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|Shadows over Innistrad (SOI)||Rare|
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Odric, Lunarch Marshal
Legendary Creature — Human Soldier
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Commander Recommendations Start Commander Deck
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Odric, Lunarch Marshal Discussion
14 hours ago
Odric, Lunarch Marshal to share all of your commander's keywords.
1 week ago
That's about all I see on this wave.
2 weeks ago
2 weeks ago
Alright so this is where things get difficult lol. Right now the deck has some semblance of agro and control but its currently being bogged down by things that don’t contribute anything or enough to warrant their spot. I’m going to suggest a lot of cuts and for each one I’ll offer a decent replacement that will not only make all of our lives miserable but also contribute to making the deck far more resilient and difficult to stop. Creatures to cut
- Aegis of the Gods
- Archangel of Thune
- Archangel of Tithes
- Baird, Steward of Argive
- Basandra, Battle Seraph
- Captain of the Watch
- Elesh Norn, Grand Cenobite
- Firemane Angel
- Guardian of the Gateless
- Herald of War
- Odric, Lunarch Marshal
- Pyreheart Wolf
- Seraph of Dawn
- Soul's Attendant
- Tajic, Legion's Edge
Creatures to Add
- Alms Collector
- Aven Mindcensor
- Combat Celebrant
- Containment Priest
- Eidolon of Rhetoric
- Godo, Bandit Warlord
- Magus of the Wheel
- Mother of Runes
- Relic Seeker
- Samurai of the Pale Curtain
- Spirit of the Labyrinth
- Stonehewer Giant
- Sublime Archangel
- Teshar, Ancestor's Apostle
- Viashino Heretic
Noncreature Spells to Cut
- Dragon Throne of Tarkir
- Elixir of Immortality
- Hedron Matrix
- Moonsilver Spear
- Power Matrix
- Tablet of the Guilds
- Worn Powerstone
- Celestial Mantle
- Ghostly Prison
- Gleam of Battle
- Holy Mantle
- Ordeal of Heliod
- Revoke Existence
- Safe Passage
Noncreature Spells to Add
- Boros Charm
- Crush Contraband
- Path to Exile
- Swords to Plowshares
- Smothering Tithe
- Aggravated Assault
- Open the Armory
- Reforge the Soul
- Steelshaper's Gift
- Coalition Relic
- Coldsteel Heart
- Fellwar Stone
- Gilded Lotus
- Sword of Feast and Famine
- Sword of the Animist
Now what these additions will do is smooth out your mana curve and make you come out swinging far more quickly in more consistently. The additions include another outlet to go infinite through Sword of Feast and Famine and Aggravated Assault . They also contain multiple ways to tutor up Helm of the Host and win. Combat Celebrant and Godo, Bandit Warlord each go infinite with helm and Godo will tutor for it himself and place it straight onto the battlefield.
We also tighten up your control package with cheap removal and creatures that limit what you’re opponents can do. I can provide more explanations in person if you like.
Remember these are only suggestions lol But if you try them I think you’ll like how much faster the deck pops off.
1 month ago
Here's some recommendations, budget conscious where I can be.
Lightning Greaves is a critical component of Kaalia of the Vast , I play multiple tutors for it, like Steelshaper's Gift and Stoneforge Mystic . Lightning Greaves is a must, if you can't connect a Haste Kaalia of the Vast swing your going to have a bad time.
Gisela, Blade of Goldnight is a staple, the double ended effect is really the key. She is a bit pricey, so I'll offer some other options tool.
I would try and hone in on a desired goal and synergize around that. Mine is Kiki-Jiki, Mirror Breaker and Restoration Angel , Land Destruction / Indestructible, Liliana's Contract / Shadowborn Apostle type decks, Worldgorger Dragon , Extra Combat Phases.
You have a little bit of Legendary sub-theme, some protecting yourself and Kaalia of the Vast sub-theme Magus of the Moat / Boros Charm , some recursion with Phyrexian Reclamation . You've got a very strong base of cards, once you pick a synergy, you definitely want to synergize around those core abilities.
You have lots of great cards, and I bet it's extremely fun to play! The Signet's are good, Talisman of Indulgence is cheap and better, I also feel like in most situations Fellwar Stone is better than the signet too. But because of the cost of the other mana sources, augmenting with Signets is a fantastic idea.
I don't like Subterranean Tremors , small ground walkers should matter too much to you, and all of your ramp comes from artifacts so destroying those is not a great idea. If your getting a Lizard, something is off the rails. Something like Vandalblast is better for Artifact control.
Chancellor of the Annex doesn't seem strong enough for the CMC7, or Stax enough. Odric, Lunarch Marshal seems a little out of place, the A/D/D are pretty tough on their own, if you have enough where engaging Odric, Lunarch Marshal to multiply their abilities you should be winning anyway without him.
