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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 |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Mikokoro, Center of the Sea
Legendary Land
: Add .
, : Each player draws a card.
keizerbuns on You want more cards? You can’t handle more cards!
1 month ago
Thanks for the comments nuperokaso!
Those are all great suggestions, I'll look into trying out all of them. I might not use every suggestion just because I want my deck to still somewhat resemble how it looked when I first made it back in 2015, just for the nostalgia factor, but Fevered Visions and Mikokoro, Center of the Sea are both fantastic suggestions that I will try to fit into the deck. I'll still test out the other suggestions, and I'll probably some day end up using them, but for now I'll just start with those two.
Thanks again for the suggestions, it's very much appreciated! :D
nuperokaso on You want more cards? You can’t handle more cards!
1 month ago
- There's no reason to play three colors. There are enough bounce spells in blue to get rid of Reprieve. Eye of Nowhere is good enough. Besides, bouncing a land may be more damaging than bouncing a spell.
- Add an additional Kami of the Crescent Moon. It's a cheap draw that can also block. I know it's legendary, but it's definitely worth to have it in every game, and have a replacement if removed.
- Add one Mikokoro, Center of the Sea
- When this deck was Standard, it used to play Exhaustion, which buys you time. With all the Howling Mine, this is effectively a Time Walk
- Silver Myr and Temporal Adept are just bad.
NV_1980 on Imodane Burn
4 months ago
As Imodane is rather powerful in a deck like this, I'd recommend adding in some stuff that either prevents Imodane from being countered (maybe some counters of your own like Pyroblast/Red Elemental Blast) when he's cast and/or stuff to protect him from (targeted) removal (the boots (Lightning Greaves/Swiftfoot Boots).
Also, I should point out that currently the deck has very few resources available to draw additional cards with. You can add some utility lands to help you out (Bonders' Enclave/Mikokoro, Center of the Sea/War Room) or maybe some more non-permanents (my favorites in mono-red include Seize the Spotlight/Valakut Awakening Flip/Wheel of Misfortune)
Last but not least, would care to hear your thoughts on also including Braid of Fire. I'm thinking it might be worth it, considering the amount of damage-instants you're running.
Optimator on Anarchy Burger
4 months ago
Urabrask Flip - bit more mana and damage, eventually can recast all those great spells from the graveyard. Blocks
Blast Zone - a bit of removal in the land base
Geier Reach Sanitarium - maybe loot away extra lands?
Mikokoro, Center of the Sea - not ideal, but mono-Red
Valakut Awakening Flip - could take a land slot
Shatterskull Smashing Flip - take a land slot and add more burn
Song-Mad Treachery Flip - could take a land slot, could steal a big creature and get across the finish line. Expensive, but synergizes with all your instant- and sorcery-stuff
Imodane, the Pyrohammer - huge force multiplier! A win-con. Probably a must-include
Ojer Axonil, Deepest Might Flip - another force-multiplier. Might be redundant though
NV_1980 on Avacyn Loses Her Temper
5 months ago
This deck is wonderful! The only recommendation I would have is maybe add some more draw options. Maybe some utility lands could help, like Geier Reach Sanitarium or Mikokoro, Center of the Sea. I know these options provide draw to your opponents as well, but during games I've often found that in a pinch, these can really break stalemate situations.
legendofa on Eislinda and Vernalia
5 months ago
Apologies for the double post, but Eisheim's draw ability is also probably too cheap. My reference points here are Geier Reach Sanitarium and Mikokoro, Center of the Sea. While those don't have color requirements, they're also quite a bit less than "target player draws a card" and aren't stapled to an Arcane Sanctum. The life gain and loss are probably okay; you can even probably cut the life gain cost to just .
The lands will need the deepest testing and review. Color production plus utility is probably unusual because it represents a high level of productivity from a source that's difficult to interact with. Everything else, the creatures and spells, look solid.
NV_1980 on Lathliss Dragon deck
5 months ago
Hi,
This deck really needs some ramp/mana-rocks and some more draw in order to obtain a bit of momentum. Ideas on this front include Sol Ring, Arcane Signet, Fire Diamond and Worn Powerstone. When it comes to draw, I'd consider some utility lands like Bonders' Enclave, Mikokoro, Center of the Sea and maybe War Room. Artifacts can also be useful here with stuff like Endless Atlas and Mind's Eye.
Good luck.
Beebles on You Mean "Our Turn", Comrade
1 year ago
Hey there. I've also been brewing this commander. Here are a few pieces I really like that you could consider adding:
- X-based mana rocks are amazing in Heliod. So Astral Cornucopia and Everflowing Chalice. Especially if you include some more bounce spells to replay them during a big turn. I also like Cryptic Trilobite as it helps flip heliod and can active lands like Mikokoro, Center of the Sea.
- Additional costs of spells also get discounted by heliod. So Kicker or Buyback for example. I included Capsize and Skyclave Relic.
- I also really like Mind Over Matter in here.
- Tyrite Sanctum is pretty cool too.
Those were some that came to mind :). Check out my brew here: Heliod is drawing all of the cards
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