|Commander / EDH||Legal|
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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 week ago
Some suggestions to get you started m'lady!
1 week ago
I understand why you would think those cards would be good, but I haven't found any of them to be in practice. Let's go down the list:
- Animist's Awakening: The big problem with this card is that it's a sorcery. To be more specific to my point, it's not a creature. In a deck consisting of land search effects and creature tutors, this is a big problem, as the cards that can find it (Planar Portal and Ring of Three Wishes) would much rather find Genesis Wave instead. I used to have Collective Voyage in this deck filling a similar role, but cut it for all these reasons and I'm not convinced Animist's Awakening is significantly better.
- Summer Bloom: As an Amulet Titan player, I have a soft spot for this card, but for the same reasons as Animist's Awakening, it just doesn't belong in the deck. Azusa, Lost but Seeking, Wayward Swordtooth, and Oracle of Mul Daya are creatures (see above), so they get to keep their slot, and Journey of Discovery is versatile enough to keep its slot, and Summer Bloom is just left in this weird in-between where it can't compare to any of these cards despite it's similar effect.
- Lifecrafter's Bestiary: I could maybe get behind this one if more than fifteen percent of this deck was creatures. As it stands, it barely does anything (Rowen would be better and I'm not yet sure if I want that) and the times that it does do something, that something is middling.
To round it all off, your suggestions would take the maindeck to 102 cards, which of course is more than the Commander/EDH-required 99 plus a Commander/General. Do you have any suggestions for cuts, or are you just sounding off cards that you think might be okay?
1 week ago
@vault - I'm not entirely sure why you're running Crucible of Worlds. I see that you are running the fetch lands and crucible allows you to replay them, but I doubt you'd want to burn a tutor to get your crucible. You're also only running, by my count, 10 legal targets to fetch, but there is overlap with those targets, and you've got 7 fetch lands. I see in earlier iterations you were running Azusa, but you aren't anymore. It looks like you've only got one card that is allowing for additional land drops, so Crucible seems even less fruitful. You've got plenty of dorks... Maybe it's too slow, but Elvish Harbinger will at worst get you a dork and at best get you Oracle of Mul Daya or Bloom Tender. It also provides a mana fixing option as well. You could swap out one dork for the Joiner Adept and then all your lands become dual lands and you're probably mana fixed immediately.
Weathered Wayfarer could help tutor up any land, but it may be too slow. My only argument for including it is because you're land count is at 33 and it would guarantee a land drop every turn if you are running behind or on the draw... a possible replacement for Farseek. It's a stretch but Cryptolith Rite could be useful. It all depends how many of those dorks and/or saprolings end up on the board.
I could be wrong, none of these suggestions may improve tempo at all.
2 weeks ago
First time poster on Tappedout. I recently built and have been playing this masterpiece of a deck. So I must tell you it is quite enjoyable to pilot. I picked up a copy of Helm of the Host and it didn't disappoint when I drew it. I noticed it hasn't been talked about much here so I just wanted to reiterate that if it goes unanswered it's a game ending card with the Commander and combos really well with a few other creatures for some nasty affects. On another note I actually run Borborygmos Enraged in my version, so I just fought my best friends Scion of the Ur-Dragon deck and I would have terribly lost without him. After turn 5 I wasn't getting my land drops so I used Natural Order on Oracle of Mul Daya to grab Borborygmos Enraged and his land discard ability saved my bacon for a couple of turns. My friend ended up killing himself with a Moltensteel Dragon because I used Maze of Ith. Anyways, it was a great game and just felt the need to share. +1 vote from me.
2 weeks ago
Bloom Tender, Selvala, Heart of the Wilds, Shaman of Forgotten Ways, Somberwald Sage, and Rishkar, Peema Renegade are all great mana dorks here and consider extra land drop cards like Oracle of Mul Daya. Also, if you can afford it... Earthcraft is bonkers.
I prefer bodies over most counterspells and you want cards to be good outside of comboing. I'd probably drop both Pestermite and Deceiver Exarch as both are just bad outside of combining. I'd also thin out your non-creature spells and probably drop all 4 'blast' spells like hydroblast for example. Consider Teferi, Mage of Zhalfir for protecting your combo.
Feel free to check out my list for inspiration. It's not dedicated combo but it's still very competitive. Feedback, upvotes, and/or ideas are appreciated. Animar, Angry Hemorrhoid
3 weeks ago
Merciless Executioner, Fleshbag Marauder, and Secrets of the Dead all deserve spots here. Also consider Siren Stormtamer and Glen Elendra Archmage if you can afford her, she's worth it. Cephalid Coliseum and Crystal Vein are a pair of good lands here.
You also seem to be trying for a lands matter subtheme. I'd suggest cards like Exploration, Ramunap Excavator, Oracle of Mul Daya, Wayward Swordtooth, Burgeoning, and Courser of Kruphix to further this strategy or replace World Shaper, Titania, Gitrog, and Avenger with something else.
Anyways feel free to check out my list for inspiration. Muldrotha's Madhouse - No Infinite. Feedback, upvotes, and ideas are appreciated.
3 weeks ago
I usually shy away from planeswalkers in EDH but I noticed that my friends play them in their control decks, and I don't think there's a better blocker to keep them safe than Zacama. I'm definitely down to try Garruk.
Wheels have been kind of important for various reasons. Sometimes you get those hands that just dump out by turn 2 and having a wheel to resupply is pretty important, especially if Zacama is still out of reach. Additionally, it can eliminate pesky Buyback cards that stall me out in the endgame.
Path of Ancestry is just another Command Tower with an upside when I cast my commander. Your commander shares a creature type with your commander, fun fact. I could easily swap it for a City of Brass though.
I do agree that Comet Storm is more efficient, but Aurelia's Fury is a bit more multifaceted and modal cards are a bit more important to control decks in my opinion. Usually it's just one player who's turtled up behind a bunch of prisons and propagandas. I could see myself switching to Comet Storm though.
jordybear2002 comin atcha.