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When Molten Primordial enters the battlefield, for each opponent, take control of up to one target creature that player controls until end of turn. Untap those creatures. They have haste until end of turn.
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Molten Primordial Discussion
1 week ago
Welcome everyone! You are all a testament to the amazing community we have her on TappedOut. I called for help, you all answered. My cup overfloweth.
MegaMatt13 - Thanks for the comment! Yeah I think I will be putting more plains in. That will also help if I decide I want Emeria Shepherd as well. Nim Deathmantle is great but the mana ramp required just seems to expensive to for me atm, so I'm straying away from it for now. Molten Primordial may be a good finisher and yeah, Sun Titan is going in. I'm at least putting Gratuitous Violence in soon, not sure I like the double edged sword of the others. I stay away from them because of my brother's Zurgo Helmsmasher deck. And I like the tucking/exiling board wipes because of my friend's sliver deck. Thanks again!
jwe94 - Double dipping commenting ;) Thanks! I like Flayer of the Hatebound. The rest don't really seem worth it. Stalking Vengeance used to be in here but I found it's too slow/costs too much. Thanks again!
Oloro_Magic - Thanks for stopping by! Bonehoard looks neat and Moltensteel Dragon could be great as I'll usually have a lot of life. I'll try em out! the rest are either too expensive(looking at you, Chandra), or just don't seem like the best fit. Appreciate you commenting!
zandl - I like all those lands, I'll add them in eventually. Sun Titan is going in. Universal damage doublers are too risky with my brother's Zurgo Helmsmasher deck. Gratuitous Violence will find a place though. Thanks a lot!
TheHamster - Hi again! Just figured you'd like to see the progress! You were my first commenter hahaha! I'm pretty happy with what it's become. Thanks!
landofMordor - Thanks for the comment friend! I have Insult / Injury and will be adding Gratuitous Violence. The others are too risky. Heartless Hidetsugu may work... I'll think about him. I like the Ball Lightning cards too much. It's the main gimmick of the deck so I won't be giving them up haha! Checked out you deck; very nice! Thanks again for stopping by!
Daedalus19876 - Thanks for all the advice! I've actually already seen and upvoted your Judgement Day haha! Gratuitous Violence is going in. Felidar Sovereign will be leaving me soon so I won't add ToE for the same reason he's leaving. Crumbling Colossus will be cut soon-Iroas, God of Victory you think? I've kept Kor Cartographer in the sideboard for that very reason. He'll probably find his way back in. Yes I've been needing more removal and those are all good options. Enlightened Tutor may find a place even with Sunforger possibly being cut. I also think you're right about the 2 cost mana rocks... good advice. All those card draw options are amazing but very expensive. Will keep them in mind but for now I'll find cheaper alternatives. Thank you a thousand times my friend!
clayperce - Appreciate it man! I've never had an issue with Temple of the False God. Works fine for me. Taurean Mauler doesn't work because of my friend's Sliver Overlord, but Sunscorch Regent is nice. Also adds life gain! Other people's treason effects aren't an issue. Never have enough pre-combat mana for Rogue's Passage. I'll consider Chandra. Thanks a lot!
Again, just want to thank you all for the kind words and advice! I've got a lot to think about!
1 week ago
Nice deck :)
A few suggestions:
I agree with the previous poster about increasing land count to 36 (minimum) for consistency. Also agree that Sunforger can go. Your deck just isn't instant heavy (nor should it be since you are flinging creatures)
You may wanna consider Emeria Shepherd as another recursion engine.
I would also consider a damage doubler like Dictate of the Twin Gods. Yes, it is risky but you are an aggro deck trying to burn people fast. Also, it can be flashed in on an opponent's end step to reduce its risk.
