Mammoth Umbra

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mammoth Umbra

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3 and had vigilance.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Yogie on Immortal Knights

3 years ago

Hi osiczym, thanks for the comment and sorry for my late reply. I haven't been active on tapped out as much lately.

Totem armor is a great idea and I think I'll buy a few the next time I'm ordering cards. I've looked at totem armor for another one of my decks (Bestowing Auramancer) but I never thought of playing those cards in this deck. Sadly, Felidar Umbra isn't modern legal which is something we're trying to stick to in the group I play with. (Gift of Orzhova is, however, a very powerful lifelink-card as an alternative). Mammoth Umbra is also great, but as you've already said, its CMC is probably too high to really work in this deck. So I think I'd go for either Hyena Umbra or Eland Umbra, not sure which one yet though. Frist strike is good but not as necessary when your creatures are indestructible. The +4 to toughness is probably the best choice since it can help with survival if you don't draw an indestructible card.

Paladin en-Vec is a good card, I'm personally not very fond of playing protection from color, especially in multi-coloured decks as I sometimes accidentally misplay. But that's just my personal preference. I play Knight of Grace and Knight of Malice because I love how their card art matches up, but they could easily be changed for other knights. Vault of the Archangel is a good card and it fits the deck well. Land cards are something I need to get better at overall when it comes to my own deck building skills. I usually just throw in a bunch of basic lands together with a few dual lands and then leave it at that.

Thanks again for taking a look at my deck and for offering suggestions!

osiczym on Immortal Knights

3 years ago

Very nice deck! Very original and has a main interesting theme that looks like working well!

My suggestions: I would definitely swap Demonic Vigor for any enchantment with Totem Armor. I’d say preferably Felidar Umbra since lifelink is very powerful addon, but also Eland Umbra to make knights even more though or Hyena Umbra if you really need it for 1 mana (cause you already have fs in most creats). I don’t think you have mana for Mammoth Umbra but if so it really fits your deck giving vigilance and +3 buff. Anyway - totem armor is much better than Demonic because the enchanted creature remains on the table instead of going back to your hand.

Other interesting cards: Paladin en-Vec (I played it couple times and it is just a good card but not sure if it fits your deck well), Vault of the Archangel (you are looking for a good land and combo lifelink + deathtouch (from land) + first strike + vigilance (from your cards) sounds awesome

Requillias on Alela, artful provocateur

4 years ago

Deck Upgrade:

Creature Upgrade

To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald

To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator

Enchantment Upgrade

To Remove: Angelic Exaltation, Kiora Bests the Sea God, Mammoth Umbra, Omen of the Dead, On Serra's Wings, Waterknot

To Add: Mirrodin Besieged, Mirrormade, Phyrexian Reclamation, Greed, Aqueous Form, Leyline of Anticipation

Artefact Upgrade:

To Remove: Ancestral Blade, Bloodsoaked Altar, Jousting Lance, Mana Geode, Pendulum of Patterns, Scrabbling Claws, Untethered Express

To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves

Sorcery Upgrade

To Remove: Covetous Urge, Dance of the Manse, Epic Downfall

To Add: Time Wipe, Kaya's Wrath, Diabolic Tutor, Narset's Reversal, Supreme Verdict,

Instant Upgrade:

To Remove: Banish into Fable, Invoke the Divine, Karametra's Blessing, Riot Control, Shieldmate's Blessing, Skywhaler's Shot, Syncopate, Unlikely Aid

To Add: Twincast, Mystical Tutor, Dovin's Veto, Swords to Plowshares, Anguished Unmaking

jakeelephant006 on Uril, Ultimate Bench-Presser

4 years ago

This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .

Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.

Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .

My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.

Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.

I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.

Demarge on Kooopa Sigarda Deck

5 years ago

(quicker suggestions, for more ideas see The Heron Marked Master)

I would suggest trying the deck out without the lands that enter tapped for little utility, like Evolving Wilds or Graypelt Refuge, barring a more expensive mana base (though adding Krosan Verge, Canopy Vista, Scattered Groves, and Grasslands atm would be little more than $5) your mana base will probably feel just as consistent in getting the colors you need but feel faster by just running more basics.

Sigarda likes to protect as well as attack, Mammoth Umbra can work pretty well for this or Sword of Vengeance. Dueling Grounds also forces a fair fight for siggy, these also can enable you to move away from the board wipes and focus more on having removal for single threats.

Hissp on Ojutai's Paradox

5 years ago

Great responses, thank you!!

Is it that ramp is just too important to justify running Null Rod? It seems it would certainly crush the likes of CVT and Storm much more than it would bother Ojutai. Somehow I was envisioning dropping Mammoth Umbra and just ruining everyone's day. Too bad there's not a white Jokulhaups!

Krymsin_Zombie on Bruna, Light of Alabaster - Voltron

6 years ago

I'd add a few more Umbras just incase you don't hit Umbra Mystic. i.e. Hyena Umbra, Felidar Umbra, Mammoth Umbra, and Drake Umbra.

General EDH advice I found helpful was run at least 4 board wipes.Supreme Verdict, Wrath of God, Cyclonic Rift, and Phyrexian Rebirth. Because of your Totem armor sub theme don't fear board wipes. If you can find any more in WU run them.

I hope this helps, let me know how this goes!

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