|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.
Journeyer's Kite Discussion
1 month ago
One thing I spaced on was draw power and tutors. Mono-Red burn decks always have an issue here. The best I could suggest are:
Gamble ; the card name could not be more direct to the point, but given what we have to work with, it's one of the best tutors in this color.
Cathartic Reunion ; more Crucible shenanigans to be had here. Still good even without it in play.
Wheel of Fortune ; The OG. Only recommended if you have the cash to blow on this thing.
Illuminated Folio ; I'm iffy here, but I'll throw it out, anyway. The only concern with this card is its initial investment and the odds of having mostly land and not enough Red cards in your hand.
Molten Psyche ; more of a hand refresher, but useful nonetheless, as that kind of effect is a burn deck's best friend.
Teferi's Puzzle Box ; not necesserily draw power, but definitely a hand refresher every turn. It keeps opponents frequently mixed up while giving you greater odds of finding anything that isn't a Mountain.
Browbeat ; almost a guaranteed draw because nobody wants to take 5 damage in this format (unless they have lifegain)
Dragon Mage ; a pricer card in terms of CMC, but getting a wheel effect every time you swing successfully is great.
Knollspine Dragon ; another mana-demanding creature initially, but it has a wheel ETB trigger and high p/t to boot.
Skullclamp ; make a Mountain a creature, equip Skullclamp, sac it, draw, repeat.
Scrying Sheets ; only do this if you're up to replacing all of your normal Mountains with Snow-Covered versions.
Mind's Eye ; a higher initial investment, but it has a solid effect.
Seer's Sundial ; great for a deck dependent on always playing land.
Journeyer's Kite ; Repeatable land search. Perfect for the deck.
Mikokoro, Center of the Sea ; gives everyone draw power, but still produces mana when you need it.
Extraplanar Lens ; if you change your Mountains to the snow-covered versions, you will want this. You're going to be sacrificing your lands a lot, so the further those can go in mana production, the better.
Kher Keep ; mostly for defense.
I don't recommend necessarily all of these, rather, browse through them and see which ones you like.
Try not to add too many utility lands. I only suggested the two I did because chances are, you could get away with 2-3 non-Mountain lands, but I wouldn't push your luck.
Your duplication spells can also be used to either counter Counterspell effects and/or duplicate opponent's draw/tutor spells. Try to keep that in mind in your games.
2 months ago
Ramp: Boros Cluestone , Boros Keyrune , Boros Locket , Boros Signet , Sol Ring , Fire Diamond , Marble Diamond , Commander's Sphere , Wayfarer's Bauble , Mind Stone , Corrupted Grafstone , Star Compass , Fellwar Stone , Coldsteel Heart , Worn Powerstone , Prismatic Lens , Burnished Hart , Solemn Simulacrum
3 months ago
6 months ago
I would add: Burnished Hart Solemn Simulacrum Pilgrim's Eye Metalwork Colossus Hellkite Tyrant Tormod's Crypt Spellbook Fabricate Everflowing Chalice (its just better than sisays ring) Chaos Warp Reality Shift Inventors' Fair Telling Time (a personal favorite of mine) Jhoira's Familiar Ornithopter Swan Song Thaumatic Compass Flip
6 months ago
You would think so, wouldn't you? In fact, both of those cards have seen play in this list even but a few revisions ago. Let me go through my deckbuilding philosophy a little bit (hopefully I'm not repeating myself from other comments too much!) and hopefully be able to explain why those cards got cut.
What is the biggest problem with Sasaya as a commander? Well, to be brutally honest, she's frequently prone to just, you know, not doing anything. Playing Sasaya in a non-competitive EDH setting (competitive has both the cheap interaction and the speed to make Sasaya a non-issue) is like a Shahrazad /Archenemy subgame, where three or so other players need to successfully both deal with you, the combo player, while also hamstringing each other just enough to go on to win afterwards (it's for this reason, I've found, that aggressive decks see their win rates rise massively in games where Sasaya is eliminated) This isn't helped by the deck's lack of interaction or the fact that almost every creature in the deck either sacrifices itself or is more optimal (perhaps even only playable!) during the combo turn. A single discard spell can set you back years as you struggle to find action or the necessary lands to turn on that action in the first place.
To that end, effects like Seek the Horizon look appealing, don't they? Three lands for one card? That's basically Harmonize right there. But the problem with that thinking, as appealing as it may be, is it kind of lives in this fear-ridden headspace that can actively hamper the deck. If there isn't a discard spell, a Seek the Horizon without Reliquary Tower in play generally stops being Harmonize and becomes a bad Sift , or sometimes even worse. But Reliquary Tower, despite how good that sounds, actually kills the deck's consistency for the simple reason of not being named Forest (or Snow-Covered Forest , as the case may be). Instead, I've moved towards grindier, instant-speed engines like Thaumatic Compass Flip and Journeyer's Kite to make up the difference. Is it worse? Maybe, but again, only in scenarios that, while they do exist, are much less frequent than one might think, at least in my meta.
Rites of Spring has that same "Reliquary Tower" problem. For Rite to be good, you need nine cards in hand total: Rites, seven lands-to-be, and a payoff spell. And that's just not feasible, to be honest. In the scenarios that it is, the draw engines this deck has mean that it's very likely those "lands-to-be" are just "lands". And in those scenarios, Rites is just a dead card.
