Kami of False Hope

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Betrayers of Kamigawa (BOK) Common

Combos Browse all

Kami of False Hope

Creature — Spirit

Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn.

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Kami of False Hope Discussion

ZorrosRage on Tallowisp Spirits Magic Aids

2 weeks ago

Kechl thank you for enjoying the deck. Cool little story.

The deck can definitely be adjusted and tested. I'll start with your suggestions.

Gift of Immortality is definitely a great card it the hard part is the 3 cost. It makes it hard to bring more than one in and there is a lot of times you just don't want it yet Tallowisp helps you get it When you do. After testing with all of the hexproof and counters with creatures I just felt it was amazing in the side but not in the main. It slowed down the main idea and usually wanted it game 2 after I had more knowledge of what I was facing.

The main win in the deck is the Geist of Saint Traft being buffed. It's super powerful with Steel of the Godhead

Selfless Spirit is a great card. Especially with GoI like you stated. This is just a decision on what you face and what you think your week against. Only 2 because I feel like I can try to stop most board wipes with the cards in the deck and the two for extra insurance. 2 I feel is a good spot for selfless with all of the control I have. A lot of my cards also cost 3 so I'm not going to have a lot to keep alive unless I counter.

I actually feel like if I have GoI thenKami of False Hope is better for me in more areas which is why I have 3. The main issues I've had is when someone is going to swarm the board and kami just locks their combat. A selfless helps me block but a lot of damage well still happen and I'll be hit for it. Being swarmed and big swings can be this decks weakness, but kami and GoI can help with that. The life link if steel of God Hand does also.

As for Eidolon of Rhetoric. No doubt is a great sideboard card. You just have to know what your going to face. I just chose to try to fight combo with the counters, but if your going to face it a lot it is definitely needed in the side. I don't really see storm very much so not in there current. Mainly what I see is death shadow, affinity, control, and mid-range stuff. I feel like my side is good for that.

As for Rootrunner it's just not a fit for the deck. Cost too much green and your already tight on Mana. There is really only 1 green for Rancor because Rancor is just that good. Buffs any flyers you want and makes them better without ever being wasted if you lose it.

Thanks for the suggestions none were bad. If you want to pick it up please let me know how it goes I do not get to test it enough but when I do it played great. You can adjust the side for what you need but I think the current one is solid. All the cards in the maybe area could easily go in vs certain decks if you know what your facing. Even if you face a lot of combo with Devoted Druid Oppressive Rays has helped me stop it. It can be a bit slow though. There is a lot of things you can adjust but this is how so far it tested best for me.

Sakana on Noyan Dar Preliminary Decklist

3 weeks ago

eaturesAngelic Arbiter- This doesnt seem very helpful. Too expensive, but if you like it, keep it.

Curious Homunculus  Flip- This card is VERY good for you. Ramps, then makes everything thats relevant cheaper for you. Strong for price and cost. I would keep this even if I were spending a significant amount of money on upgrades.

Daxos of Meletis- Doesnt fit with the deck theme. If it is there for laughs and you like it, keep it. It can be a very fun card

Deep-Sea Kraken- This is mediocre. Even with the suspend, you could put a card in this slot that does far more for your deck then a unblockable 6/6 that can be easily killed by removal after waiting for it. I recommend you remove it: does not fit the deck in any way.

Diluvian Primordial- Seems expensive to me. I would test how well it works in your playgroup before I judge it. In fairness, the cast triggers from it get you elementals with Noyan Dar, Roil Shaper. It would probably result it about 14 power hitting the board for 7, which can definitely be an issue for your opponents. Not to mention the fact that you also get the instants from the cast trigger, but you would definitely have times where the best spells you could get would be Explosive Vegetation and Farseek, which wouldnt help when you have 7 mana. I would put this in the keep for laughs pile.

Godhead of Awe- I LOVE this card. You have a 10/10 Progenitus? Here, have a 1/1 hydra Avatar. Well, I love the original: Humility. The problem with it is the creatures keep their abilities, so that baby Progenitus still has the Protection from everything bit. Which isnt great on a 1/1, but you get my point. I would remove this card in favor for something else.

Grand Arbiter Augustin IV- This card is very powerful. It makes almost all of your spells cheaper (sometimes by as much as , the effects stack) while making all of your opponents spells cost more. I would strongly suggest keeping this card.

