|Commander / EDH||Legal|
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Land — Plains Island
(: Add or to your mana pool.)
Irrigated Farmland enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
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|Have (23)||Lindough , Kvothe1115 , theilluminaire , Regulus1010 , Atroxreaper , AlertKnave8075 , thetechzombie , KB2187 , ecurps , DimSpirit , Ferritt , GoldGhost012 , Clawsun73 , HR19 , saj0219 , jhTheMan99 , KillDatBUG , TheRealPeaches , meowCat1234 , MathieuHarvey0555 , Poptartz95 , Riders_of_Brohan , LegendDeer|
|Want (7)||Jose_Arrogantio , Falte , Regulus1010 , RedMulligan , capriom85 , darthnuchi , hwagner|
Irrigated Farmland Discussion
6 hours ago
I dig it, looks powerful and grindy. Be careful when using High Tide, as it doubles all player's islands. When it's rebounded a blue opponent will know it's coming and will definitely try to take advantage.
I have an unhealthy love of Baral's Expertise, it's ridiculous with Taigam. If that free spell you cast with it is an instant/sorcery, it is eligible for rebound as well. That's overwhelming value, tell you what.
Your lands need some work. Prairie Stream should absolutely be in there. Irrigated Farmland too. Nimbus Maze was just reprinted. Myriad Landscape is ramp in a land, I like it a lot. Further upgrading gets costly, those would be a good start though.
Your lands are also split evenly with plains and islands, when you should be skewed way towards islands. You wanna take advantage of high tide right? Also your deck is just leaning way, way to blue. Swap 3-5 plains for islands.
I caved and built a Taigam deck. I tried just a straight spell slinger deck and found it had trouble finishing. My token generators, and I ran quite a few, tended to eat it. So I decided to build a voltron taigam. It's not even repetitive, what with all the spell slinging the deck still does.
Take a look, I'm still trying to get the right cards and card ratios for it. Dread it, Run from it... Destiny Still Arrives
4 days ago
Your mana base is not consistent enough to make the deck work fast enough (in playtesting I always had problems with the mana).
You need more dual lands, not expensive ones, such as Caves of Koilos super cheap and effective a full list of cards Id recommend going into the land slots being:
To speed up the deck as well you could also include one or two more mana rocks, Thran Dynamos Iconic Masters version is currently about $2.5
Also if you wanted too you could base the deck around a recursion combo with Second Sunrise and Devouring Greed, just find a way to recurr the two spells, add some cheap tutor effects (Diabolic Tutor, Increasing Ambitionand boom
4 weeks ago
I say take out that Flickerform and Rite of Replication out of the deck, Don't get me wrong, they are fantastic cards, but there is really nothing to gain spending 4 mana to blink a singular creature, or dumping 9 mana into something that doesn't win you the game, but only draws attention, I would say yes to that if this was a voltron build or a control shell. Roon is a creature based deck at the end of the day not either of those archetypes.
There are basic lands called Wastes, They are colorless lands that are supremely useful if you are running Eldrazi Displacer, especially since they're basics (you could also be a dick and play Thought-Knot Seer like me). If you ran either a couple more basics instead of those tap lands or put in the lands like these: Scattered Groves, Irrigated Farmland along with shock lands and/or the buddy land/tango land from BFZ, you can get rid of those top deck duds known as signets and run something more useful, like Swords to Plowshares or Path to Exile. You should also run Solemn Simulacrum instead of wood elves based on how many basics you are playing, you could turn this into a hyper ramp deck on the side that's immune to Blood Moon and Back to Basics You could also take out that caravan and put in the ever useful Commander's Sphere, at its worst it can get you a card.
If you are really worried about torpor orb (which we Roon player's ALL should) Then I recommend this removal: Naturalize, Disenchant, Krosan Grip, Return to Dust, Angelic Purge, and my personal favorite, Bant Charm. Why bant charm? It does everything. It can take care of a pesky artifact (torpor orb) it moves a creature to the bottom of their owner's library (torpor orb on a stick: Hushwing Gryff, and Tocatli Honor Guard), and can hit an instant that you don't want to see, it's just good. Get that birthing pod ASAP. Paired with your deceiver exarch, Derevi, and felidar you can pod again and again! I'd say take out that extra blink, its not that necessary. Those instant and sorcery spells that blink do nothing on an empty board state, where restoration angel can be a blocker. Throw in more counterspells, they do more in top deck mode anyway.