1 week ago
Here are my suggestions and some recommended removals to tighten the deck. Molten Primordial, Lifeline, Assault Suit, Recruiter of the Guard, Solemn Simulacrum, Burnished Hart, Infiltration Lens, 2x Plains (36 lands should be your minimum despite your mana rocks in order to consistently get to 4 lands by turn 4), Rage Nimbus, Master Warcraft, Nim Deathmantle, Thornbite Staff, Umbral Mantle, Helm of Possession, Anarchist, Illusionist's Bracers, Caged Sun, Gilded Lotus, Rugged Prairie, Iroas, God of Victory, Obsidian Battle-Axe, Mob Rule, Savage Beating, Adarkar Valkyrie, Karmic Guide
Suggestions to remove:
- Felidar Sovereign is a boring and abusive way to win giving the starting life total and doesn't contribute much else to the deck
- Silverblade Paladin because double strike just isn't that important to this deck
- Armillary Sphere
- Sunforger because you need a greater critical mass of instants to make it really valuable and you can remove it and some of the other cards to make room for more consistent playable cards
- Fatal Frenzy
- Onward / Victory
- Rush of Blood
- Temur Battle Rage
- Unwilling Recruit
- Insult / Injury
- Kari Zev's Expertise
- Hazoret's Favor
- Spirit Loop
- Open the Armory
- Staff of Nin
Clean up repetitious cards in sideboard and maybeboard that are in the deck. Best of luck, hope some of that is helpful.
3 weeks ago
Switched out Mayael's Aria shenanigans and added a Kiki-Jiki, Mirror Breaker/Tooth and Nail win combo so I have it if it's needed. Kiki-Jiki, Mirror Breaker and Restoration Angel are good on their own with all the ETB effects if I draw them.
I added Lightning Greaves and have been thinking about Swiftfoot Boots and Whispersilk Cloak but Mayael the Anima is honestly just not the important to the deck and I'm not sure if I wanna sacrifice ramp or disruption for either.
The only other card I feel like I really want to add right now is Molten Primordial, but I'll probably cut Avatar of Slaughter for it since it is mostly in there to combo with Blazing Archon to troll my friend who runs Rafiq of the Many.
2 months ago
You should strongly consider running Food Chain in this deck. For Maelstrom it is one of the most power cards you can have since it will allow you to sacrifice him and make enough mana to likely cast him again an continuously cascade. Also if you do add it, Misthollow Griffin comes along for the unlimited mana value.
If you want to be a bit more fair, but still want to force your opponent into a corner, here are some heavy hitters that I think you may want to try. Boundless Realms, Primeval Bounty, Frost Titan, Inferno Titan, Molten Primordial, and Diluvian Primordial.
2 months ago
I love Marchesa, extremely fun commander especially in a fun casual playgroup. Can be very interactive with itself and make for a hell of a commander game. But I would like to give some suggestions to this deck.
Lands: Im not going to tell you to run every fetch and shock land. What I will say is that you are running too many. You have 38 lands with a four-drop commander and on top of that currently your decks highest point in its mana curve is three. Running less lands will open up a.) for more cards to run. B.) Wont allow for you to be drawing solely into lands every turn. I am a strong believer in 34 lands being the best number except in a few decks like my stax brago.Single Target Removal:Everything except Zealous Conscripts is pretty great. Not necessarily a bad card, it can definitely get a large creature out of your way when you are attacking but I wouldnt really count it as removal. Not necessarily a bad card though it does go infinite with kiki jiki mirror breaker but thats not necessarily a fun win for a casual playgroup and doesnt really fit your theme. Instead of this I would run capsize. Has a buyback effect which is insanely strong and it can be your saving grace in a lot of games.
Creatures:Ok so I cant use your custom categories for this part because yours says you have 8 but in actuality you have 37 so Im going to either say very briefly why I like a card or dislike a card.
Baleful Strix: I dont like this one, a card that would be fantastic for this is Solemn Simulacrum. This card solves a dual purpose. One, it will draw you a card and two, it will get you a land. And with your commanders effect you can get this twice for four mana (Or more if you get more +1s on it) effectively getting to draw a card and search for a land for two mana. Value you town baby! Lol
Blood Tyrant: Dope, fun burn card that they legit cant kill unless they exile it. Might put a bit of a target on your back in a super casual playgroup, but everyone likes to feel powerful haha.
Bloodflow Connoisseur Obvious synergy with your deck, also you can do this at instant speed, so if someone tries to exile one of your strong creatures in response you can sac it.
Burnished Hart Not a fan, never have been. Some disagree, do you dude.
