|Commander / EDH||Legal|
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|Aether Revolt (AER)||Rare|
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Permanents you control gain hexproof and indestructible until end of turn.
Price & Acquistion Set Price Alerts
Heroic Intervention Discussion
1 day ago
13/08/2018 - Updated Don't look at the sideboard. I've introduced black to get something to bust unwanted creatures. Also, some minor protection in form of Heroic Intervention. What do you think? Will this work?
4 days ago
I've done my research in form of a list in my deck's description here: Impenetrable Shield. My deck has a little lower mana curve but works very similarly to yours :)
Also what are your thoughts on Wall of Shards and Wall of Mulch? I play both in mine deck one as a strong beater with little downside and the other as steady card draw for each turn with Wall of Kelp but it sometimes works as combo extender or emergency draw in case someone tries to exile my defenders or take control of them.
And finally I'd consider swapping less optimal cards like Remove Soul and Steadfastness for Heroic Intervention and Lightning Greaves because Arcades is the most important card in the deck and should be protected by any means
5 days ago
Nice deck! +1!
6 days ago
Odysseus_97: You gave me quite a bit to think about, thanks for the comment!
Grow from the Ashes: This seems fine, but not better then my other ramp, and I really don't need any more right now.
Terramorphic Expanse: This could get a spot, but I don't want to lower my basic land count. Do you think there is another land I can take out?
Rampaging Baloths: This is a good question. To explain why this is not played, we have to ask why Om_rath himself is so good. The main reason is because it does not just require you to swing in order to win, but you honestly rarely do. Plus he is amazing removal in a pinch. However, Baloths does none of this. You just get a beast with no evasion that does nothing unless you have Craterhoof Behemoth (but is slow even then for 6 cmc).
Tilonalli's Summoner: This is ok, but REALLY conditional on other cards in play. If you have a sac-outlet is is pretty good, but completely horrible otherwise. Plus it dies really easy. You should NEVER swing with it more then once, and is just a slow Tempt with Vengeance in the best case.
Heroic Intervention: Kinda temping, just to protect Om_rath at instant speed. Might be worth trying.
Krosan Grip or Beast Within: I know we hurt for non-creature removal, but I bank on not caring in most games. If Om_rath is your primary commander and you get hated out a lot, then you will likely want to play these. However, I only pull out Om_rath every couple weeks, so no one plays hate cards for it.
Green's Sun Zenith: I have never been in a state where I think to myself "I really want to Tutor more right now!"
Animist's Awakening: This misses way to often. I use to play it back in the day.
Pir's Whim: This is both weak ramp and removal. Not really what I am looking for.
The Mending of Dominaria:VERRRY slow...
Triumph of the Hordes: REALLY MEAN, and not my style. Play it.
Mountain Valley: Only marginally better, but I might look into getting an alter made of it.
It is important to to note that all of these cards are ok in this deck!!! If you have then and are on a budget, run them! None are unplayable by any means, I am just running what I think to be a more optimized list. The beautiful thing about commander is that a deck does not need to be "optimized" to be good (and more importantly, fun!).
6 days ago
6 days ago
Nice to see an update on this deck :) I was wondering what you thought about some of these cards:
Grow from the Ashes: Seems like a decent Ramp spell
Wayward Swordtooth: How important are the cards that lets you play multiple lands, because they printed another one.
Rampaging Baloths: Seems like it could synergies pretty well with both landfall and token generation.
Tilonalli's Summoner: Seems like an interesting card to me with the elemental tokens.
Animist's Awakening: With 40% lands in the deck and all that mana generated, would this be a useful ramp spell?
Pir's Whim: A weak ramp spell for you, but removal against your opponents, or a little politics if necessary.
The Mending of Dominaria: Seems synergistic, even though it a bit of a one time use.
Ghost Quarter/Tectonic Edge/Field of Ruin/Temple of the False God: Any of these land seem interesting, with more land destruction synergy with Crucible of Worlds and very fast will have 5 or more lands with Temple?
Triumph of the Hordes: How about this one? Seem like a big game finisher with enough elementals on the field?
Blasphemous Act: How good has this been, as I would think with enough sac outlets it would be fine, and if you have enough elementals wouldn't it be more effective attacking with them?
I have not yet finished or playtested my version yet, so i hope it is alright to ask, and i havent missed any obvious points as why one would not include a given card :)
But AWESOME DECK, +1 :D Keep up the amazing work, love your Scarab God deck as well :D
1 week ago
First of all, love it! Arixmethis is probably my favorite legend from the new commander set. Secondly, here are some suggestions to consider:
Selvala, Heart of the Wilds. She is pricey, but her ramping ability is ridiculous and you should be packing the biggest creatures which will net you more cards.
Kruphix, God of Horizons allows you to store all that mana for later use.
Lurking Predators as a way to cheat fatties out.
Amulet of Vigor will allow Arixmethis to enter untapped though I didn't realize it has shot up that high in price.
Another pricey, but great card would be Akroma's Memorial
Good luck deck building!
1 week ago
MalcolmTent thanks for the reply and the suggestions :D To facilitate discussion I'll break down to individual cards:
Tireless Tracker: Very powerful card advantage engine on this deck. Might make the cut and it definitely makes the maybeboard :P The card I think it slots best instead of is Twilight Prophet. If you want multiple CA engines we might remove a piece of interaction. Nevertheless powerful card and will consider it for the next edits!
Null Profusion: This is bad. 6 mana for draw 2 cards a turn is not good enough. By the time you have 6 mana you want to have a walker on board and an MLD spell ready to go off. If being on topdeck mode is a problem, why not putting everyone on it and run Sire Of Insanity? That's a seriously better card at 6 mana imho :P
Painful Truths: Pretty good, on the same level as Night's Whisper, as it costs 1 more but draws 1 more card. Costing 1 more is actually pretty significant as my meta is pretty competitive and tapping out on turn 2 is pretty much less risky than tapping out on turn 3. Late game drawing 2 or 3 for 2 or 3 mana is relatively indifferent, you are relying on tutors to find wincons nevertheless. With all this in mind, both cards fill the same role and I guess the competitiveness of your meta should rule the choice, if you want to run any of them.
Sylvan Awakening: Had it been instant it would be great, indestructible to your lands in response to MLD is broken. As an offensive tool it's not good enough. I won't be ramping to dozens of lands. As a defensive tool Heroic Intervention seems better. Not really sure to which of these roles you were suggesting the card ;)
Constant Mists: As I don't plan to run multiple land drop cards, this is not as OP as it its in The Gitrog Monster. I like it, and it might be worth a spot in more creature based metas. For me, however, it will very rarely make the cut.
Heroic Intervention: Good choice, extra good in a very controlly meta, with lots of wipes and removal.
Quirion Elves: No idea why you suggest this. Isn't Amonkhet common Naga Vitalist strictly better? In fact I'm pretty sure two mana tap for any color are pretty common and better than this.... Rule of thumb is one mana dorks are OP, Bloom Tender is OP because it always taps for 2-3 mana. 2 mana dorks beside this need to tap for more than one mana or don't tap for mana: Devoted Druid and Wall of Roots come to mind as better than what you suggest. Priest of Titania is the same. Any reason why I should run Elves instead of any of these?