|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Dragons of Tarkir (DTK)||Uncommon|
|Promo set for Gatherer (PSG)||Rare|
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Orator of Ojutai
Creature — Bird Monk
As an additional cost to cast Orator of Ojutai, you may reveal a Dragon card from your hand.
When Orator of Ojutai enters the battlefield, if you revealed a Dragon card or controlled a Dragon as you cast Orator of Ojutai, draw a card.
Price & Acquistion Set Price Alerts
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Orator of Ojutai Discussion
2 months ago
Good but bumpy, sort of like the base commander dragon precon. I can tell you straight up that a five color deck needs a small number of basic lands, and almost exclusively lands that produce 2+ colors. Your mana fetch/ramp must be adjusted accordingly as well.
Mordant Dragon, while good, I'm not super fond of. Orator of Ojutai is kind of ehn IMO, mostly because while it draws you a card, it doesn't benefit from things like Dragonlord's Servant's or Utvara Hellkite's abilities. Taurean Mauler, while it is a dragon for all intents and purposes, it doesn't really add anything to the rest of the deck, only itself. Tyrant's Familiar is good in a way, but it relies very heavily on casting your general to be useful, and The Ur-Dragon is often better off not being cast because it's so expensive.
4 months ago
All right, I have a couple concerns. Looks at my deck Yidris and his Sky Friends for more stuff.
1) one of the Kindred cycle?
2) literally no noncreature removal.
3) are the gods really necessary?
6) why not Ur as the commander, not his scion?
7) Niv-Mizzet, Dracogenius, Numot, the Devastator, O-Kagachi, Vengeful Kami (though he's pretty cool), Ojutai, Soul of Winter, maybe Orator of Ojutai, and Thundermaw Hellkite are all subpar creatures, at least in this deck (or in general, depending).
8) your deck is very surprising; you aren't very proactive (not very active, in fact) in the early game. Then turn 5-7 you're like surprise! I have the biggest shit on the board. That's one of the things I love most about your deck, and you can capitalize on that by getting haste enablers. Dragonlord Kolaghan is a good one, though it physically hurts me to see a creature's ability go totally unused.
4 months ago
So as to stop competing with the other cubes in the area (we have powered, pauper, eternal and C/U) I've decided to turn my cube into a frontier cube. This means only cards since M15, which gives me 14 sets to work with.
I could expand this to only frontier bordered cards, such as those from the Commander sets, as it gives access to some powerful interesting creatures that support archetypes I want to develop. For example Akiri, Line-Slinger is a powerful interesting card with a somewhat build around me ability who could go well in the RW Cars archetype, or powerful game ending spells like Ezuri's Predation for ramp archetypes.
I am also thinking about this as having archetype support and cross over. So for example, the R/B archetype is steal and sacrifice. W/B is tokens. R/W is cars. So there is some obvious cross over, such as the token decks being able to use sacrifice outlets for extra value if they are getting multiple small creatures from 1 card,
So here is what I have and the sort of level I want in terms of power level, would value your opinions. I am not having planeswalkers except the origin flip walkers due to power level and the recent move away from burn spells going face to deal with walkers and to creatures.
W/U: UW Flyers with a Dragon subtheme. There are a lot of decent U/W flyer cards and there is always an option to go aggro with something like favourable winds , backed up with recent flyers from other colours. The dragons are more control finishers and enable some synergistic cards such as Orator of Ojutai or similar. The two sort of signalling uncommons I intend to have are
U/B: U/B Artifacts, with a bit of a treasure subtheme. Deadeye Plunderers and Tezzeret's Touch as signalling uncommons. If I do decide to go into commander packs and stuff Baleful Strix is a control and artifact deck option.
B/R: Steal and Sacrifice with Makeshift Munitions and Ruthless Knave as signalling cards. There is also an option to try something like a R/B Vampires/madness deck but that has less cross faction synergy.
R/G: Land based ramp. I'm struggling to find uncommons that support this as well as the others as they tend to just be big vanilla beaters, but Raging Swordtooth is probably there as he punishes you for playing mana dorks.
G/W: I am not 100% on this one, it could be a G/W counters deck or G/W Humans but I'm not sure.
B/G: I'm not sure on this either. I'm thinking a G/B Elves deck which can be beat down or ramp using stuff like Shaman of the Pack to drain or the mana dorks to drop some big bomb like Ulamog or a gear hulk. There is also stuff like Constrictor for counter manipulation that has synergy with energy and stuff but I'm unsure how good it is?
G/U: I'm tempted by energy as there is a lot of semi decent energy generation and payoff cards like Hydra which are OK on their own but really good with enough energy production. However this means generically good stuff like Glint-Sleeve Siphoner might make people blur and expect more pay off in black than that one card.
U/R: Raid/aggro with a pirate subtheme/pay off cards. I'm concerned though that they may not be enough pirates or hint at it being 3 coloured for me to include Fathom Fleet Captain which is good in tokens or in a generic aggro deck.
R/W: Cars! Renegade Wheelsmith and Veteran Motorist are both aggressive and play well with cars. There is some concern though about them being too generically good and making the R/W player fight too hard.