Value is good, but it really means nothing if you can't kill someone, let alone the rest of the table, armada wurm is good, but you could do better! Trostani's Summoner, Hornet Queen, and Avenger of Zendikar are fantastic threats by themselves, but what if I told you they had an exceedingly powerful interaction with Cathars' Crusade? I'll let that one sink in.
Some of the cards in the sideboard should be in the main deck, Thragtusk's leave the battlefield trigger gets around torpor orb, so you can still have a 5/3 and 3/3 team of beaters ready to kill the orb player (even if you can't gain that 5 life). There are even creatures that only benefit from leaving the battlefield, such as Nevermaker, or Meadowboon, and Reveillark recurs your whole deck as it stands when it leaves, and if you add the aforementioned summoner and hornet queen you can recur game enders, it can even go infinite with karmic guide and a sac outlet, like Ashnod's Altar, which I think you should be running anyway. Find a way to put in Prime Speaker Zegana, Duplicant, Mystic Snake, and Reclamation Sage into the deck, because they are way too good not to be played in your deck, let alone any Roon deck! You also won't need cards like Oblivion Ring if you have Thought-Knot Seer, reveals a hand and exiles a thing forever instead of having the risk of having it come back, and it's leave the battlefield trigger can make an ally! Day of Judgment hoses you just as much as the guy you are trying to punish, especially with how little recursion you are running. If you are scared of an out of hand board state get Duplicant or Fiend Hunter instead. I find Mirror Entity something I don't play, it doesn't give me value when it comes into play, and I need to pump mana into it to be good, I find myself using that mana to play more blink targets rather than the entity. You could also throw in another Planeswalker that actually benefits this decks overall game plan very well: Kiora, Master of the Depths, she untaps Roon, can get a creature or land we need, and if you ultimate her, gives us targeted removal when we blink our value creatures!
And for my final recommendation I point you towards the Minion Reflector, this baby does everything you could ever want. Doubles your ETB triggers (and LTB triggers depending) and gives you a disposable minion that can swing in with no repercussion! It can also go infinite with Reveillark, karmic guide, and Ashnod's altar to make an infinite army like Kiki-Jiki, Mirror Breaker. If you want more suggestions just ask, or check out my Roon list for reference!
1 month ago
mana base needs to be improved. Ipnu Rivulet does literal nothing, and unless you really want deserts, Irrigated Farmland is strictly better than Desert of the True. also always play as many duals as possible, so add in Glacial Fortress and it will be so much better
1 month ago
1 month ago
1 month ago
Looking for the last couple pieces I need to build Approach (Search for Azcanta Flip, Gideon of the Trials, Glacial Fortress, Irrigated Farmland) or anything that sees modern play with similar pricetags.
1 month ago
Personally I find your deck better now than it was before, I really apreciate the shift to Esper, but I'll make some little changes:
I'd cut Rootborn Defenses, to get the synergy you need 7 mana, and what about if an opponent has a Remand? Obviously this isn't such big problem, but consider that Rootborn Defenses gives your creatures indestructible and puts only a 1/1 on the battlefield. If you really want to have that synergy in your deck I suggest you Make a Stand (because a +1 +0 to all creatures is better than a token), or Selfless Spirit.
Just one technical term: combo is something that goes infinite or that instantly makes you win the match (for example infinite mana with Basalt Monolith + Rings of Brighthearth or Duskmantle Guildmage + Mindcrank , synergy is when two cards have effects that do really well when used both.
As for the lands think about Godless Shrine, Hallowed Fountain, Flooded Strand, Glacial Fortress, Fetid Heath, Urborg, Tomb of Yawgmoth, Irrigated Farmland, they are very helpful if you need specifical colours. In my opinion you should reduce them, I find 24 too much.
Think about Zealous Persecution. It could be useful to boost your creatures and make less stronger the opponent ones.
I don't know if you want to add some things that will make you see your opponent's hand and discard some cards (personally I'd put some), but here are some names: Thoughtseize, Inquisition of Kozilek, Tidehollow Sculler, Duress, Despise, Kitesail Freebooter.