Dack's Duplicate Cause why not, anytime you need to copy a new creature just sac and choose a new target. I love it.Disciple of Bolas Uhm, im just not personally a fan of this card, like it has good effects but it feels pretty eh to play Drana, Liberator of Malakir Dope +1
Exava, Rakdos Blood Witch Meh, its alright but a lot of the things that give +1s isnt fast enough to make use of the haste.
Falkenrath Aristocrat You dont have a surplus of humans to sac to get this.
Flayer of the Hatebound Undying cards with persist are infinite with a sac outlet just saying. If you added Cauldron of Souls you could make this etb infinite and take everyones creatures and swing out.
Grim Haruspex Sure why not
Grimgrin, Corpse-Born Thats pretty value
Hound of Griselbrand Definitelly could find something with better value.
Marchesa's Smuggler Could be good if you do some sac infinites with mikaeus but if you were looking for a card to get rid of this could go.
Mikaeus, the Unhallowed The big daddy, legit love this card. Super good in your deck as-well. A win you can put in with this is Walking Ballista I would highly suggest this just because I feel like at a certain point in some casual games they become almost unwinnable because of everyones super inflated board states.
Molten Primordial Great card, if you can put +1s on the stolen cards then sacrifice them they are permanently yours
Mulldrifter Honestly you could play this with the Laboratory Maniac combo. If you put persist on this card you can infinitely draw your deck with mikaeus on board. Then play lab man and win the game. That combo would be pretty convoluted so your play group probably wouldnt get salty about it. Either way though this card is value town in your deck.
Necropolis Regent Dope
Olivia, Mobilized for War Fantastic in combination with a good draw engine.
Olivia Voldaren Not exactly sure what purpose she serves in this deck.
Oona's Blackguard Dope
River Kelpie Really good
Sage of Fables Only using this card is actually not that good of value, why use this card that pretty much only puts the +1s on your commander when you could run something that gives +1s to everything.
Treasonous Ogre Not worth dude,
Vigean Graftmage Not enough value, what creatures have insane tap abilities that this is worth?
Viscera Seer Goochi
Zealous Conscripts This isnt that great of a card as said before
The only other thing I wouldnt use in this deck is the planeswalker, when the heck are you ever going to get that out hahaha.
Well, that took me about an hour, sorry there arent like a ton of suggestions about cards it was more general about deck building. Keep me updated on what you think of my suggestions or what not and if you dont agree with me on some of my thoughts Im down to talk about it and see if Im wrong!
Also, yes I do realize I suggested some cards you already have. I apologize for any cards that i suggested that were already in the deck.
3 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.
3 months ago
I play this commander as well, great fun. More redundancy with the threaten effect is quite nice with Conquering Manticore and Molten Primordial for when Yasova has been killed too much and also leaves you another big body. Cyclonic Rift is just too good not to include in most any commander deck with blue. On that line of thinking, more boardwipes is always a welcome addition for when you fall behind, stuff like Blasphemous Act and Chain Reaction which are more reliable than Bonfire of the Damned for killing a large amount of creatures. More card draw is also a must in this deck to keep your hand fueled, things like Prime Speaker Zegana and Rishkar's Expertise have been all stars in my build, Zegana also can get nuts with Conjurer's Closet or Deadeye Navigator.
I do caution against Hydras as wincons, they mostly just durdle about and get chumped while stuff like Molten and Diluvian Primordial can have a big impact when they hit the field. Also, I've found Yasova to be very mana hungry when using her effect so it's hard to justify saving mana for just a big hydra that doesn't have immediate impact on the game. Scourge of Scola Vale is ok because it gives you a sac outlet and Genesis Hydra can potentially dig for a good card, but the other two don't offer much. Hydra Broodmaster does nothing when it hits the field and requires a lot of mana to be effective and in the same vain Hooded Hydra is mostly just a big beater that can be chumped. Big beaters in commander really need to do something else besides attack as otherwise an opponent with a Path to Exile just removes your hydra before you get anything out of it, on the other-hand Primordials will give you their effect when they hit the field still. If the deck can easily generate infinite mana, then it may be a different story since Hydra Broodmaster with infinite mana is ridiculous, but I don't see how you do that very easily.
Hope this helps, feel free to disregard my wall of text.