Search your library for up to two creature cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle your library.
|Have (2)||NineNotesKnives , metalmagic|
|Want (2)||Darui , niot5|
Printings View all
|Return to Ravnica (RTR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Jarad's Orders Discussion
1 day ago
The first thing that comes to mind reading through this list are your lands. I'm unsure what your budget is like, but if you wanted to spend a bit I recommend cutting basics for shocks like Steam Vents. You also have tri-lands such as Mystic Monastery when they can be replaced by triomes like Raugrin Triome, though this mainly benefits you if/when you pick up a set of fetches.
I'm unsure about Mana Echoes, Omniscience, and Sunbird's Invocation. Mana Echoes is good for tribal in general but since you're playing Tazri your creature types all over the place, and I'd recommend just running a dork or rock in its place. I assume you plan on cheating Omniscience and Sunbird's Invocation out via Zur, but without targeted tutors you'll most likely not draw into him consistently so those cards will be dead in your hand.
With how much graveyard recursion you have why not add Entomb, Buried Alive, or even Jarad's Orders? They could help with consistency quite a bit. At the very least you should replace Mythos of Brokkos with one as UBGG is far too rigid for its effect.
I don't think Ramos, Dragon Engine fits very well into the deck either. While WUBRG helps with his effect, you have a very high CMC and don't have counter manipulation so I feel he'd be better off being replaced with something else.
Hopefully those give you a few ideas. I haven't played Tazri before so I don't know a lot about what her decklists often look like, but after a brief lookthrough with her general idea in mind those are my thoughts!
1 month ago
Hey, Vorinclex and Jin-Gitaxias are good cards, but they're definitely not fun or fair cards. These cards may be fun for you, but they're not fun for your opponents. Nice upgrades of Sea-Dasher, Spark, Gemrazer, Brokkos, Expertise, Wake, Tutor, River, Catacomb and Fellwar. You've done well with cutting out most of the cards in the precon that go with Zaxara and not Otrimi. Areas to improve are the manabase, the creatures who you want to first mutate too, tutors, repeatable draw and repeatable recursion.
Cards to consider adding:
- Swiftfoot Boots: hexproof for any creature you control.
- Troll Ascetic: hexproof and regenerate.
- Silhana Ledgewalker: hexproof and potential unblockable.
- Will-o'-the-Wisp: one drop, flying and regenerate.
- Jarad's Orders: creature tutor and put a mutate creature into your graveyard to recur with Otrimi.
- Final Parting: tutor for any card and put a mutate creature into your graveyard to recur with Otrimi.
- Phyrexian Reclamation: more repeatable creature recursion.
- Season of Growth: repeatable draw, draw a card each time you mutate a creature since mutate is cast that targets a creature.
- Primal Empathy: repeatable draw or make mutated creature bigger.
- Yavimaya Coast
- Ash Barrens
- Tainted Wood
The Otrimi precon is very flawed especially the manabase. The problem with the precon manabase which you haven't changed much is it's not consistent enough to make turn four to cast Otrimi. To do this you want an equal amount of each color and the precon manabase has an overwhelming amount of green compared to blue and black. The large amount of green is for one card Predator Ooze which is a good card with Otrimi, but not good enough to build the manabase around. You've cut Ooze which was a good move, but keeping with the overall precon manabase isn't helping your deck. A change to the manabase to consider is cutting Forests and adding more Islands and other dual lands.
Hexproof is very good with mutate because if the creature you're mutating too has hexproof it can't be killed by targeted removal in response to mutating or after it mutates. When you're doing a lot of mutating with one creature without hexproof it's risky because one removal spell by an opponent will kill or exile all the creatures in the mutate pile. Swiftfoot Boots equipped makes any creature you control have hexproof and Boots doesn't unequip if the creature mutates. The top creature of the mutate pile will have hexproof protecting the entire pile from targeted removal.
Regeneration is another excellent ability with mutate and it's not as annoying for your opponents since they can target a creature with regenerate. If any creature in the mutate pile has regeneration then the entire pile does just like hexproof. Regeneration protects the mutated creature from all removal except exile and bounce. It's especially helpful against board wipes that let the creature regenerate and combat where regeneration saves the mutate creature from lethal combat damage.
Good luck with your deck.
1 month ago
Hey, nice budget version of Kathril.
You don't want to have to cast more than 50% of creatures you're playing. You just want them into your graveyard for Kathril. Consider adding more ways to get creatures into your graveyard for value and some repeatable discard outlets for creatures?
- Buried Alive: creature tutor and put creatures into your graveyard.
- Fauna Shaman: repeatable creature tutor/discard creature in hand.
- Jarad's Orders: creature tutor and put creature into your graveyard.
- Final Parting: tutor and put creature into your graveyard.
- Lotleth Troll: repeatable creature discard, trample.
- Doom Whisperer: repeatable self-mill, flying and trample.
- Grisly Salvage
Winding Constrictor and Pir, Imaginative Rascal have effects that are unique because they care about any counter that's put on a creature not just a +1/+1 counter. The way these cards work with Kathril puts a lot more +1/+1 counters on her because each time you put a keyword counter on her that's one instance of putting a single counter on a creature thus you put two of each keyword counter onto her. Kathril sees the additional keyword counters that are put on her and will put that many +1/+1 counters onto herself plus one additional +1/+1 counter. The last part of her ability is another instance of putting a counter on a creature except it puts many counters not just one thus only one additional counter is added.
