|Commander / EDH||Legal|
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|Duel Decks: Venser vs. Koth (DDI)||Rare|
|Champions of Kamigawa (CHK)||Rare|
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, : Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
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|Have (10)||Va1mar , sonnet666 , Shiromakuro , Swamy , marcus638 , Cunningcrow , golgarigirl , plof , frederiklw , silvereh|
Journeyer's Kite Discussion
3 days ago
I'm also just trying out Emeria Shepherd. In theory with cards like Wayfarer's Bauble and Burnished Hart I can use them to turbo ramp in the later parts of the game, and if that doesn't happen just a single plains activation to bring back a key permanent could prove to be worth the card slot. Ojutai's card selection along with Journeyer's Kite and Thaumatic Compass Flip should allow me to consistently get the plains trigger in my deck, but I haven't yet considered that your list is much heavier on the non-basics so the Shepherd might not be the right fit for you. Still, I definitely think that the Shepherd's effect is powerful enough to warrant the addition of maybe a couple more plains to at least try out.
With regards to Treasure Map Flip, I've found it more attractive in non-blue/green decks just as a cheap source of card selection with the scry while charging up counters, ramp with the land transformation, and since the map itself makes you 3 treasures on transform if you don't need the extra mana you can always just use the treasure to draw extra cards. It is pretty inexpensive to get going so I disagree with the high setup cost but its definitely not that impactful of a card.
1 month ago
This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.
General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage
About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)
Things to cut:
any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset
about aura's - normally they're just card disadvantage but narset probably offsets that
bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics
Aether Gale - tricky since it needs six targets and that won't always be possible
Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal
Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats
Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)
Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways
Assemble the Legion - Seems to slow to be effective
Throne of the God-Pharaoh - Need to go wide for this to be really effective
_cheap$$(around or less than a dollar): _
Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it
Crib Swap(removal) - still exiles a creature outright, but 3cmc
Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)
Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it
Fury of the Horde(extra combats) - extra attack steps (they're the best)
Boros Charm(protection, burn) - versatile, keeps narset alive
Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not
Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks
Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it
Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back
Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures
Counterflux(counterspell) - strong counterspell, wins counter wars
Render Silent(counterspell) - Makes people sad, locks them out of whole turns
Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well
Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp
Wild Ricochet(spell copy) - copy a spell, twice!
Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard
Call to Mind (recursion) - you have spells, may as well re-use the best ones
Mystic Retrieval (recursion) - same but with flashback!
Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already
Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead
Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective
Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana
Brass's Bounty(ramp) - only good if you need a lot of mana one time
Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths
Day of Judgment(mass removal) - very strong
Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is
_LANDS(can be boring, but are often a big part of how your deck performs): _
Command Tower - Must have in three colors
Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are
Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good
not so cheap$$(around three or more dollars):
Path to Exile(removal) - a second StP, not all decks need it, but it is strong
Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip
Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible
Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard
Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time
Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary
Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games
Blasphemous Act(mass removal) - often one mana
2 months ago
I have an Inalla deck myself that exploits creatures that tap for effects. A very different build than yours, but strong and fun nonetheless. Take a look if you'd like an unconventional take on this commander.
With that said, I see a couple of issues with how your deck is built and what your overall gameplan is. I do not know your budget so some suggestions may not be things you'd buy, but they would certainly greatly improve the deck's functionality, and, I promise to keep these to a minimum as well as avoid any Black Lotus kind of stupidity.
First and foremost, although your land count is perfect your mana base is slow. And I mean SUPER slow! Almost 40% of your lands enter the battlefield tapped and this is the last thing a control deck wants. You aim to be reactive and keeping as many resources up at all times is very important. Try to replace most of those taplands with others that enter untapped. A relatively budget-friendly option is the pain lands (i.e. Underground River, Sulfurous Springs, and Shivan Reef). Add more basics to enable more of your check-lands to come untapped. Choked Estuary and Foreboding Ruins both are good, relatively cheap alternatives, so are Tainted Isle, Tainted Peak, Smoldering Marsh, and Sunken Hollow. Unclaimed Territory and Ancient Ziggurat are good considerations, while Riptide Laboratory can give a lot of extra utility. Focus on lands that produce blue mana, as that is the central color of your deck.
