|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elspeth vs Kiora||Uncommon|
Combos Browse all
Mother of Runes
Creature — Human Cleric
: Target creature you control gains protection from the color of your choice until end of turn.
Price & Acquistion Set Price Alerts
|Have (17)||awalloftext , DruneGrey , CAPT.Shock , tragic_slip , gosora , Kiortio , Roadhog , Spinalripper , dexxter7 , ShishkyBob , Poptartz95 , Paradise_Collectibles , mcstang1986 , TheRealPeaches , sonnet666 , buildingadeck , zachi|
|Want (3)||Xue-Kaihua , Oloro_Magic , TheRealPeaches|
Mother of Runes Discussion
5 days ago
Samut, Voice of Dissent is made to be tapped either during or after combat. (Hence Vigilance) This first means that commander damage should likely be a part of your strategy. It also means that combat step untap shenanagins are a thing. Cards like Copperhorn Scout and Aurelia, the Warleader allow you to attack, then with their untap trigger on the stack, tap Samut, finishing with her untapped, attacking, and having activated her ability.
Lets look at this in conjunction with Mother of Runes. We attack with Samut and Copperhorn Scout. The scout's untap ability goes on the stack. In response, we tap Mom to give protection to one of our attacking creatures, untap her with Samut, then tap her again for the other. Then our untap ability resolves, leaving Samut untapped and attacking, and Mom untapped waiting to use her ability again, while both attacking creatures have protection from the color of our choice.
This is the mindset I would approach Samut with. Not just strait forward use, but exploitation.
I'm probably gonna do one of those things where I get really invested in this deck and give you suggestions for like 2 days strait as I think of other possible cards you could include.
5 days ago
You should include a secondary win-con into the deck, the standard Kaalia of the Vast is Crucible of Worlds + Armageddon + Ravages of War + Command Beacon + Strip Mine + Wasteland. Others are Worldgorger Dragon and/or Kiki-Jiki, Mirror Breaker which is the one I play. It's too hard to deal 40 damage to all 3 players, especially with your board position, it pulls attention of the other decks, even though the others may be driving toward their win-con combos.
Mother of Runes is a nice cheap re-usable protection as well.
Elesh Norn, Grand Cenobite is awesome, miss Phyrexia/Innistrad, but she isn't an A/D/D so tough to cast her. She will be too slow, albeit very controlling.
You have Brave the Sands use Angelic Field Marshal spot for something else. Maybe an Exquisite Archangel to hit the reset life button, or a Baneslayer Angel to lifelink who can be cast without Kaalia of the Vast, maybe Angelic Arbiter/Linvala, Keeper of Silence if you like the control aspect, or a Grand Abolisher which protect Kaalia of the Vast during your turn, which especially combos nice with the Haste.
I think Sheoldred, Whispering One again is someone that's not working with your overall game plan. The Praetors are way too awesome, but they are going to be far too slow for what you need to accomplish with Kaalia of the Vasts bar-brawl style of aggro play.
Citadel Siege is a little slow, your guys are already pretty big, not sure it's worth the 1 blocker tap-down.
Really cool, love Kaalia of the Vast, the mana will take a while but slowly work on it. Cheers.
5 days 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.
5 days 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.
6 days ago
A few more protection ideas include Gift of Immortality, Favorable Destiny, Mask of Law and Grace, Crown of Awe (although both don't help against black removal, Martyr's Cause, Kami of False Hope and Mother of Runes.
1 week ago
My suggestions aren't token based but you may like them anyway. Intrepid Hero
Walking Archive Steel of the Godhead Mother of Runes Hedron-Field Purists Nevermore
Ajani, Caller of the Pride Swords to Plowshares Spear of Heliod Samurai of the Pale Curtain
Elixir of Immortality Godsend
Archetype of Courage
1 week ago
feyn_do_alduin: Honestly, I just find it to be too much mana. A lot of my triggered abilities are not useful in multiples, and mana is really tight in the deck.
With regards to the Swords, my original draft had all five. My experiences were...mixed. Sword of Light and Shadow is fantastic here (with so many self-sacrificing creatures), but prevented me from targeting Avacyn with any white cards (like Mother of Runes or Bruse Tarl, Boorish Herder or Sigarda's Aid, etc). Sword of War and Peace was far worse - it prevented ALL of my colored targeting for what I found to be a lackluster (or at least inconsistent) effect. And Sword of Body and Mind didn't have any color issues, but I just think its effect is really weak. Am I misjudging any of them, in your opinion?
And about your other additions: Do you like Sram, Senior Edificer here? I've been thinking about Sram's Expertise here as well, since I have so many things with CMC 3 or less. Nahiri, the Lithomancer was cut from my initial draft because she was just too much mana for her effect, and I play in a meta where Open the Vaults helps my opponents far more than it helps me.
1 week ago
Nomad Outpost Perfect Tri-color land.
Veteran Motorist I am not sure you get the value youre looking for.