|Commander / EDH||Legal|
Printings View all
Combos Browse all
Mangara of Corondor
Legendary Creature — Human Wizard
Tap: Remove Mangara of Corondor and target permanent from the game.
Price & Acquistion Set Price Alerts
Mangara of Corondor Discussion
xyr0s on Abzan blink
1 week ago
I think you should cut out the Eldritch Evolution-plan. There's only 2 it in the deck, but a pile of 1-of creatures that seem like they wait for you to draw it. And given your mana-base, Sun Titan is very close to a dead card if it just sits in your hand.
You also have a bit of a go-wide strategy going, but not really anyway. Abzan Falconer is a bit of a nonbo with blinks, as the blinking peels the +1/+1 counters of your creatures. Oblivion Ring is another card I wouldn't be too sure of. Is there a particular reason for having that, instead of Path to Exile? The difference between 1 mana and 3 mana is pretty substantial in modern...
...and you need better lands. Buddy-lands, check-lands... anything, really, as long as you get it untapped into play.
2 weeks ago
Yes you get Mangara of Corondor back, Phil Gallagher, a competitive Death & Taxes player does a good jib of explaining it on his site linked below.
2 weeks ago
The important thing to note here is that Mangara of Corondor exiles itself as part of the ability resolution, not as part of the cost.
Flickering it in response will cause it to leave the battlefield and then re-enter as a new instance of itself.
Then when the ability goes to resolve, it won't see mangara as the original instance of the card has changed zones. The ability will resolve as much as possible, in this case exiling the creature targeted by mangara. So that's the long answer. Short answer, as mentioned, yes.
2 weeks ago
1 month ago
I think 3 copies of Eiganjo Castle isn't really necessary, it will more often hurt you than help you as it is legendary.
I'm a little iffy on the equipment package. While it is a cool idea, modern isn't as friendly to it as legacy is.
I would also recommend Blade Splicer. This card is incredible with Flickerwisp and is one of your best cards against Affinity (Etched Champion) and midrange decks. Maybe cut the Mentor of the Meek (they seem a little slow and don't provide any hate, and you could potentially get Horizon Canopy to help keep up the card advantage).
Mangara of Corondor is a cool card, but how often will you be bringing it in? Is it to combat Eldrazi?
Good luck with the build!
2 months ago
I mentioned Mangara of Corondor before, but I want to take a moment to elaborate on why this is such a good card. It's all in the wording; more specifically, cost vs effect. Most cards that die (sacrificed, exiled, etc) as a part of their ability have that in the cost. E.g.: ", sacrifice x: ability." Here, the cost is simply "." She is exiled as a part of her ability. That means, with her ability on the stack, you can untap her with Samut, then activate her again. She will resolve, exiling two permanents, and herself twice. (Or however many times you are able to untap her)
It is also worth noting that it is any permanent. This is a must have card in your deck.
2 months ago
I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.
Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.
One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)
Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.
What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.
There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.
Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.
Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.
Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.
Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)
The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.
Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.
I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.
Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.
If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.
Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.
Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.
My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.
2 months ago
You could run Weathered Wayfarer , and I'm personally a fan of Mangara of Corondor . I would swap Eight and a half tails for Mother of Runes . Could go with Planar Cleansing over Akroma's Vengeance. A Prototype Portal could be useful for you, especially if you added an Ancient Den . But I usually imprint a gilded lotus onto it. However, you have plenty of artifacts that would be good choices to duplicate.