After lands, comes ramping into more resources. Again focusing on Blue the most can be important. You have some decent pieces here but I would consider a few more. Thaumatic Compass Flip and Journeyer's Kite are underplayed cards that can streamline a deck's mana by allowing consistent land drops. If you can, investing in a Chromatic Lantern will solve a lot of problems a lot of the time.
What a control deck wants to be is reactive. As such these suggestions are very strong for this kind of decks and if you can I would invest in getting them first: Vedalken Orrery and Leyline of Anticipation are some of the strongest cards in M:TG. These suggestions will help streamline the deck.
The last thing I've noticed is that your deck lacks focus and a clear path to victory. Look for more cheap wizards that have disruptive etb abilities like AEther Adept and Sedraxis Alchemist, or, card filtering ones like Omenspeaker and Augur of Bolas. Pit Keeper is another nice addition to any wizard deck.
As for cuts, I would go for Control Magic, Clone Legion, Magus of the Abyss, Vela the Night-Clad, and Yahenni, Undying Partisan as they don't particullarly advance the decks goal in any significant manner.
I hope you find this (incredibly long post) useful.
2 months ago
Couldn't really think of anything that one would drive on kamigawa, since there are't really major waterways for boats and no one has cars like on Kaladesh, So this is based on the most vehicle-y mode of transport we ever saw from kamigawa- Journeyer's Kite
Flying, Crew 3
Only one creature may crew ~ each turn, and only legendary creatures can crew ~.
Whenever a creature crews ~, untap it It gains flying and lifelink until end of turn.
Whenever ~ attacks, you may search your library for a basic land card and put it onto the battlefield tapped. If you do, shuffle your library.
Another kamigawa card
3 months 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
3 months ago
Outside of having too few lands, you should also put in a good amount of ramp so you can actually cast your Commander more than once. Also, you have a ton of 4 CMC things so you're going to have a hard time casting more than one spell turn. Here are some good colored and noncolored forms of ramp and some stuff that ensures land drops: Coldsteel Heart, Fellwar Stone, Terrain Generator, Thran Dynamo, Journeyer's Kite, Gilded Lotus, Coalition Relic. One last thing, you should put in Expedition Map and Weathered Wayfarer to grab the important lands you need.
4 months ago
5 months ago
Gamble is not included primarily because it's red. I do try to keep this deck optimal but I intentionally try to keep the red cards down while doing so. Its a source of pride for me.
Metalworker is excluded in part because money. It does also draw immediate hate from the table when played on curve, and a big reason this deck is so successful is because it keeps its head low and steals games out of nowhere. Were this a 1v1 deck, I'd include it, but...
This isn't a 1v1 deck. Not sure where you got that idea, as its mentioned several times in the primer that it's optimal in multiplayer but can be 1v1 with some minor card change(s) and play style. Temple of the False God, therefore, is not a bad card to have around. If I didn't have it, it would just be a mountain. Therefore it does no harm and plenty of good.
I'm not partial to snow-covered lands and Extraplanar Lens. Ive been very particular about how many cards with similar effects are necessary without sacrificing other important mechanics in the deck, so the comparable cards that are included are more than sufficient. Taking out something for the Lense potentially drops the count of another group of similar-niche cards which could be detrimental to the efficiency of the deck. Basically "if it ain't broke don't fix it" in more words and more logic. Also, I already have my basics all foil with the same art, so I'd rather not go through that again.
For this deck, Journeyer's Kite is preferable to Thaumatic Compass Flip, not because I need to search for basics mid-late game, but because it stays an artifact. By the compass turning into a land, it loses a relevant interaction within the deck; its helpful to have the Kite around after its served its purpose, so I can sacrifice it to Throne of Geth or, even better, Kuldotha Forgemaster. Were the compass' transformation optional, it would be a fine inclusion, but as a mandatory effect, the Kite is preferable in this context.