck faster even still. Up next, I recommend more mana dorks like Elvish Mystic to, again, help with the speed of the deck. My last criticism is your "one of" cards. Consistency is majorly important to a deck so having only one of cards like Bow of Nylea and Sarkhan Vol are fun but it either makes it so if it is a win condition it's low amount makes it less likely to be drawn and if its not a major part of your win condition its taking space in your deck for something that will actually make you win. My favorite decks are dragons, i think they are very fun, and it is a good start to the deck. Keep it up and have fun!
2 weeks ago
This deck looks like a lot of fun to play. Damage on damage on damage on damage. But the mana curve seems a little steep. I would add in a couple more mana rocks like Worn Powerstone, Thran Dynamo, or Hedron Archive. If you think colored mana would be better, Fire Diamond, Charcoal Diamond, Rakdos Keyrune, or Kolaghan Monument would do nicely.
I'd look at cutting some of the lower-power cards like Razortip Whip, Jayemdae Tome, or Trepanation Blade to make room. Also, I should warn you about the risk of running Phage in commander. Any blink cards, or potentially even Oblivion Ring-like cards (with removal) would spell death for you. You know your playgroup best, but I still felt I should say something.