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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
Honestly might want to consider dropping some of the extra land per turn cards like exploration as they are usually only helpful if played early on before you have dumped most of your lands. Oracle of Mul Daya is okay because it helps you rifle through your deck to find more gas and not top deck lands as often, but cards like Exploration do very little if played after turn four or something. Additionally, the open spot could be spend on another powerful dragon or perhaps a strong draw engine card like Chemister's Insight or Windfall , both of which could help to find more gas.
4 days ago
. Take out Elvish Mystic for Oracle of Mul Daya . Seedborn Muse and Vedalken Orrery is a self constructed Prophet of Kruphix . Take out Farseek for Traverse the Outlands , and also add Zendikar Resurgent and take out Madcap Skills , Dragon Tyrant by itself is very powerful and practically removal. Take out Farhaven Elf for Crash of Rhino Beetles or Utvara Hellkite . I suggest cutting 2 or 3 more creatures for Artifact Ramp. Honestly there are so many good creatures with Xenagos, God of Revels it doesn’t completely matter, and you should decide how you make it, but these are just some suggestions.
2 weeks ago
4 weeks ago
Either of these would fit the theme of your deck better and would assist you in casting and running the deck.
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Recommended Land Additions/Swaps:
Cavern of Souls
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.
A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.
1 month ago
VexenX, I have also used Sylvan Scrying to get Yavimaya Hollow , Cavern of Souls and Command Beacon . Am I the only one who has waited a turn to cast Omnath because I wanted the extra green mana to activate Yavimaya Hollow?
I would be interested to see how many activations Wrenn and Six gets in decks using our creature base if cast before Omnath. Remember we start with a maximum of 12 creatures. Purphoros, God of the Forge is not going to have enough devotion most games to be a creature on the battlefield. Craterhoof Behemoth is a finisher and won't be there to block. Avenger of Zendikar is probably another late game cast.
What besides Sakura-Tribe Elder and Eternal Witness would you consistently be ok with blocking and losing to protect Wrenn and Six? Maybe with no lands in hand you are ok with losing the extra land drop creatures with the exception of Oracle of Mul Daya .
You stated that you expect to utilize Wrenn and Six "for a couple of turns (at least)". I think this is very optimistic especially considering you are talking about turns 2-5. Maybe I am wrong. I will chart the times I have Sylvan Scrying in hand and wish it was Wrenn and Six. But remember, we have to consider board state and factor in the number of probable activations.
1 month ago
I haven't really tested the deck a ton, but you're probably right about fetchable lands. I'm not sure how I managed to not put Crop Rotation in the list, but that's also definitely a good plan. Burning of Xinye does have the issue of only targeting a single player to have destroy lands, so I'm not sure I'd play that over the others, necessarily. Jokulhaups does seem better than the other, though, given the list plays very few artifacts. My main reason for not including Oracle of Mul Daya initially was its frailty, though given its power I suppose it's probably worthwhile in spite of that.
I'm interested to know what results you get with those changes should you play it more frequently than I. I'll probably test a few of those suggestions myself.
1 month ago
Oracle of Mul Daya occurrence in decks from the last year
Commander / EDH:
All decks: 0.08%
RG (Gruul): 1.05%
BRG (Jund): 1.1%
BUG (Sultai): 0.58%