|Commander / EDH||Legal|
Printings View all
|Commander 2013 (C13)||Uncommon|
|Masters Edition III (ME3)||Common|
|Portal Three Kingdoms (PTK)||Uncommon|
Combos Browse all
Spoils of Victory
Search your library for a Plains, Island, Swamp, Mountain, or Forest card and put that card onto the battlefield. Then shuffle your library.
Spoils of Victory Discussion
1 month ago
Since you're running mana doublers ( Wilderness Reclamation , Zendikar Resurgent ), you should stick to land ramp: Nature's Lore , Farseek , Rampant Growth , Kodama's Reach , Spoils of Victory , Skyshroud Claim , Hour of Promise .
4 months ago
@frezzreaper: Just a log in case you still care. Still no need for help currently; Trying to find ramp that doesn't need to target Basics as it is... Regarding Time Spiral, I even added Leyline of Anticipation + Vedalken Orrery for Mass Flash, & Day's Undoing as an instant speed alt. For something I can't even afford. From there, I also added some tutors, unless they really blow hard: Wargate, Dark Petition, Diabolic Revelation... I dunno if they're any good, but for other Ramp, Genesis Wave, Exploration, & Burgeoning is what I can think of. Other things I can think of are Farseek, Spoils of Victory, & Shard Convergence. Not too sure about your thoughts on Perilous Forays & Prismatic Omen, but I would like your thoughts. Quite a bad job at finding Draw Spells, I am. People usually use stuff like Phyrexian Arena, & Sylvan Library, but someone told me a gutsy, albeit smart decision to exclude both. That said, Rhystic Study stays though...
1: Cut some Walkers; & some support to lessen the load of Walkers. & Infinites.
2: Try & lessen the amount of infinite combos from the Walkers at least...
3: Wonder Why only 5 Wraths are really needed, as well as only 5 Draw (Should be more...), 10 Accelerants, & no amount of needed Tutors, all while getting to help at the current time.
5: Wonder if 10 ABU Duals, 10 Fetches, & 10 Shocks are needed, or if they don't even be needed at all, & what can replace them...
Sorry to say, so many Walkers alone have potential for such a thing as Wincons at the many. Though I'll see what I can cut though... ;) Later.
6 months ago
Tatyova is extremely fun to pilot so good choice here.
You may wish to consider Horn of Greed as a redundancy for Tatyova just in case she gets repeatedly removed.
I made a similar deck but with a more Spellslinger focus:
Commander / EDH
SCORE: 30 | 27 COMMENTS | 1997 VIEWS | IN 8 FOLDERS
Check it out for more inspirations. Feel free to leave your comments, feedback, suggestions and +1 (if you like the deck) there too! Cheers.
6 months ago
10 months ago
Another question - have you considered Carpet of Flowers for early ramp? Also doesn't this deck have a problem with too few ramp cards? Maybe if you don't like Nature's Lore I'd swap it for Spoils of Victory or Fellwar Stone
11 months ago
I'd add Dragonlord Ojutai for draw and because you have only Dragons then Dromoka, the Eternal buffs your team to amazing levels. Another upside is that they are 4 mana Dragons with Ur-Dragon's Eminence ability so you can benefit from them early.
Also your creature count seems to be a bit low, that's why I'd suggest Dragon Broodmother for token generation - I play her myself and must say that EVERY UPKEEP woring works wonders. In pod with 3 other players you generate 3 1/1 Dragons then eat them with token that appears in your upkeep to get 7/7 Dragon for free :D
Signets don't appear for me to be good idea - more versatile would be Fellwar Stone and 3 mana spell Spoils of Victory or if you have money (or patience to wait for reprint) Three Visits. Artifacts can be easily destroyed while lands usually are quite safe and you have access to green so you can benefit from land ramp
1 year ago
To everyone mentioned in this comment:
Thank you for your comments, and I'm sorry that it has taken me so long to reply to you. Between managing all my lists and setting up everything to be able to post commander gameplay videos to my YouTube channel, I have been overloaded with work. Thank you for your patience :)
Voxzorz, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Recross the Paths is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)
Gaspacho, thanks, I've removed those group hug cards except for Tempt with Discovery, because you will always get more ramp than each opponent regardless of how many fall into temptation. Also, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Spoils of Victory is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)
Intergalactic_Hegemon, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Sea Scryer is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!) As for one-time-use mana acceleration, my reasoning for not including them is this: If you use mana acceleration at the beginning of the game, your board state will be much better than each opponents', which causes opponents to become more afraid of you, which in turn makes it much harder for you to win as your opponents are more likely to be focusing their attention on you instead of on each other; if you use it towards the middle of the game or later, you give up explosiveness to do a smaller version of what these types of ramp spells do. Either way, since the average game is about 11 turns long, it makes no sense to try to replace cards that give a significant permanent boost in mana with ones that give a temporary boost, even if that boost is much higher.
xevecx1, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Yavimaya Dryad, Yavimaya Granger, and Dawntreader Elk no longer are spells that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)
1 year ago
Hey, here's my $160 budget Atraxa deck, Nature's Horrifying Voice (Budget). Check it out it might give you some ideas.
With budget four and five color manabases I think it's better to play two dominate colors, third color less dominate then the first two and small splash of the rest. Trying to play all four or five colors as equal amounts in a manabase is nearly impossible without the Fetch land/Shock land interaction. Both these types of lands are however not low budget cards.
Green gives you the most flexibility for a budget manabase with other cards that can help you be able to make all four colors because green has the best interaction with Basic lands. Cards like Sakura-Tribe Elder, Farhaven Elf, Solemn Simulacrum these are good cards that can help you to make different colors of mana and land ramp at the same time, but they only care about Basic lands.
Lotus Cobra is now a budget green card and it's great for four and five color decks. You can't take huge advantage of the Fetch land interaction with it, but Evolving Wilds, Expanse are fine budget Fetch options. Birds of Paradise is not low budget, but it can make any color of mana as well as help to ramp into Atraxa.
Green has land ramp, Cultivate, etc which you're already playing great, but there's also Farseek. I like Farseek with four and five color manabases because it can Fetch a Battle land, in this case: Canopy Vista, Sunken Hollow, Prairie Stream. Battle lands also work well with lots of Basic lands. Nature's Lore, Skyshroud Claim, Spoils of Victory and Shard Convergence also work well with Battle lands.
Any budget four or five color manabase I make in Commander I try to limit the amount of lands that ETB tapped. Tri lands, Wilds, Expanse and creature lands such as Lumbering Falls are really the only lands I want that ETB tapped because these lands are good enough to warrant ETB tapped.
For a four color budget manabase I prefer to use Tri lands, Wilds, Expanse, Tower, both Orchards, 15-20 Basic lands with Battle lands and Check land interactions and Pain lands which always ETB untapped.
Vivid lands may be the exception with Atraxa because you can proliferate the counters on them, but If choosing to play them then I wouldn't also play Tri lands. I would choose between the two.
Good luck with your deck.
Spoils of Victory occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%