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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
2 days ago
1) I had Scourge of the Throne in the deck, but would notice a couple problems. It says "for the first time each turn" which makes it sort of redundant or void if someone were to want to go infinite with it instead. I did play it instead of Hellkite Charger, but figured that Bear Umbra would help it go infinite should I have the mana open or hope it would survive until the next turn. Many people don't consider Hellkite Charger and Bear Umbra anyway. Secondly, I have had moments where, believe it or not, I had the highest life total of the table despite the Mana Vault, Mana Crypt and Sylvan Library, etc...
2) While I can appreciate the hexproof on Siege Behemoth, I don't actually have much problems in regards to single spot removal in my meta as much as I tend to deal with boardwipes and just straight up counters. Also, the cost of 7 mana is not really what I am looking for to deal 14 damage when I am looking for ways to kill at that point. I have focused more on trample as the main method to get damage through in the deck.
3) Traverse the Outlands would seem astounding in my deck until I noticed that my deck's curve just isn't that high. Cards like Malignus, Putrefax, Phyrexian Juggernaut, and Hydra Omnivore are already lower costing creatures for EDH/Commander that are made to kill with Xenagos, God of Revels and they merely cost 5 or 6.
4) Kessig Wolf Run is in there, because how could I not? The missing keyword on the general is clearly trample, so it is necessary to get the damage through.
5) I might consider Garruk, Primal Hunter again. I had taken it out because I did have higher costing green creatures like Avenger of Zendikar, Craterhoof Behemoth and Worldspine Wurm. Those high-costing green creatures had since been taken out for more ways to cheat creatures into play like Survival of the Fittest, Sneak Attack, Fauna Shaman and Elvish Piper
6) I have a relatively high land count in part for consistency. I want to be able to get to 5 as quick as possible but still as reliably as possible, even if I don't have the greatest of opening hands. I also have a lot of ramp that relies on having plenty of land in the hand as well, so the relatively higher amount of land does matter when I am playing Lotus Cobra, Oracle of Mul Daya, Burgeoning, Exploration and Mina and Denn, Wildborn
2 days ago
I have seen Omnath decks in action and can say from personal experience they can be terrifying; depending on your budget some things I would recommend adding are Scapeshift, Azusa, Lost but Seeking, Exploration, Burgeoning, Oracle of Mul Daya, Lotus Cobra and upping your land count to at least 40 lands, you could even go higher safely, as drawing land is never 'bad' for you but missing land drops is.
If your looking for air defense you might like Multani, Yavimaya's Avatar and it syncs up nicely with your commander and your deck strategy.
4 days ago
4 days ago
Super excited for the Esper deck, but I'm not sure how much support the deck has. Without much support it'll probably feel a bit bad. Blue has Future Sight and Magus of the Future, but idk what else. "Top of deck matters" feels a lot more Simic than Esper because of Garruk's Horde, Mul Daya Channelers, Courser of Kruphix, Momir Vig, Simic Visionary, Oracle of Mul Daya, etc.
5 days ago
I really like how you've focused on enchantments in this deck. Not many decks do that nowadays.
I was both amazed and excited to see Courser of Kruphix in the deck. Let me explain why. In two of my decks, both Decree of Life and Fountain of Might, I have employed the Oracle of Mul Daya which essentially does the same thing as he does. But I didn't know the existence of such a card, and the Oracle costs anywhere upwards from $30.00 in the States (£22.70)! Quite a lot and not really in my budget, not to mention it is only legal in modern and below. Needless to say, I will probably use that card in my decks.
I also like your use of enchantments such as Exploration, (though that card is rather expensive), to bring in mana. I am kind of a mana junkie myself, that's why I like cards like Courser of Kruphix, Oracle of Mul Daya, and Enter the Unknown.
I do have a question. Your deck is primarily a deck, or so it seems, and you only seem to have white and green lands. Sounds all fine and good, but how do you pay for the in the mana costs of Progenitus? I assume there is a way somehow, otherwise you wouldn't put that card in the deck. How would you accrue that mana? Gain control of other people's lands? Maybe something like Chromatic Lantern? It's definitely something to consider. The only way I could see it working as it currently stands, is if you have Mirror Entity on the board acting as a hydra, and then you use Descendants' Path to draw Progenitus, and play it without paying its mana cost, but that's the only way I can see it working.