I don't see anything out of place here, other than some of my comments.
Adarkar Valkyrie has many infinite combos (like infinite combat with Aurelia, the Warleader ) for example. I have a bunch under my Alternative Synergies Considered if your interested. She's powerful, can establish some combos, and fits the build in a budget format.
1 month ago
I wanted to take this time to go over every card I think that will play a role in the EDH format from War of the Spark.
I will grade cards based on how many colors they require, how useful they are in how many decks, and will note where and why each could see EDH play.
Because there are 36 different planeswalkers, I think the planeswalkers are the proper place to start with this list.
The first ones I want to go over are the rare and mythic planeswalkers that will see play like the normal planeswalkers; value engines:
Liliana, Dreadhorde General - 9/10 - This card is a really good engine at 6 CMC in black. It has serious tribal synergies, aristocrats synergies, hits each player on the -4 (which draws you cards), and feels like a better Elspeth, Sun's Champion for black. It is worth it in most 75% black lists and any casual deck that can afford it.
Nissa, Who Shakes the World - 7/10 - Mono-green card? two color decks can use it too, but seriously a powerhouse. Mana doublers are always nice, and while green is perhaps already the best at ramp and so may not need it, but it does also untap a land per turn giving you ~2 additional mana, and the ultimate is insane. The issue with it as a mana doubler is that, being a planeswalker it can just die. It does, however protect itself. Seems possibly great, but probably just another really strong green ramp 5 drop.
Jace. Wielder of Mysteries - 7/10 - This card appears to be a normal Jace Phyrexian Arena effect for most mono-blue decks, but can be really strong givne you are a blue-black deck. If you can afford triple , I think using it with Demonic Consultation , naming a card outside of your deck so you exile your deck, then draw a card with Jace's +1, winning the game. It is a cheeky combo, but I see this card perhaps using it to win some number of games.
Nicol Bolas, Dragon-God - 6/10 - I know I am not super high on this card, but that mana cost is really the issue. Otherwise, it is a great walker once it hits, giving you huge card advantage, 4 cards in your favor with each opponent exiling and you drawing, and the static gives you a lot of advantage in a planeswalker deck or against them. It has removal, it has a lot. The ultimate seems... weak? Not bad, however.
Ugin, the Ineffable - 6/10 - Great walker for colorless decks. So far all of the colorless walkers has been good before, but they have been good outside of just colorless decks, however, I don't think that makes this bad.
Tamiyo, Collector of Tales - 5/10 - 2 colors makes this worse, and being singleton the +1 isn't great, but the static ability makes up for that a lot, giving it serious value. The +1 is self-mill, so you need a deck that can abuse that to get true mileage out of it. Even without, the -3 is Regrowth and I think is very strong. It feels about right for the mana cost, but need to be in a self-mill deck, or needs to be in a metagame wiht a lot of discard/sacrifice effects running around.
Vivien, Champion of the Wilds - 5/10 Green walker that draws you a card a couple of times maybe and has some flash use. It doesn't seem bad, but not something particularly powerful outside of green lists that need more card advantage or selection.
Chandra, Fire Artisan - 4/10 Red Chandra with card advantage. Static and ultimate seem medium. Not much better in many ways than the enchantment varients on this.
The more specific walkers that need a specific strategy are listed here. I rated them out of ten, only for decks in which they fit, like lifegain for Sorin, Vengeful Bloodlord .
Saheeli, Sublime Artificer - 9/10 - Stellar card for artifact decks with the loyalty ability. It works with numerous other archetypes, however, token strategies like Brudiclad, spellslinger decks that storm off and now have a token army to back it up, etc. It works in walker decks and protects walkers whenever you cast more. It is just really strong for its cost, which is very versatile.
Tezzeret, Master of the Bridge - 7/10 - A
Ajani, the Greathearted - 5/10 - Good in some W/G walker decks or some +1/+1 counter lists? Bad +1 makes this medium, and you can only use the -2 twice... Still strong as effects go and low cost.
Gideon Blackblade - 5/10 - A white-weenie aggro card that gets around your own sweepers, protects other creatures, and is really good with the -6 as well. Lifegain and other combat tricks aren't bad on this either.
Ral, Storm Conduit - 5/10 - A storm combo card, that has some value effects. It doubles spells and could be strong in some spellslinger lists.
Ob Nixilis,the Hate-Twisted - 4/10 - Good walker for Nekusar, not gonna see play much outside of that.
Sorin, Vengeful Bloodlord - 4/10 - Mass lifegain anthem effect, some targetted damage, and reanimation makes this pretty strong.
