|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Commander 2015 (C15)||Rare|
|2010 Core Set (M10)||Rare|
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Open the Vaults
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in the graveyards.)
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Open the Vaults Discussion
3 days ago
I'd recommend focusing on Aura and adding a few key Equipment to support, or vice versa. Trying to run both may stretch the deck too thin and lack focus.
Card Draws and Tutors
Mesa Enchantress is a great card, as a redundancy for Sram, to help with card draw since card draw effects are rare for mono white decks.
Idyllic Tutor though restrictive, is the rare few enchantment tutors out there.
There are plenty of equipment tutors available should you chose to go that route though.
Sigil of the Empty Throne is a useful alternate Wincon if you're able to keep spamming auras/enchantments and provide you with some blockers in the air.
Replenish is useful recursion for your enchantments but use with caution. If someone removes all your creatures while this is on the stack, you'd be left with no choice but to put even the "good" auras on your opponents' creature(s) instead.
Open the Vaults a symmetrical spell that benefits your opponents too and cost 2 CMC more than Replenish. Worth considering if you need more redundancy for Replenish or play in a mass destroy heavy meta.
Second Sunrise Imho, it's a "Winmore" and very situational. Just putting it here so you've more options.
Magus of the Balance is an interesting card as it doesn't affect enchantments and artifacts. If you run a Voltron strategy, chances are, you're usually the player with the least creature on the battlefield.
Winds of Rath is a necessary board wipe that excludes your enchanted creature(s).
Being mono white, we've to rely entirely on artifacts to ramp us.
Mana Crypt casting cost that provides per turn, I'd gladly take the damages!
Pearl Medallion help makes your white spells cheaper.
Caged Sun Mirari's Wake without the need for Green.
Chrome Mox Good to have but not absolutely critical.
1 week ago
Hey man, here are my thoughts
First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.
Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.
Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).
Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:
Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)
Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)
Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)
Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)
Qasali Ambusher (This creature just isn't impactful on its own)
Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)
Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.
Let's look at some creatures that might improve your deck.
Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)
Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)
Odric, Lunarch Marshal (Makes one threat into a whole team of them)
Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)
Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)
Grand Abolisher (Gives you a lot more control over combat on your turn)
Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)
Indomitable Archangel (As above, but it also has flying, which makes it even better.)
Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)
Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)
Mother of Runes (Good for defending from removal or getting a creature through combat)
Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)
Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)
Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)
Mentor of the Meek (More card draw since most of your creatures are cheap)
Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)
Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)
Silverblade Paladin (The ability to give another creature double strike is fantastic.)
Steelshaper Apprentice (Weird card, but lets you get what you need.)
Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)
Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)
1 week ago
Thanks for your answer!
The Tuvasa deck I'm building right now is attempting to be as adaptable as possible to different powerlevels, as I'm likely to play it in playgroups ranging from relatively competetive to pretty casual - your second, more casual decklist is very helpful in that regard (and I've already thought about playing a solmenity package, so I'm happy to see that in there as well).
My other consideration is budget (though that might change soon, otherwise playing cEDH is out of the question anyway). I know that certain cards, such as replenish, rector or sanctum aren't exactly replacable, but as long as I'm mostly playing in casual circles, I wonder what the best alternatives would be. Open the Vaults instead of Replenish? It's much worse, but there aren't many cards able to replicate the effect. Instead of rector and the other cards involved (sac outlets, expensive targets) some weaker win conditions such as Sigil of the Empty Throne come to mind, or some kind of Starfield of Nyx + Parallax Wave combo (Opalescence is pretty expensive as well, but might still be affordable). Without sanctum, I'm thinking to cut crop rotation as well and replace these, mox diamond and mana crypt (all a bit pricey right now) with additional lands. For a casual deck, there seems to be enough ramp available even without these cards anyway.
In regards to the cEDH list, I was wondering if you've already been able to gather some experience with it? If yes, how does it perform considering that this isn't exactly considered a tier 1 deck? Any significant strengths/weaknesses in various matchups you've noticed?
2 weeks ago
4 weeks ago
I'd argue for the last Krark-Clan Ironworks, 4x Mox Opal and an additional copy of Myr Retriever and Scrap Trawler as they greatly push the infinite and ramp hard, as well as a full set of Chromatic Star, Terrarion, and get the last two Ichor Wellsprings. Two Open the Vaults and some amount of Reshapes, Whir of Inventions, and Thoughtcasts will finish it off. You can drop the Pia's Revolutions, Memnites, Ornithopters, and Disciple of the Vaults, maybe drop some Chromatic Spheres.
1 month ago
Replenish although pricey, is a card that should be heavily considered in a deck like this, and as always the budget alternative Open the Vaults is rarely a bad option as well,good day and happy brewing!
1 month ago
Replenish for recursion
Open the Vaults - another idea for cheaper recursion ($ wise).
Might as well run Chromatic Lantern instead of the signets because they dont enable your commander to be played more quickly. The lantern can help you fix mana and ramps you too
Mystic Remora for more card draw?
1 month ago
mikazukyuun: It really depends on the direction you wanna take Tuvasa (combo, enchantment goodstuff, or aura voltron?). I don't think they are bad additions but maybe Altered Ego could be Clever Impersonator unless you want more clones? Regarding the more expensive cards, Replenish can be substituted with Open the Vaults. Treachery can be replaced with Corrupted Conscience/Take Possession.