Gwafa Hazid, Profiteer- This is one of my favorite cards because it was one of the first rares that I owned that I was like This, this is perfect. So I am very biased in saying to keep this card, so keep that in mind. He does give your opponent card advantage though, which you never want to do, but if it stops a Blightsteel Colossus, youll be glad to have it. It is important to know that if he dies, the counters will stay, but the effect will NOT. You will be able to be attacked by any creatures with Bribery counters on it. I say keep it.

Helium Squirter- This is expensive for what it does, even with the ability to give your lands flying. I would replace it with Abzan Falconer. Cheaper, and doesnt tax your mana every time you want to give something flying. I say remove and replace with Abzan Falconer

Herald of Secret Streams- This card is amazing in your deck. All those lands? Well, they had flying. Now? Good luck blocking that 9/9 flying unblockable land. Keep this card, there is absolutely no reason to replace it at this point in time.

Isperia, Supreme Judge- Expensive, and potentially hard to cast. While it gives you card advantage, there are much better options for you deck then this. It also fits with none of the themes you have going on. I would remove it, it has no place here.

Jace's Mindseeker- Seems so-so. It relies a little too much on luck for my taste, but if you enjoy the card, I guess you could keep it. It does trigger Noyan Dar, Roil Shaper, but only if you hit an instant or sorcery spell, which against some decks has a very low likelihood. Remember, you only get the top five cards of the deck. I would remove this card.

Kami of False Hope- This is bad. It is a fog effect on a creature. You lose the surprise that you get from Fog in exchange for nothing. There are much better cards for your deck. Even Ethereal Haze is better, and only because you can get a 3/3 out of it. I would strongly recommend removing this card, it gives you nothing. (I am not suggesting you add Ethereal Haze. Dont.)

Knight of the White Orchid- For the longest time, I thought this card was called Knight of the white Orchard. Needless to say, I was wrong. I think this card is very powerful. It ramps in white, a color that doesnt get much love for ramp. If you play it well, you can get very ahead with this, even if it doesnt seem like much to get an extra land. It is. It can also fetch your Hallowed Fountain or Prairie Stream to get blue mana, as it doesnt specify basics. It can sometimes be a little difficult to cast on turn two, but not so much that it becomes an issue. Just to take care to play a land AFTER you play it, because you need to have less lands than an opponent. It feels bad to play a land, try to cast this, and get a 2/2 out of it because you misplayed. I would strongly recommend keep this card, ramp is so important.

Novijen Sages- This creature seems bad. Removing two 1/+1 counters for a card seems bad, especially considering it costs 6 to cast. This creature seems very bad to me. I would remove it.

Quicksilver Gargantuan- This costs 7. For a 7/7. It copies something, sure, but it doesnt fit the deck, and it is too expensive. I would say to replace it with another card. But if you enjoy it, keep it. Remember that EDH/Commander is about having fun with your favorite cards.

Resolute Archangel- This is bad. It costs 7 and the lifegain is questionable at best. Only play it if you regularly get use out of it. I would remove it.

Reveille Squad- This seems like it could be good. Attacking with your lands, then pulling them back to block is good. Sort of like vigilance for everything else. I would keep it, seems good. The card would untap everything else unless you cheat it into play as a trigger to being attacked. Here is what I found for how it works Reveille Squad triggers when you are attacked, namely when one or more creatures are declared as attackers against you, which is the first thing that happens in the Declare Attackers step. So you must control Reveille Squad before you opponent attacked, for its ability to trigger. The latest you could bring in the Squad in order for its ability to be relevant is during the Beginning of Combat step. (stolen from silentstormraider on MTGSalvation). I would keep it, seems annoying for your opponents.

Solemn Simulacrum- There is nothing to say here, this card is almost always amazing. It ramps, color fixes, and draws cards, what more could you ask? I would keep this.

Surrakar Spellblade- This card seems like if you could hit someone, it would be great. The emphasis there is on the if. Most decks are going to have something to block it with, so if you dont have a good way of getting it through, Id be wary. Note that it is not a may ability, so you may deck yourself, although that is unlikely. I would test this card for how effective it is before judging if it should stay or not. If you routinely cant get through with it, toss it.