Sarkhan the Masterless - 4/10 - Good for dragon decks? Not really great in them, but can see play there.
Domri, Anarch of Bolas - 4/10 - REamp, anti-counter, and anthem effect. Not bad.
Here are the hate-planeswalkers, cards that aren't value engines, but reall like hate enchantments.
Narset, Parter of Veils - 10/10 - Not even bluffing, an effect like Notion Thief or Leovold that doesn't die to creature removal, this is mono-blue, gives you card advantage, and has a high loyalty for its mana cost. It could be really scary with Windfall effects.
Karn, the Great Creator - Becasue sideboards aren't allowed if a single player in the pod doesn't allow them I won't be going indepth with the Mycosynth Lattice combo. Liquimetal Coating is another combo that llows you to destroy lands with the +1, and can kill 0-mana artifacts. It is pretty powerful as a one-sided Null Rod too. Great anti-artifact card.
Ashiok, Dream Render - 7/10 - Anti-graveyards, self-mill or opponent mill, and anti-search? This card hates on a ton of really powerful effects, and is entirely one-sided.
Dovin, Hand of Control - 5/10 - Not a great stax-piece, but technically one. Feels anti-storm. Had benefits against voltron as well.
Teyo, the Shieldmage - 3/10 - You have hexproof, protects itself a bit, great in a deck that uses walls however.
Outside of walkers, there are a ton of other great cards, I will go over the following in sets of cards:
Blast Zone - 10/10 - Perhaps the best card in the set, there are extremely few decks I wouldn't put this in. It is a land that can hit any non-token, nonland, non-0-CMC permanent given some time, enters untapped, and taps for mana too, unlike Maze of Ith or other effects I'd argue are almost worse.
Emergence Zone - 7/10 - Bad flash enabler, but colorless and to all effects, beating Winding Canyon by enabling non-creatures. Enters untapped, for mono-colored decks that want this effect, no reason (mostly) not to run it and not bad.
Karn's Bastion - 6/10 - Needs to be in an infect, +1/+1 counter, or planeswalker deck, but it can do work. Sadly in a deck like Atraxa, I don't think it'd be great since colorless mana is hard to run in the landbase. Still good in numerous decks.
Interplanar Beacon - 4/10 - Strong for some walker lists, that is about it.
Mobilized District - 3/10 - Basically just a wall for some walker decks. If it gets to be free or 1 mana and becomes pretty worth it.
Bolas's Citadel - 10/10 - A huge engine, hard to cast, can fail with double land, but just wins games. Few black decks would miss this in the 75% or casual circles. Like a free-cast Ad Nauseam forever. Comboes with both of Sensei's Divining Top 's abilities.
Vivien's Arkbow - 7/10 - It lets you discard bad cards to hit creatures when you are losing steam and have tons of mana. Really powerful.
Parhelion II - 5/10 - I don't care that this isn't good... look at it...
Oh god I love this. Angellic Helicarrier of DOOOM!!!! <3
BTW the other 2 are bad in EDH
God-Eternal Bontu - 5/10 - Great in Aristocrats, can be really strong for draw, is really hard to kill.
God-Eternal Oketra - 5/10 - Great in some white decks like Karametra, would be a sweet commander with effects like Whitemane Lion , Kor Skyfisher , Stonecloaker , etc. to trigger her a ton of times. Sweet with Odric, Lunarch Marshal , with a token and her out all of your creatures gain doublestrike and vigilance!
God-Eternal Kefnet - 4/10 - Not sure where this fits? It is card advantage, and could work in some decks that draw on opponents' turns? I am not thinking this is a great card. Good Body and is pretty strong with the god invulnerability effect.
God-Eternal Rhonas - 4/10 - Green five-drops are often better than this. Not bad, just kind of not a strong ability. Good with other anthem effects as a finisher if you have some trample enabler.
Finale of Devastation - 9/10 - Reanimate and tutor a creature to the field? This seems incredible. Green Sun's Zenith that also reanimates a card is huge! Also, like instant win if you use it at x=10+
Finale of Promise - 7/10 - Also really strong, this card seems to be for spellslinging. Requires instants and sorceries to double up on freecasting, but is still good.
Finale of Glory - 6/10 - Big White Sun's Zenith at sorcery speed with huge benefit at x=10+. Seems strong? I can't say taht the vigilance on the tokens are bad, but being a sorcery it isn't hard to sweep.
The following cards are not part of a cycle:
Liliana's Triumph - 8/10 - A great removal spell that doesn't target creatures, players, and is instant speed. It is 2 mana, splashable, and gets around indestructible. If you run Lilianas, that is just gravy on top.
The Elderspell - 7/10 - Anti-walker, really good at what it does, and can be used in conjunction with other walkers to hit a fast ultimate!