So folks, your thoughts?
7 months ago
I'd suggest removing Orator of Ojutai for a more utility creature or another dragon. Also Armillary Sphere and Rain of Thorns can both be replaced with better spells that do those things. And I agree with boothis regarding vivids. Maybe replace them with bicycle lands from Standard? Those are pretty alright, and are fetchable if you decide to put fetches in.
7 months ago
Mmmm I think I can of get what you mean... So probably one solution would be to add more cards 3-4 and remove 5+ in mana cost. I'm thinking of removing a few of the 5+ and replacing them by some mana booster like Cultivate, some other creature that boost mana (don't really know their name yet, have to search...), and I already have Dragonlord's Servant which basically allows me to play 5 mana dragons at turn 4.So the best would be to start casting creature spell at turn 2 (Dragonlord's Servant, Orator of Ojutai would be good, probably another mana giver creature...), some spell for cost 3-4 for at turn 3(Cultivate would be great, may use other and most of all, add other low mana cost cards, like instants for 1 mana...).
I'll do that tomorrow to see if I can managa something better ;) Thanks for the advices!
1 year ago
Glad I could help, interested to see where the deck will go once you start playing around with it.
That being said, you're kinda running low on lands, if you want to drop a 5 drop on t5 consistently. I think you could be greedy and get away with playing 23 total, but even then you're still off the "correct" number of 25 (with the average cmc of 2.75, explained here). Should you ajust the manabase, think we could get away with a few more non-basics, if you're interested. Rogue's Passage can help get the big flyer through to seal the win, Ghost Quarter or the slightly worse Tectonic Edge can help shut down enemy lands or take decks off of colours completely, Moorland Haunt lets you recycle the dead walls into a potent, ghost-based airforce. Minamo, School at Water's Edge while worth a large sum of money, is a potent combination with Ojutai, should you choose to run a few more, the similarly pricey Celestial Colonnade can also help wreck face late in the game, but neither of the two are necessary by any means.
Wall of Omens really shines in this regard, the more cards you see in a game, the more likely you are to win. I think the overall quality of Wall/Defender creatures you are looking to play is bit low. Cathedral Membrane is one mana(dont be afraid to spend life, life is a resource to be used) and usually EXPLODES the creature unfortunate enough to be blocked by it. Dragon's Eye Sentry is pretty damn good for just 1 mana, and really highlights how bad cards like Nearheath Pilgrim (2/1s always die in combat, 2 mana is far too expensive for a card that trades with most 1/1s) are. If it's a card you love, keep it, but you could be playing MUCH better cards. Jeskai Barricade can swoop in and save one of the beaters if they should lose hexproof, let you perfectly block a massive creature(without trample) by bouncing the creature blocking it before damage or just bounce Wall of Omens for that tasty, tasty value.
If you were to run a few more Ojutai, Orator of Ojutai is a better Wall of Omens, but 4 dragons probably isnt enough, might want to research that. Stalwart Shield-Bearers makes all the walls defenders bigger, Wall of Essence has reverse lifelink, while Vertigo Spawn and its big brother Wall of Frost pin down any creature foolish enough to attack into them. And as big and seemingly unkillable as Wall of Frost is, no wall stands close to the mighty, infuriating Wall of Denial.
Here's a list of all the UW walls available in modern.
Also, I'm a little confused by the Authority of the Consuls and the Swiftfoot Boots. Authority gaining you life is neat, but your deck lays down tricky/large walls, you don't need an enchantment to slow the opponent down. What creature are the boots for, exactly? Overseer and Ojutai have hexproof, as does Shieldmate(most likely). These guys dont need haste because they come in protected and swing in later. So all we're really protecting is our disposable walls/defenders, Elspeth tokens and Nearheath Pilgrim, who isn't an incredible magic card. Boots also costing 2 mana kinda gums up the works; you want to be doing something every turn, ideally. Spending two mana on a card that needs a addition one mana to actually do anything on any turn between 2-5 doesnt seem like an awesome time.
Speaking of Elspeth, Elspeth, Sun's Champion sees great as an option if you find yourself facing a lot of big creatres; she can get rid of them while leaving your defenders in pristine condition to... defend.
Witchbane Orb feels like a sideboard card for when you're really getting beaten down by burn or Thoughtseize-style effects, and even then, those types of cards are usually cheap, so waiting til turn 4 to:
A. defend yourself from 1-2 mana spells and B. Do nothing on turn 4
doesnt seem like the greatest plan, IMO. Keep it in the Sideboard if its a card you like, by all means.
That's enough wall talk for now, 3am, must sleep.
1 year ago
I feel like somewhere with Dragonlord Ojutai, Sunscorch Regent, and Orator of Ojutai is way more powerful, with Silumgar's Scorn being another payout. Maybe there is just a 4 color Dragon control deck. Ultimate Price, and Sinister Concoction are better removal than Unlicensed Disintegration alone, and the synergy with Torrential Gearhulk isn't good enough compared to the cost reduction.