Taigam, Ojutai Master- YES! This card is excellent for you. This not only makes all of your instants and sorceries uncounterable, it DOUBLES the number of counters you get from Noyan Dar, Roil Shaper because rebound has cast triggers. So at your next upkeep, youll not only get the spells again, youll also get more counters. I immediately thought of this card when I saw Noyan Dar, Roil Shaper. You do have to attack with him, but I think his upsides are so high that it doesnt matter very much. Keep in mind that after you declare attackers and attack, you can cast an instant with it and get it rebounded next turn. Sometimes that extra instant is more important than keeping Taigam, Ojutai Master alive. Excellent choice, I would not remove this card.

Talrand, Sky Summoner- This card is just like Noyan Dar, Roil Shaper, only with flying drakes. There is no reason to remove this card. It has the protentional to be a very good card. I both like this and think it is a good card. Keep it.

Vortex Elemental- This card seems bad, rather slow. And to routinely get the effect, you are going to need to spend 6 mana on it, which feels bad. If it works or you like it, keep it. I would do some testing with it before removing it, but there would be a good chance that I would remove it.

Artifacts

Boompile- If you are going to want to destroy everything, you dont want a 50% chance to miss it. I would remove this, only keep it if you enjoy it. There is a 99% chance that it will fail you right when you need it. NOTE: See Perilous Vault.

Darksteel Plate- One of the most important things is to protect Noyan Dar, Roil Shaper, and this is a good way to do it. Destroy effects and damage will not affect him anymore. This is a good card, keep it.

Pearl Medallion- This card seems good. Ive personally never liked the medallions, casting lots of spells can benefit from this. I would look into if you have a Sapphire Medallion, they stack on white/blue spells. If this does work, keep it.

Perilous Vault- It feels a little like a trap. You need 5 mana to cast it, and it can be annoying to keep up that mana all the time. Although that shouldnt be an issue considering that most of your spells should be instants, so it is better in your deck than most. The exiling bit bugs me: you get all of your things set up, then you go and get them exiled, never to come back. But it does the same thing for everyone else, because symmetrical effects are always fair, like Balance or Upheaval. Keep this card if it works for you, but it has never worked well for me. Removal is important in almost all cases. NOTE: I WAS WRONG. All NON-LAND permanents. Keep it. Very good with all of your lands.

Prismatic Lens- This card may provide color fixing and a little bit of ramp, but I dont think that it is good enough to fit into the deck. It isnt a very good card. I would remove it.

Instants

Celestial Flare- Good cheep removal. If this is what you have, it is fine. In the future you may want to replace it as edict (originally from the card Diabolic Edict) effects often dont get what you want to kill. Do keep in mind that you can target a player that is attacking another player, not just you. Hydra coming to kill Bob? Save him and annoy someone all at the same time!

Crippling Chill- Seems okay, but slow and not super effective. You want things that are going to do things to your opponents without hitting you. I would recommend removing this.

Disdainful Stroke- Good counterspell. Nuff said. Probably keep it.

Dive Down- While this spell works as a protection spell, it isnt super effective. +0/+3 and hexproof just doesnt affect the board state at all. Having a counterspell here would be more versatile and probably helpful. It feels like it would often be a dead card in your hand. I would take this card out.

Essence Scatter- A fine counterspell, I would probably keep it. Maybe change it to one that hits all kinds of spells, not just creatures. Keep.

Immolating Glare- While this is generally better than Celestial Flare, I would change this out for another spell, as this doesnt get around indestructible or protections. One for ones are fine, but two, three, four, or five for ones are much better, and in EDH, those are not too difficult to come by. I would change this card out. Not bad, just not good.

Negate- This falls into the same boat as Essence Scatter, doesnt hit everything, and often you will find that you have the opposite of the one you need. Im wary of limited counterspells. They seem sort of like a trap. Again, if you dont have something better, keep this, it isnt a bad card, just limited. I would keep it for now.

Opt- This card is okay, not great, but not terrible. It draws and scrys, all good. It just doesnt do more than replacing itself and a limited top deck manipulator. I would replace it soon, but isnt too big of an issue.

Pongify- This is good. Removal in blue is rare. And the ape shouldnt be an issue for you compared to what you had to deal with before. This card is very strong, keep it.