Narset's Reversal - 7/10 - Just a strong counterspell option, that acts like a Remand or Venser, Shaper Savant with different upsides. Really strong because it gets around "can't be countered" cards, and copies really game-ending x-spells while bouncing them back at the same time. I expect tons of 2-for-1s with this.
Dovin's Veto - 7/10 - Better Negate at the cost of an additional color in its cost. Really strong, and will see tons of play IMO. U/W control variants will take this card and run it over other control decks for some serious power.
Deliver Unto Evil - 7/10 - Strong political card, godly with a Nicol Bolas walker. Feels like it could be breakable, but I don't know how yet.
Neoform - 7/10 - Strong tutor like Eldritch Evolution , doesn't exile itself, adds a +1/+1 counter, etc. I see it with +1/+1 counter decks, or just Simic Creature lists in general I imagine fetching Eternal Witness then recurring this then sacrificing E-Wit will become a common playline to go from 2 drop to 4 drop.
Ignite the Beacon - 6/10 - Walker decks will use this to great effect, but it just seems powerful for some non-walker decks that have a few. Instant speed I really think makes it good for control decks holding up mana for countermagic.
Single Combat - 6/10 - Really good sweeper in white, a color with a ton of really good sweepers, but still, it is strong and will go into a lot of white lists. Don't underestimate this in decks with 0 or just a few walkers/creatures, it gives you turns on many opponents.
Dreadhorde Invasion - 6/10 - Good in zombie tribal, otherwise on its own it seems... weak? It isn't bad, and as a value engine has potential in token and +1/+1 counter strategies, as well as just lists that want chump blockers each turn. Worse Bitterblossom for many decks. Where it shines in in combos with sacrifice outlets and Contamination !
Krenko, Tin Street Kingpin - 6/10 - New Krenko that isn't broken, but is less maan and is a great addition to any goblin deck, while making tokens? Sign me up! The flavor is dripping on this card, and it is a really good tribute to the Mob Boss himself.
Solar Blaze - 5/10 - Not exactly much better than Day of Judgment , and even Deafenning Clarion may be better in some decks, but for decks, with specifically higher toughness than power it can be a one-sided sweeper!
Massacre Girl - 5/10 - Black sweeper, good with big demons? I can't see this being insane, or even a big commander, but could make for a fun control commander, and I wouldn't be surprised to see this in flicker lists.
Domri's Ambush - 4/10 - +1/+1 counter, one-sided fight, hits walkers, instant speed? Seems strong as a budget removal spell in Gruul, but has capabilities in many other lists as a real piece.
Kasmina's Transmutation - 4/10 - Anti-commander enchantment, but unlike Darksteel Mutation , which doesn't leave chump-blocking on the table to kill it off, or even most removal spells, this one doesn't have that bonus. Good in budget blue decks, and will probably see a lot of EDH play in casual circles.
Arboreal Grazer - 4/10 - Strong in decks like Tatyova, Benthic Druid , big land-ramp decks or land-matters for it's 1 cmc effect. Chump duty after. Doesn't seem bad.
Dreadhorde Arcanist - 3/10 - Requires pump effects, self-mill, or a spell-slinging deck, and a lot of setup, and can be blocked without too much difficulty, but does have some power. Not sure where it fits.
This will be updated with ~30 more really cool cards from War of the Spark!
1 month ago
Gadianten the thing is that I can't remove Akroan Crusader and other token spamming heroic creatures without removing Zada, Hedron Grinder , otherwise combos like Zada, Hedron Grinder + Seize the Day for huge amount of combat phases are useless.
Odric, Lunarch Marshal is there to protect my creatures from my own boarwipes ( Sheltering Light or Ajani's Presence on any creature in first mainphase for boardwide indestructubility ) he also spreads "secondary" effects of cantrips like lifelink or firststrike to everyone if you cast them in response to his trigger at the beggining of combat phase.
1 month ago
I actually have two decks with two surprising commanders that my opponents have learned to be very wary of. First is an Odric, Lunarch Marshal deck that basically gives my guys every keyword at an alarming rate- which sounds much less powerful than it actually is.
Commander / EDH
SCORE: 1 | 67 VIEWS | IN 1 FOLDER
Second is my baby. My favorite deck- the deck I have tried to put together for SO LONG, and now my dream has come to fruition. Saskia the Unyielding. ... No, I’m not joking. And what’s the archetype? POLITICS!! In short, the goal is to make it as unpleasant as possible for opponents to attack and then -what else- make them attack! They underestimate her at first but soon they see. They all see.
Commander / EDH
SCORE: 3 | 5 COMMENTS | 45 VIEWS | IN 2 FOLDERS
Odric, Lunarch Marshal occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%