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Oracle of Mul Daya
Creature — Elf Shaman
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play the top card of your library if it's a land card.
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Oracle of Mul Daya Discussion
1 day ago
After looking at your list I came up with these suggestions:
If you would like to see other EDH decks, you can always check the ones I play which are present on my profile page. I like to play with this deck the most of the time. An upvote is always appreciated :)
Have fun on T/O and if you ever need EDH advise, you can always summon me. Glad to help out.
1 day ago
Perfect_Phyrexia: Sorry for the late response, just got off work, but yea in regards to Sensei's Divining Top I think that is a preference based decision, I like it personally, but can see a cut for it. Additionally, if we are looking to replace Sensei's Divining Top we can always play Scroll Rack, but not sure if we need that either, still a great card either way. Personally, when I have been playing the deck I have been in love with Pox and think it is a keeper, also a fan of Death Cloud, although I think we need to ramp a little into it. The more I research Glissa, the Traitor stax decks the more I feel we need to bust the green element and really ramp into a dominant board state and decimate the board with our stax effects. Even further, if we play things like Oracle of Mul Daya we can really abuse Crucible of Worlds and Strip Mine, or set up for a fat Death Cloud. Another thing, do you feel we should play Eternal Witness, I think when it is paired with Volrath's Stronghold we can grab about anything we want from the graveyard ,seems spicy, but I don't know. Lastly, what is your oponion to playing Clock of Omens, do you think its worth it? Just sharing ideas I have been having, not sure if they are valid :D
1 day ago
Hey pal few suggestions:
(I'll be operating under the assumption you plan on switching to Surrak Dragonclaw later down the road)
Equipments can be good, but not really as much in this deck. Surrak doesn't just want the equipped creature to get through, he wants all your stuff to go through. That being said, some equips are good, like Swiftfoot Boots or Lightning Greaves as they can provide protection for your key pieces in the way of shroud.
There are many great ways to ramp up your available mana early game, and I'd strongly suggest you use a bunch of them for all your mana-hungry creatures. Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, Sprouting Vines/Seek the Horizon, and Oracle of Mul Daya are all pretty good in EDH. I'd say to take out Untamed Wilds, Unbridled Growth, and Map the Wastes among a few other cards to slot this good ramp in. Also, I'd suggest using the Signets instead of Fire Diamond and Izzet Cluestone. (Last second, throw Boundless Realms in for Nissa's Renewal. you have way too much going on at the 6 mark to be ramping)
Horrible Awful Creatures
I can't really think of much to add here, just a bunch of things to toss so here it goes!~
Tromokratis: A touch too expensive for my tastes. If he's there to get your guys through, he's doing a real bad job at it because you already have trample on them. Really just a waste at this rate.
Sphinx of Magosi: Similar problems with Trom. Real pricey, not super big or game-changing. While he'll draw you a few cards, there are a bunch of better cards out there for that.
Sagu Mauler: He's pretty good if he's all you have. I mean, Slippery Bogle is a modern staple for a reason. But I think that your creatures at the 5/6 slot should be a bit more than a dodgy 6/6 trample.
Prophet of Distortion: He's just bad. You only have 5 sources of the colorless mana he needs in order to work. He's not a good body, he won't draw you many (if any) cards, and he is frankly undeserving of a slot in this deck.
Phytotitan: I'm half and half on this. A 7/2 that sticks around a bunch could be good, depending on your meta. This one is up to you.
Pack Guardian: It's just bad. A 4/3 vanilla that lets you turn a land hand into a 2/2 vanilla. Wooo~
Oran-Rief Hydra: You don't have enough forests to have the best of him. Not really super great when you compare it to other things at the 6 slot.
Harbinger of the Hunt: Too pricey to board wipe with, too expensive to be a 5/3. Not very good.
Frontier Guide: You should have much better things to do with 4 mana. Isn't even big enough to consider swinging with if you've used all you mana MP1 or don't need more ramp.
Flamewake Phoenix: It's really just an annoying little bird. if anything, it'll get your big guys hated out so you stop pinging your opponents for 2 in the air every turn.
Right now, as far as actually finishing the game goes, I see 3 things in the deck that you might be able to win with. Avenger of Zendikar, if you can dump a bunch of lands on the board in one turn, Ulamog, the Ceaseless Hunger, and Hydra Broodmaster. I'd suggest finding a way to throw in any combination of Overrun, Pathbreaker Ibex, Beastmaster Ascension, or Craterhoof Behemoth.
Sorry about the long post, I'm just trying to help you in the only way I know how.
6 days ago
6 days ago
This is usually my hierarchy:
- I use as many fetchlands & original dual lands I can afford.
- I then use anything that a fetchland can grab, ie shocklands.
- I fill the try to fill the rest of lands with all color producing lands, like Command Tower, Grand Coliseum, City of Brass etc.
- Artifact staples Gilded Lotus, Darksteel Ingot, Chromatic Lantern, Coalition Relic, etc
- I use some sort of green ramp package:
- Tap Creatures Bloom Tender, Birds of Paradise, Sylvan Caryatid,
- ETB / Sac creatures Wood Elves, Yavimaya Elder, Sakura-Tribe Elder, Solemn Simulacrum etc
- Fetch sorcs Nature's Lore, Cultivate, Kodama's Reach, Rampant Growth, Skyshroud Claim etc
- Extra land drop Azusa, Lost but Seeking, Explore, Oracle of Mul Daya etc
Those are usually the steps I go through to get 5 colors in to a deck. The key is to playtest it so you can tell if you are getting the ramp out or not consistently. Always start with more and then narrow it down if you get flooded with mana too often. Nothing worse than getting mana screwed in 5 colors!
1 week ago
1 week ago
I'd love to give some feedback. But remember - its just my opinion, but maybe it can help make the gameplay experience even better :)
In general as far as I have understood the deck is more of a good-stuff control deck. If that is the case there are four things I have specific feedback for:
Ramp: The only card in the deck that ramps you at a needed point in time (before turn 4) is Rites of Flourishing. Considering the rather high curve of 4.5 you will need more ramp even though your commander is ramping you slowly. I would recommend Sol Ring, Rampant Growth, Farseek and all 6 on-colour signets.
Good Stuff: Since your deck is very control-orientated I would recommend some even higher impact control and board presence cards like Jace, the Mind Sculptor, Consecrated Sphinx, Maelstrom Wanderer, Oracle of Mul Daya and cards like that. On the spell side things like Cryptic Command, Mystic Confluence and Snapcaster Mage seem on line with the deck.
Token: I personally would drop the token subtheme. There are only four cards in the deck that can produce many tokens and I don't quite think it is enough to support Glare of Subdual. I would maybe more go down the nutrition way and rely on card advantage and big threats in order to control the board. Maybe Elspeth, Sun's Champion.
Those are just basic first thoughts. Maybe they can help :)
2 weeks ago
Jagd_Tallgeese, thanks for the input.
I believe that I have some Mina and Denn, Wildborns in my collection. I'm thinking a three of since they're legendary. If I get this deck rollin and I like it I'll probably drop for a pair of Oracle of Mul Daya, I love that card. Heck, when my tax return comes back I may drop for a set of Azusa, Lost but Seeking.