Pressure Point- This card is mediocre at best. It just doesnt do much. There are other cheap options. This card just doesnt do almost anything. I would replace this soon. I do like the flavor text.

Prismatic Strands- This is a good card. It comes back as another counter generator from Noyan Dar, Roil Shaper, which is good. It is also notable that it protects from more than combat damage. It protects from a whole colors damage, which can be helpful. It doesnt give protection from that color, just protection from that colors damage. Those creatures can still block you. I dont see why you should remove this card now, it seems fine. Keep this for now, you may want to remove it later.

Restore the Peace- This card is a token destroyer. They just turn into little wisps of air. I think you should see how this works in practice and playtest it some, but it might be very good, depending on your playgroup. IMPORTANT: you can use this after Bob gets massacred by Spikeys bum-rush of 70,000 goblins on turn three. It will get all of those goblins, leaving you scot free (except that it was turn three and there were 70,000 goblins. They WILL be back, goblins always are.) Restore the Peace doesnt need to hit you, just deal damage. I would keep this for now.

Select for Inspection- This card is just bad. There is no upside, it doesnt replace itself. The effect that it has is worse than Unsummon. Replace it as soon as possible.

Send to Sleep- This card is another card that I would recommend you replace. It doesnt do much and there are much better options. Tapping this is not going to help as much as you think it will help. I would remove this card too, but if you need a hundredth card, leave it in.

Sheltering Light- This card is fine, it protects Noyan Dar, Roil Shaper from many things and also scrys. I would keep it, but not be too attached to it because there are lots of better options.

Sphinx's Revelation- This card is great. It not only draws you cards, it gets you life, too. My only worry is that you wouldnt have enough mana to make it great. But just imagine it, Twincasting it for 10 cards? Delicious. I would not remove this card, as it just gets better and better the more mana you have.

Think Twice- This card is already good, and it only gets better with the extra cast triggers for more elementals. It draws cards and makes creatures!? Great!

Twincast- This card can be extremely funny and very good. Say someone casts a Boundless Realms and you copy it. You get all of those lands too, but only as many as you would get as if you casted the spell. Spell copiers are one of my favorites! If you are ever having issues with someone where you are trying to counter a spell and there is a counterspell on the stack, you can use this to copy that counterspell! I love this card and wouldnt remove it. Kicker effects stay on the spell as you copy it.

Wing Shards- This card is worse than Celestial Flare, it doesnt hit blocking creatures and costs more. Keep in mind that two for ones are good in EDH. I would remove the card from the deck if I were you, but isnt top priority.

Enchantments

Angelic Gift- An okay card. Not the worst, not the best. Giving something flying can be good, but I think this card is just taking up a lot in the deck that could be filled with better things. I would remove it, but place no importance on removing it. It is functional.

Authority of the Consuls- This card can be so good against some decks. Tokens? Gain some life and they enter tapped. It has such potential for value and hosing hasty dudes. If I were you, I would keep this card, but I have a large personal bias for it. I won a prerelease once from it. Actually, Ive won two sealed tournaments with this card I like it. Keep it if you like, it isnt bad at any rate.

Cartouche of Knowledge- This seems too slow. I really am against cards that only affect one creature if they dont do much. In voltron, this might be a different idea, but this isnt a voltron deck. It does draw a card! I would remove it when I got the chance.

Detention Sphere- This card absolutely destroys tokens. I would keep this for the removal it can provide and the situational ability to ruin somebodys plans. I would call this a good card. Keep it.

Embargo- This card is excellent in the deck. I didnt realize that this card existed, but it does and the untap step called, they want everyone elses creatures back. I think losing two life a turn for this is fine. It stops everyone elses artifacts, creatures, tokens, and most anything. The only deck it wouldnt affect is Lands, and even still. Keep this card, it is almost certainly great for you.

Trail of Evidence- This seems okay, drawing the extra cards from your spells can be good. And it only costs 3 to cast, which is almost nothing. I would keep this card, seems like it could be very strong. But dont be too surprised if it is underwhelming, that may be an issue. It might be just too slow. But try it out.

Sorcery

Curse of the Swine- This spell has always seemed very silly to me. I would keep it if I were you, it can act as good removal and is a good spell in general. It can target your creatures too, if they are being targeted by something. I would keep this spell, good and funny.

