|Commander / EDH||Legal|
Printings View all
|Innistrad (ISD)||Mythic Rare|
|From the Vault: Legends (V11)||Mythic Rare|
Combos Browse all
Mikaeus, the Lunarch
Legendary Creature — Human Cleric
Mikaeus, the Lunarch enters the battlefield with X +1/+1 counters on it.
: Put a +1/+1 counter on Mikaeus.
, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
|Have (6)||releasethedogs , Narueled , , agardels , AlbinoLion , jhTheMan99|
|Want (14)||zn.tportlock , widell , LastCall , EdwinSmithIV , xafeara , Jspeed , JannieB , flipdipple , redarrow4403 , Clones16 , QBrick , boneSANITY , Vialheart , Xelgion|
Commander Recommendations Start Commander Deck
Latest as Commander
Mikaeus, the Lunarch Discussion
6 days ago
I definitely think that Mikaeus, the Unhallowed is a better fit for Ghave than Mikaeus, the Lunarch ! Everything having undying means that you'll be in no shortage of +1/+1 counters and for less effort than the Lunarch. You can even use all of Ghave's counters when the Unhallowed is out and then he'll come back with 6 counters instead of the usual 5!
I hope you find this advice useful! I love Ghave! he was my first commander :)
1 week ago
Animation Module - Missed out on that one, great idea
Blade of the Bloodchief - I feel as though it's not gonna be used to its full potential most of the time, since, while Vish Kal likes counters, this deck isn't a counter deck that much.
Citadel Siege - Same reasoning
Walking Ballista - Maybe, but I have reservations about adding it since I can't really see myself ever using the ability to gain more counters, so it'd enter with x counters and id either sac it to Vish, or use it all up to blast someone.
Kalitas, Traitor of Ghet - Already in.
Endless One - Similar reasoning to Ballista
Hangarback Walker - Definitely can see it being useful, though I worry I'll never really cast it for a high enough x to get that much out of it
Hythonia the Cruel - Too expensive really, trying to keep the cmc as low as possible
Karlov of the Ghost Council - Lifegain is just a byproduct of the cards in the deck, I might actually make it less lifegain oriented, so while he can be great removal, I don't think he'd be that useful. Might take a bit more consideration to full decide
Krav, the Unredeemed - Not really sure about him, maybe board for now
Maga, Traitor to Mortals - Would be way to expensive to cast to get a significant amount of life drained, can only see him being played late game to get that final bit of damage in.
Marionette Master - While a great card, I don't have any ways to sacrifice artifacts, so her ability is moot
Mikaeus, the Lunarch - Not a counter deck
Thanks for your suggestions. I think I should refine the objective of the deck a bit more and appreciate your assistance, WarriorMagic
4 weeks ago
The issue with the artifact lands is that there is enough artifact hate out there that adding them to help just one instance of metalcraft seems not worth it. If you were running Mox Opal and a few other effects, sure, however here the reward doesn't seem to match the risk. Not to mention its for a card which just helps equip costs and by the time you're actually going ot be playing and equiping stuff where it's actually relevant you already have metalcraft.
For Boros Garrison , it's fine if you want to run a crad because you like the art or the flavour. But overall the ravnica bounce lands are detrimental in the vast majority of decks. In opposition to what was said, you can't count them as two lands. They are at best a land that taps for two mana, however for most decks the drawbacks are significant enough not to run. The issue with them is not that they don't do anything the turn the come down but that they negate turn two especially. Turn two for most decks is where they start pulling ahead. A majority of ramp spells are 2 CMC and they completely undo your second turn. Even with a Temple of Triumph , you could play it turn one to have access to two mana on your second turn. But you can't do that with the ravnica bounce lands. And on top of that, they aren't ramping either. Ancient Tomb gives you +1 on your pool at the cost of life. These cards don't. The only time they could be somewhat useful is if you're struggling to hit your third land. And in that case, you should be aiming your ramp to be 2 CMC rather than 3+.
Yes, solemn gives you a card when it dies, but a skilled oppoennt will understand opportunity cost. "I could not attack and they won't get a card, but that completely delays my strategy. Or I could attack, give them a single card and work towards killing them". If your opponent isn't going to attack because of a Solemn, chances are they aren't going to attack because of a few tokens, which will do much more work in the long run.