Turn Six has always been the goal for this deck. Three lands to cast Sasaya, and eighteen initial mana to go off with. The rest of the deck is built with that goal in mind. And hey, if your local meta has a lot of discard, then of course Seek the Horizon (and, similarly, Gaea's Blessing ) probably deserves a slot. If you think 53 lands is absurd and could easily be slimmed down, maybe with some more activated ability-based interaction, then Rites of Spring is probably a must-add. But this list has always been aiming for speed first, so they both got cut.
7 months ago
- Up boat for nice lands.
- Unwinding Clock looks like a good card, but as a drop artifact, it's really only useful to you if you can get both a manarock and that Treasure Map Flip out. If you were going for a Sol Ring + Mind Stone + Journeyer's Kite and having all those untap on your opponent's turn, you're in business, but you will almost never get that early game when you will need it most.
- The point here is, I had it in my deck once and thought it was good, but it wasn't all that great. Consider replacing it with a mana-doubler like Caged Sun or Doubling Cube (if you wanna go crazy).
- Try to cut down on superfluous enchantments and replace them with more land or artifacts.
- Authority of the Consuls and Blind Obedience are almost the same card. You ought to choose one or the other.
- Nevermore and Runed Halo are useful if you want to prevent your opponent from getting use out of their commander.
- Consider taking out Runed Halo . Chances are, they're going to target your boardstate before they go after you.
- I may be projecting a bit, but I know having more than 10 enchantments in a deck not centered around that card type is a bad idea.
7 months ago
There are more depending on what type of deck and colors you are playing
Rahvin_dom on ZOa
7 months ago
It sounds like you want to:
- Slow down opponents' ability to cast spells, which forces opponents to keep cards in hand
- Force opponents to discard, limiting their options
- Use discard triggers to punish opponents
This sounds like it can work with Bolas. The risk I'd point out is with the discard punishers, specifically ones like Megrim and Liliana's Caress. They can be a little fragile - once the opponent no longer has any cards, you stop getting triggers. They're nice incidental damage and can add up, but you can't rely on them to actually close out the game. Bolas is also not ideally suited to the stax plan - he doesn't inherently break symmetry, so there are much better options for hard stax.
Wheels that discard are going to be excellent for you, getting a ton of discard triggers. Ignore wheels that shuffle and then draw without discarding.
Jin-Gitaxias, Core Augur would be a pretty amazing, synergistic reanimation target. You should definitely run some reanimation effects if you plan to force opponents to discard - you can grab tasty targets from your own deck or theirs. Reanimate, Animate Dead, Necromancy, Dance of the Dead are a good start.
Back to Basics doesn;t stop you from using your own fetches (even budget slow-fetches) since you only use those once - they don;t need to untap. Blood Moon works, and it sets your nonbasics to one of your actual colors, but it also turns all your fetches into Mountains. Watch out for that.
I'd also look at Ruination. It's MLD...but it only blows up non-basic lands. It's exactly what you're doing with the enchantments, but with removal.
You already seem to know the mana rock drill from your Nekusar deck. You want to lean heavily on the mana rocks - all of the 2CMC signets/talismans/Fellwar Stone. Fellwar is going to get much less useful once you land Bloood Moon though. Star Compass is useful since you'll be loading heavily on basic lands. Coldsteel Heart is useful to plug a specific color hole. Obviously Sol Ring. You're going to be looking for color fixing more than anything, so Chromatic Lantern is worth the extra mana, and any Mox you can afford are worthwhile (except Mox Amber, that one's less useful).
You need land fetching. Grixis Panorama is normally not a recommendation, but it can find any of your three colors, not just two, and you're already basically excluding fetchable duals with the stax effects. Journeyer's Kite and Thaumatic Compass Flip, Armillary Sphere, Pilgrim's Eye, Skittering Surveyor, Solemn Simulacrum, Sword of the Animist, Wayfarer's Bauble are all at least playable. The ETB creatures are useful if you plan to abuse Nicol Bolas, the Ravager Flip's ETB effect - you can use blink effects and Panharmonicon to get extra triggers.
Blood Moon and Back to Basics are great, but they likely are not enough to consistently slow opponents enough to be wroth all of this workaround by themselves. Even Ruination doesn't add enough. Unfortunately Grixis doesn;t have any of the neat land-untap triggers like Nature's Will or Seedborn Muse - if it did, you could abuse things like Stasis and Rising Waters and Static Orb more easily. Still, you could support Winter Orb with enough mana rocks. Be sure to run good one-sided artifact removal like Vandalblast to keep opponents from using their own rocks.
And of course Omniscience can let you blow up all the artifacts and lands and still play what you want. You'll be running a ton of rocks anyway, which could ramp you into it fairly early.
The big thing, though, is how you want to win. Stax doesn;t work super well on its own - you need to be using stax to slow your opponents down so that you can pull off your own win condition. Do you have any ideas on how youd like to win, even if just generally? Combat, combos, punisher effects like Megrim, mill, etc?
Journeyer's Kite occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%