Displacement Wave- Now this, this is Magic! This card is AMAZING. You never need to worry about your own creatures with this. This was on my cards to suggest list. The fact that this doesnt hit your lands is straight value. Excellent choice.

Expropriate- This cards art is another amazing art. It has the True-Name Nemesis, Mox Pearl, Mox Sapphire, Mox Jet, Mox Ruby, Mox Emerald, and items from Selvala, Marchessa, Grenzo, and Muzzio. The art is GREAT! And then there is Leovold, Emissary of Trest, my little card hoarder. This spell itself is good too. Extra turns or your opponents best stuff? Win-win. I would keep this, it will win you games if you can cast it. If.

Planar Outburst- Die SCUM. This is so good for your deck. Do Not Remove This. It will do work because it doesnt kill your lands. For the love of all things sacred, keep this in the deck.

Rise from the Tides- This is another good card. Lots of tokens for you based on the numbers of instants and sorceries that should be in the deck. This will probable be a good deck, but I think it requires playtesting for a true evaluation of how good it is.

Treasure Cruise- Good card draw for one mana. This will draw you cards. I think you should keep it.

Ugin's Insight- There is a good chance here that you wont have the chance to scry more than 4 cards due to the average converted mana cost of the deck, but drawing three is nothing to scoff at. I would recommend keeping this card.

Windfall- Another fun card. Dropping this after youve dumped your hand of spells and making Spikey discard all the goblins he had in his hand is so satisfying. This card will almost never be a dead card in your hand. An Cyclonic Rift than this is devastating. Your opponents will have their board states ruined. If you have a hand of bad cards? Wheel. Keep this card if you enjoy fun.

Lands

Going to go ahead and say that this looks fine. Dont worry about spending lots of money on a mana base, spend that money/trade value on cards. This is not the most important part of the deck. Budget mana is better than budget cards. Dont worry about this.

Opinions

The deck is a good start. I think that there are too many creatures and too few instants and sorceries. The reason why too many creatures isnt good is that it takes up Instant/Sorcery slots which can have better things in them. Replacing some with card draw would probably also help. There seems to be an emphasis on tapping things, which I think it may be a good idea to let go of. Tapping things down is going to serve you less than killing the creatures outright or making your board state better to the point that their cards cant affect you. Also, working on synergy with cards like Planar Outburst will be much better than having random cards in the deck. Trust me. In EDH, synergy is king. Nothing is better. Except maybe casting Teferi's Protection with mana floating to cast Balance. Wait That is synergy You would also need to cheat the Balance into play somehow, as it is banned in EDH. What I would recommend is ramp. Without ramp, you are not going to be able to do anything at a rate that other people cant stop. Refining your focus and adding ramp will serve you well. Oh, and also get rid of some of the not-so-good instants, I think you may have a few too many. Maybe take out the Fog effects too, they generally have less impact than other cards. Please dont let my suggestions take the fun out of the game for you. Having fun in EDH is the point after all, if you arent having fun, why are you playing? And so, here are my suggestions for the deck.

Remove List

Creatures

Artifacts

Instants

Enchantments

Sorcery

NoneI have more comments, but have hit a limit. The recommendations will be in the next post.

Scion_of_Darkness on Ghostly Aura's

3 weeks ago

Gift of Immortality on Kami of False Hope. Reusable Holy Day. Beware of the timing, though. If you sac the Kami to Fog, it'll return to play immediately, but the aura will reattach at end of turn. there is a window that the Kami can be killed, other than that... very abusable.

Not_Yet_Flawless on Help Wanted: Budget Misthollow Griffin

1 month ago

I'm trying to build a casual deck revolving around Misthollow Griffin and Manipulate Fate. The plan is to prevent my opponent from playing anything substantial with cheap counters, and stopping any threats they do manage to get out. Since there are 4x Manipulate Fate, I'm thinking that I can run some archetype hate and filter out any cards that don't fit the match up. The problem is I don't know what cards do this best. Any suggestions for hate cards, or feedback in general, would be much appreciated.

chadsansing on Grouphug/Mill Selvala

1 month ago

Very cool to see mill strategy in these colors.

Altar of the Brood might work well with any token production in these colors. Something like a Mycoloth might add pressure to that card.

Mesmeric Orb + Gaea's Blessing might be fun.

Maybe a Path to Exile?