For instance lets say you have Winding Constrictor on the battlefield and there's 10 keywords in your graveyard. Double the number of keyword counters + 1, puts 21 +1/+1 counters on Kathril which gives her more than 21 power to attack for lethal Commander damage.
Corpsejack Menace doesn't interact with keyword counters that are put on Kathril, but what it does is it doubles the amount of +1/+1 counters that are put on her for the last part of her ability. Without Constrictor or Pir, but control Corpsejack and having 10 keywords in your graveyard puts 20 +1/+1 counters on Kathril. The amount of +1/+1 counters that are put on Kathril gets crazy when you control both Constrictor and Corpsejack.
Good luck with your deck.
1 month ago
Hey, nice budget upgrades to the precon: Sea-Dasher, Reconnaissance, Brokkos, and Triome.
Elusive Tormentor Flip and Troll Ascetic are two budget creatures who you want to mutate with Otrimi. Tormentor for Insidious Mist when mutated with Otrimi makes a 6/6 hexproof, indestructible, unblockable, trample Beast. Discard a creature with mutate to flip Tormentor and recur that creature with Otrimi. The combination of hexproof and regenerate of Ascetic is powerful with mutate.
Hexproof is key and it's wanted because it protects the creature you're mutating to from targeted removal before it mutates and then after it protects the mutate pile so you can safely mutate again. Swiftfoot Boots can equip to any creature you control giving it hexproof.
( > = could replace)
- Elusive Tormentor Flip > Vorapede.
- Troll Ascetic > Vastwood Hydra.
- Swiftfoot Boots > Phantom Warrior.
The manabase of the precon is not good and you haven't changed it much. The color fixing is not good enough to be able to consistently cast Otrimi. Needing three different colors and having 11x basic Forests is going to be problematic without more color fixing.
On a budget, a manabase change to consider is to add the Bounce lands: Simic Growth Chamber, Dimir Aqueduct, Golgari Rot Farm in place of other lands that ETB tapped. With Bounce lands have to return a land you control to your hand (bounce) and they interact well with a basic land to bounce. They help with color fixing since you tap them for two different colors of mana.
- Dimir Aqueduct > Dimir Guildgate.
- Golgari Rot Farm > Golgari Guildgate.
- Simic Growth Chamber > Temple of Mystery.
- Yavimaya Coast > Thornwood Falls.
- Ash Barrens > Temple of the False God.
- Evolving Wilds > Soaring Seacliff.
- Could cut 2x Forest, add 2x more Island.
More Signets can help with faster ramp and color fixing. Arcane Signet is great, but there's three other budget Signets to consider adding: Simic Signet, Golgari Signet and Dimir Signet (Ravnica version). A Signet is helpful since any basic Forest or any other land can be used to make two different colors of mana.
Shared Summons is a budget instant creature tutor that can put any two creatures into your hand. Jarad's Orders is another creature tutor that puts a creature into your hand and any other creature into your graveyard such as one with mutate to recur with Otrimi. Primal Empathy can be repeatable draw source or repeatable source to make Otrimi bigger. Season of Growth can be another repeatable draw source, any time you cast a creature for it's mutate cost targeting a creature to mutate.
- Shared Summons > Illusory Ambusher.
- Jarad's Orders > Cavern Whisperer.
- Primal Empathy > Mysterious Egg.
- Season of Growth > Mind Spring.
Good luck with your deck.
1 month ago
Enlightened Tutor , Mystical Tutor, Gamble , Idyllic Tutor , Fabricate , Congregation at Dawn , Entomb, Buried Alive, Jarad's Orders, Signal the Clans, Woodland Bellower, Yisan, the Wanderer Bard, Spellseeker, Wargate, Gravebreaker Lamia,Corpse Connoisseur,Open the Armory,Steelshaper's Gift, Birthing Pod, Chord of Calling , Imperial Recruiter, Recruiter of the Guard, Goblin Recruiter, the mage cycle (ie:Trophy Mage) these are all the ones I can think of right now if I think of more I'll be sure to post them!
2 months ago
If you wanted to add in some more "hexproof" creatures or just some cards that add another type of ability that Kathril will count for the total number of counters "put on a creature this way", you could add in Knight of Malice, Knight of Grace, Sphinx of the Guildpact, and Sporeweb Weaver. All of these different kinds of hexproof add a unique counter so if you had both knights in your graveyard when you cast Kathril, you'd get at least 3 counters. I thought hat was a pretty neat interaction that they only recently made a ruling for. Garruk's Harbinger also has hexproof from black and an ok card advantage ability, but is probably a little less appealing. Also, getting some graveyard tutors in here would go a long way. Even if its just Jarad's Orders and Final Parting. They would really help out with some consistency and help the deck run smoother and be more enjoyable to pilot.
2 months ago
2 months ago
You make a compelling argument for Altar of Bone, and it's a good card. The only downside to it is that I'm limited to whatever I have in play to sacrifice, which not might not be enough to benefit casting Kathril. With Final Parting (and Jarad's Orders, when I get another copy) I get to search my library for one of the keyword-heavy-laden creatures, like Zetalpa, to pitch right away. That said, I do think it's a good card for the deck.
I do like Triumph of the Hordes, but don't have any of my own yet. I was able to flesh this out with what I had in my collection. It could literally slide into any aggressive green deck as a finisher, and is a great card.
Thanks for taking a look!