|Commander / EDH||Legal|
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|Saviors of Kamigawa (SOK)||Rare|
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Mikokoro, Center of the Sea
: Add to your mana pool.
, : Each player draws a card.
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Mikokoro, Center of the Sea Discussion
1 week ago
Questions for post-Balan, Wandering Knight switch! I see you are still on the Sram, tsk tsk! =P
Why not keep Caged Sun in the 99? Did the deck get too tight that it had to get cut from adding cards?
Would you consider running Ancient Tomb?
What sleeves do you use for you commander deck? Dragon shields, kmcs, ultra pro, etc?
4 weeks ago
Thank you for the suggestions! I will try to find a spot for Heartwood Storyteller, Horn of Greed, and Tunnel Ignus. Tempting Wurm would cause me to lose in my meta and it would end games to fast. Mikokoro, Center of the Sea Is a bit to expensive for me, I plan on replacing Geier Reach Sanitarium with it when I can.
1 month ago
Horn of Greed fun card
Tunnel Ignus a little punishment for all the extra lands you are providing
Mikokoro, Center of the Sea the other draw land
1 month ago
You should be able to find Puzzle Boxs for around 4$ at their cheapest with MP
1 month ago
3 months ago
Thanks for your suggestions, AlmightyTentacle!
You've definitely suggested a ton of cards that I either want to test out or already have, so thanks for that! :)
When it comes to card draw, I really haven't experienced many issues. You are correct that I don't have a ton, but keep in mind that I do have tutors/cheaters that essentially are card draws for the specific cards needed.
Herald’s Horn is one that I was pretty excited for when I saw it got spoiled. It'll definitely get tested!
Grenzo, Havoc Raiser was a card that I tested out before, but ended up passing on him. He might be worth testing out again though!
Mikokoro, Center of the Sea will definitely need to be tested. I've honestly overlooked this one, but it can definitely be handy.
I would love to run Imperial Recruiter, but there is no way that I can spend that kinda money...maybe someday though!
Gamble will need to be tested. I hated the idea that I could be forced to pitch what I tutored, but mono-red doesn't really get any better tutors, haha.
The Control & Others category are pretty much all previous inclusions or considerations. I end up not needing the redundancy with some of these cards as much as one would think because most games are won by around turn 8 at the latest.
Quest for Pure Flame may also be re-tested.
As for your recommended cuts, I agree with some of them.
Mardu Scout is another one. I love dashing him for repeatable 2 damage with Purph, and he does synergize with Door of Destinies, but you are right about him being on the chopping board. Grenzo, Havoc Raiser may fill his gap.
Apocalypse is actually really good. I recover exceptionally well after board wipes, and pitching my hand never really hurts me too bad. This deals with heavy enchantment based decks like Bruna, Light of Alabaster, Sigarda, Host of Herons, and Zur the Enchanter.
Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)
3 months ago
You need 4 Gigadrowse it is one of the most important cards in the deck as it provides early disruption. I would also cut on the turns spells, you have too many and in turns you don't want a hand of all turn spells until you combo off. Cut Elixir of Immortality and go up a Howling Mine, with Card: Part the Waterveil decking out is not a huge concern anymore.
Additionally, as opposed to a playset of Inkmoth Nexus, run one copy as a way to kill with infect, in your mana base you also want Mikokoro, Center of the Sea and Oboro, Palace in the Clouds as one-of's. Move the Spreading Seas to the side and play Remand instead.
3 months ago
What I would cut:
- Grasslands, Secluded Steppe, Selesnya Guildgate, Tranquil Expanse, Tranquil Thicket, Grove of the Guardian: I would replace these with 2 of each basic, Gavony Township and either Command Beacon or Mikokoro, Center of the Sea for long-term value and added speed to the deck with less tapped lands.
Sandwurm Convergence: costs too much for what it provides.
Argentum Armor: Seems slow to me. I take your deck to be an aggressive one.
God-Pharaoh's Gift: another card that is good, but is very situational for its cost.
Beastmaster Ascension: seems slow and with a creature count that take to build up, it seems more like a win-more card.
Hour of Promise: only three targets make it seems worth the invest (Cavern of Souls, Westvale Abbey Flip and Path of Ancestry) plus you are running 0 deserts, so you only ever get the 1st part of the card.
Faith's Reward: I would suggest keeping your instants that you wish to respond to an action under 3 CMC. It makes it a lot easier on your deck when comes to being able to play your offensive cards and have mana open for a response to an opponent.
Sylvan Library: one of the best green draw cards in the game. I feel it is worth every penny.
Nature's Claim: Cheap removal that allows you to be very flexible with your turn.
Ghostly Prison: if your truly worried about defending your turf, this is a great deterrent.
Hope all of this help, good luck in your matches in the future! +1