If you want more pillow-fort effects or to save more players, you could add Fog effects in white like Angelsong, Dawn Charm, Holy Day, Kami of False Hope (great with Sun Titan), or Pollen Lullaby.

Finally, some blink effects (like Momentary Blink) or Wastes and other colorless-man-producing lands + an Eldrazi Displacer would make your Sun Titan super valuable through recursion of its ETB effect.

Have fun brewing!

AioriaxWingz on Judgment Day: Avacyn the Purifier EDH | *PRIMER*

1 month ago

Hi SaifurCommander

Ya, you're right!! This is a super AMAZING deck. Thx to Daedalus19876

Try imagine if you cast Gift of Immortality on Hope of Ghirapur then keep whack blue player, or cast it on Kami of False Hope against a heavy creature deck, then look at your opponent's hopeless face.. XD

Sometimes you even can kill all the opponent with commander damage in a single turn by playing Sword of Feast and Famine and Seize the Day

OMG, i'm feel so guilty when i recall back, this deck just gain so much of hated. XD

Siosilvar on Life Avalanche

1 month ago

The biggest thing to do is just play cheaper cards. White and black basically don't ramp, so I wouldn't run more than about 6 cards with CMC 4+. The few exceptions to that are Kor Cartographer who's already a 4 drop, white catch-up cards like Weathered Wayfarer, and black doublers like Crypt Ghast.

Cards I'd cut:

All five-drops except for the Archangel of Thune and maybe one or two others. They're not bad, but because they're so high in mana cost you'll rarely if ever play them so you really want just a few game-winners up here.

Chastise and Smite. Play Path to Exile or Fatal Push instead; being able to cast your removal at all matters more than what it gives your opponent. Condemn is the budget option.

Probably the Cradle of Vitality unless it turns out to be a consistent game winner. It's too mana intensive for Modern.

Sungrace Pegasus. If you're relying on these so that Odric can give everything flying, just run a fourth Aerial Responder instead and replace the other one with a better creature.

So, all that said, some smaller mana cost cards for you to consider filling in that space with:

1 drops

Better removal as mentioned, Path to Exile/Fatal Push/Condemn. Dismember can be good too, since your life gain should outpace the 4 life you have to pay for it.

Serra Ascendant. The best one-drop any lifegain deck can ask for. They're expensive but worth it.

Children of Korlis or Kami of False Hope. Lets you save life so you can activate Serra Ascendant and Chalice of Life. The Kami lets you saves your creatures in combat, the Children save you personally from more kinds of life loss and are another life gain trigger. Up to you which is more important.

Brave the Elements

2 drops

Lone Rider  Flip is a better version of Knight of Meadowgrain because he's a 4/4 most of the time (but sometimes a 1/1) instead of always a 2/2.

Blessed Alliance is a pretty neat toolbox card.

Honor of the Pure

3 drops

Oblivion Ring or its functional reprint Banishing Light. Lets you temporarily (or permanently, if your opponent doesn't have enchantment removal) get rid of anything that's causing you a problem.

Kambal, Consul of Allocation. Maybe just as a sideboard card against spell-heavy decks.

Vampire Nighthawk, it's a bit more versatile than Aerial Responder because it has deathtouch instead of vigilance.

Path of Bravery

Kitchen Finks. Not a lifelinker, but really common in life gain decks because they block twice and give you 4 life while doing it.

MagmaArmor0 on The Ultimate Timmy Deck

1 month ago

Thanks for the advice, Daedalus19876! I incorporated several of your suggestions--the Mana Reflection, Orchards, and Beast Withins. I threw in Kami of False Hope rather than the Constant Mists, though. There have also been several more changes, and the numbers got stupidly bigger.

Mostly I have a higher-than-usual number of lands in here because I want each Thrasios activation to find be a land with the scry, so that I can always hit the ramps in the earlygame. I might cut one or two, but with lands like Temple of the False God, High Market, Alchemist's Refuge or Reliquary Tower that are useless in the earlygame for getting all of our colors (but great in the later game), I really want to be sure I have enough lands to get all the colors I need.

Any other suggestions? I know you have a particularly keen insight on the commander scene here on TappedOut (your Avacyn, the Purifier deck is terrifying!)--I was really happy to see that you had commented on my deck!

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