Otherwise, it's a great deck and I am excited to see how it plays out! Oh, also, I appreciate you taking the time to check out and upvote my Death and Deception - Mill deck. I've been writing decks on TappedOut for months and you are the first person other than myself to upvote my deck, and I got really excited. I hope to be more involved in the community and get my decks recognized, cause I think I have some good ones. I can tell that you do, and I will check out your other decks and see what I can say about them. Good work with this deck!
1 week ago
Sorry it took me so long, I suck at math and typing.
Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.
Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:
Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.
In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.
Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:
Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.
Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.
Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.
Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.
Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.
Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.
Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.
Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.
Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.
Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).
Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.
Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.
Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).
Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.
Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.
Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.
Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.
Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)
Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)
Darksteel Mutation - It is removal for commanders, and that is about all, but I'd say is worth it.
Mana Bloom - Extra fixing, card advantage, and ramp. Cheap card in game and in real life.
Blind Obedience - Shuts off many combos, slows artifact mana, and is generally an anti-combo card. Extort is a nice bonus, but is rarely useful.
Authority of the Consuls - Same as above, but turn one play, only works on creatures, and a lot of added lifegain.
Prison Term - This card is a pet card. I love the moving around ability. It is very useful, and is a threat to any Azami, Lady of Scrolls or something like Narset, Enlightened Master where even hexproof gets gotten around when it moves.
Wild Growth - See above, remove fixing.
Weirding Wood - Replaces itself, fixes, ramps.
Abundance - Stops you form milling out (by replacing draws with reveals, when it can't reveal anything, it stops, and you don't lose the game), gives card advantage when you flip past cards you don't need, and it can't hurt since it is a may replacement effect, so you can always not reveal if you don't want to give out information.
Commune with the Gods - Powerful card draw, fills the yard.
Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer
All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance
1 week ago
These cards are absolutely NESSECARY in any omnath deck and will give you a HUGE advantage in any game.
- World Shaper
- Azusa, Lost but Seeking
- Purphoros, God of the Forge
- Stalking Vengeance
- Doubling Season
- Goblin Bombardment
- Oracle of Mul Daya
- Warstorm Surge
- Crucible of Worlds
- Boundless Realms
- Life from the Loam
- Sylvan Safekeeper
- Zuran Orb
- Ashnod's Altar
These are cards that, I run in my deck because they all are apart of my gameplan to combo out and kill all of the players at the table, and I play in a 6 man pod.
- Angrath's Marauders
- Dragonmaster Outcast
- Avenger of Zendikar
- Greenwarden of Murasa
- Elemental Mastery + Thornbite Staff
- Greater Good
- Cloudstone Curio
- Nissa's Renewal
- Planar Bridge
- Elemental Bond
- Genesis Wave
- Mirage Mirror
And if you want to play test the combo version of the deck, or just do me a solid and upvote the deck, here it is
Commander / EDH
124 VIEWS | IN 1 FOLDER
2 weeks ago
I have the following parts and pieces to an almost copy and paste version of JLK's Shadowborn Apostle deck.
20x Shadowborn Apostle lp
8x Shadowborn Apostle mp
1x Vampiric Tutor lp
1x Athreos, God of Passage lp
1x Grave Titan lp, Japanese
1x Dark Ritual foil Near Mint Masterpiece Series: Amonkhet Invocations
I am mainly trying to get rid of all 28 shadow born apostles hahaha.
I recently made an Omnath, Locus of Rage deck that seems pretty awesome, I'd love to be able to trade/sell at TCG Low for most of the more expensive parts and pieces I need:
Secondary List: 1x Azusa, Lost but Seeking 1x Eternal Witness 1x Green Sun's Zenith 1x Knollspine Dragon 1x Lotus Cobra 1x Shattering Spree 1x Stomping Ground 1x Tooth and Nail 1x Vesuva 1x Vexing Shusher 1x Worldly Tutor
If you'd rather purchase some items, I accept PayPal. If you are looking for filler, here are some 0$-5$ cards I require: 1x Collective Voyage 1x Darksteel Garrison 1x Explosive Vegetation 1x Gruul Signet 1x Harrow 1x Hunting Wilds 1x Perilous Forays 1x Rampaging Baloths 1x Reap and Sow 1x Regrowth 1x Rites of Spring 1x Seer's Sundial 1x Summer Bloom 1x Courser of Kruphix 1x Crop Rotation 1x New Frontiers 1x Protean Hulk 1x Ramunap Excavator
I know this is very comprehensive - thanks for hanging in there!