8/9 ramp pieces is not a good amount of ramp. Especailly with a 6 CMC commander and a curve peaking at 4 CMC. You should be aiming for somewhere in the 15 ramp card effects, with a bunch of them being 2 CMC (or less if you can). If you were running 14 other ramp cards and had Solemn, I would say that's fine. But with a relatively low amount of ramp and having a bunch of expensive (read 4 CMC) ramp cards, I would say that you need to slim your curve. While yes, anything less than 5 mana technically ramps into your commander, the cheaper it is, the more of them you can chain together. Because assuming you're hitting your land drops, playing two 2 CMC rocks on turns two and three will net you a turn four commander, while playing a single Hedron Archive on turn four will net you a turn five commander. That's why in general slightly weaker but more ramp is better than less ramp which is more powerful. You cna curve that of course, but the majority of your ramp should be cheap to play.
The idea of in a relatively low ramp deck going and cutting cheaper cards for more expensive ones seems ridiculous to me. I get that yo uwant to have a way of closing games out, however fattenign up your curve is the exact opposite of what you want to do. This just in general slows your gameplan and more than that can make many hands unplayable. Most curves want to have the vast majority of cards in the 1-3 CMC slot and taper off as they get higher up, regardless of playstyle of the playstyle of the deck (for commander at least). Adding a bunch of high end bombs seems counterintuative. Not only are they harder to cast, they draw more hate and are easier to deal with. The better way of closing out games would be to design the deck so that cards get more powerful as they synergise with other cards in the deck. For example, running a bunch of tokens and then using cards like Mikaeus, the Lunarch , Cathars' Crusade , etc. means that rahter than your opponent beaing able to play any single point removal spell to deal wit hyour threat, all of a sudden you have a bunch of creature that they have to deal with. Higher synergy decks will always be more powerful on average than decks which just run a bunch of curve fattening bombs. this is one of the few things I will agree with DespairFaction on, cards like Archangel of Thune would do well here given the token production that you have. And you don't need lifegain. Angel connects, you gain some life and make all your creatures bigger for next turn. As far as finishers go, this is actually a good ome. Cheap mana cost, flier and adds value to the rest of your board.
I think that Sublime Archangel isn't a bad fit here, she keeps the curve down and can help close out games by leveraging smaller tokens which trade unfavourably.
Anyway, that's my two cents on the matter. Please don't interpret this as a personal attack - I get that deckbuilding is a very personal thing (for the most part) and I don't want this to come across as belittling. I do however know from both a lot of personal experience and a lot of discussion with many players from across the specturm of casual and competitive that there are some concepts expressed which will ultimately hold the deck back. And if you're ok with that then that's entirely cool. But there are some fairly obvious standouts in both card choices and reasoning which I think is worth offering some counterpoints to.
1 month ago
Sisay line: Paradox Engine , cast a spell, untap sisay and fetch cards in the following order, tapping them before each untap:
Let mike die at 0 counters, untap stutf, activate bow to bottom it, fetch it with Sisay again, rinse repeat and monument will drain for infinite damage.
1 month ago
Syrathia I worked in both Tithe and Mikaeus, the Lunarch . I took out Selvala, Explorer Returned and Dosan the Falling Leaf as I just couldn't get enough value from them in my pods. I've had to deal with a LOT of Gaddock Teeg s lately so I also replaced Oblation with Mangara of Corondor so that I have at least one piece of removal searchable with Captain Sisay .
1 month ago
1 month ago
Ahh I didn't see the Voyaging Satyr.
I don't know if you saw my updated reply on my Sisay Combo/Stax but I pointed out that comboing off with Paradox Engine you can only pull 3 mana sources with Sisay and using Saffi Eriksdotter as the creature isn't possible unless you have another non land mana source on the table since the loop uses WGG1 instead of WG1 with Mikaeus, the Lunarch
Mikaeus, the Lunarch occurrence in decks from the last year
All decks: 0.01%
Commander / EDH:
All decks: 0.01%
GW (Selesnya): 0.07%