Back:Spires of Orazca
|Commander / EDH||Legal|
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, : Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
At the beginning of your end step, if you control seven or more lands, transform Thaumatic Compass.
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Thaumatic Compass Discussion
1 week ago
Greater realm of preservation and righteous aura seem to inefficient and reactive in a deck with so few instants. Thaumatic Compass Flip might be better as a second maze of ith, or Comeuppance for mass protection
Rahvin_dom on ZOa
1 week ago
It sounds like you want to:
- Slow down opponents' ability to cast spells, which forces opponents to keep cards in hand
- Force opponents to discard, limiting their options
- Use discard triggers to punish opponents
This sounds like it can work with Bolas. The risk I'd point out is with the discard punishers, specifically ones like Megrim and Liliana's Caress. They can be a little fragile - once the opponent no longer has any cards, you stop getting triggers. They're nice incidental damage and can add up, but you can't rely on them to actually close out the game. Bolas is also not ideally suited to the stax plan - he doesn't inherently break symmetry, so there are much better options for hard stax.
Wheels that discard are going to be excellent for you, getting a ton of discard triggers. Ignore wheels that shuffle and then draw without discarding.
Jin-Gitaxias, Core Augur would be a pretty amazing, synergistic reanimation target. You should definitely run some reanimation effects if you plan to force opponents to discard - you can grab tasty targets from your own deck or theirs. Reanimate, Animate Dead, Necromancy, Dance of the Dead are a good start.
Back to Basics doesn;t stop you from using your own fetches (even budget slow-fetches) since you only use those once - they don;t need to untap. Blood Moon works, and it sets your nonbasics to one of your actual colors, but it also turns all your fetches into Mountains. Watch out for that.
I'd also look at Ruination. It's MLD...but it only blows up non-basic lands. It's exactly what you're doing with the enchantments, but with removal.
You already seem to know the mana rock drill from your Nekusar deck. You want to lean heavily on the mana rocks - all of the 2CMC signets/talismans/Fellwar Stone. Fellwar is going to get much less useful once you land Bloood Moon though. Star Compass is useful since you'll be loading heavily on basic lands. Coldsteel Heart is useful to plug a specific color hole. Obviously Sol Ring. You're going to be looking for color fixing more than anything, so Chromatic Lantern is worth the extra mana, and any Mox you can afford are worthwhile (except Mox Amber, that one's less useful).
You need land fetching. Grixis Panorama is normally not a recommendation, but it can find any of your three colors, not just two, and you're already basically excluding fetchable duals with the stax effects. Journeyer's Kite and Thaumatic Compass Flip, Armillary Sphere, Pilgrim's Eye, Skittering Surveyor, Solemn Simulacrum, Sword of the Animist, Wayfarer's Bauble are all at least playable. The ETB creatures are useful if you plan to abuse Nicol Bolas, the Ravager Flip's ETB effect - you can use blink effects and Panharmonicon to get extra triggers.
Blood Moon and Back to Basics are great, but they likely are not enough to consistently slow opponents enough to be wroth all of this workaround by themselves. Even Ruination doesn't add enough. Unfortunately Grixis doesn;t have any of the neat land-untap triggers like Nature's Will or Seedborn Muse - if it did, you could abuse things like Stasis and Rising Waters and Static Orb more easily. Still, you could support Winter Orb with enough mana rocks. Be sure to run good one-sided artifact removal like Vandalblast to keep opponents from using their own rocks.
And of course Omniscience can let you blow up all the artifacts and lands and still play what you want. You'll be running a ton of rocks anyway, which could ramp you into it fairly early.
The big thing, though, is how you want to win. Stax doesn;t work super well on its own - you need to be using stax to slow your opponents down so that you can pull off your own win condition. Do you have any ideas on how youd like to win, even if just generally? Combat, combos, punisher effects like Megrim, mill, etc?
1 week ago
CrimsonKing so I did have 2 Settle the Wreckage in the sideboard, but found that there was almost no matchup that I want to bring them in. My original thought was that it would be good against Izzet Pheonix, but between Seal Away, Vraska's Contempt, Profane Procession Flip and even Thaumatic Compass Flip, the only problem that I have against them are their sideboard cards (Niv-Mizzet, Parun, Firemind's Research, Ral, Izzet Viceroy and sometimes Sarkhan, Fireblood) and I usually leave Settle in the sideboard. Even against aggro decks I tend to not need Settle with all the maindeck removal/sweepers. I haven't played against a Carnage Tyrant deck yet and I will definitely try to find room for 2 Cleansing Nova in the sideboard, but right now my worst matchup that I absolutely need to improve is Jeskai.
3 weeks ago
SP3CTR3_chelts, My experience with Connive / Concoct is that it is an absolute bomb in limited, but lacks any kind of star quality in constructed. Connive being 4 CMC is bad when you're stealing at best something like Aurelia. You'll likely be in a spot where you would rather have Vraska's Contempt or Ritual of Soot in a deck that plays Aurelia. Especially if they follow up your Connive with a Conclave Tribunal or a post attackers step Justice Strike. The Concoct side is decent for the surveil 3, but overall The Eldest Reborn is far superior for a reanimation effect. It also deals with pesky Carnage Tyrant, planeswalkers, and allows to you reanimate a Doom Whisperer, Dream Eater, or whatever spicy thing your opponent has in the graveyard for you. TER also plays well with Raider's Wake and the overall discard control plan. Arguel's Blood Fast Flip and Thaumatic Compass Flip are brought in against late game match ups where land count matters and your opponent is likely to be attacking with only one creature at a time. These were both experimental choices and are up in the air as to how long they remain in the deck. Arguel's is a lot better in higher creature count decks, but does nullify your opponents removal spells so it's up to you if you want to try it. Compass is okay, I wasn't super impressed by it. However, it does shut down Crackling Drake very well. I am still working out the kinks and trying new techs. One thing I have been wanting to try is a creature heavy surveil list with white in it for Ajani, Adversary of Tyrants, but that will be once the next set drops and we have access to all U/W and B/W shocks. Once you have your list posted, link it to me here so I can take a look and we can continue brainstorming! I appreciate your questions and suggestions! Keep them coming!
3 weeks ago
Very impressive first deck, you have lots of powerful toys here. But I think I may be of some assistance in helping you make it even stronger.
Since your deck is only at $189.9 I'm going to make the assumption you have a bit of a budget so I'll try and keep my suggestions fairly cheap.
Right away I notice you have most of the pieces for game ending combo's already in your deck. Mikaeus, the Unhallowed + Triskelion and similarly Phyrexian Devourer + Triskelion + Necrotic Ooze + Buried Alive make game ending combo's that are super reliable. With the Mikaeus + Triskelion combo, all you need to do is let the triskelion shoot a opponent twice while Mikaeus is on the field then kill itself with its last counter. The Triskelion will then come back onto the field due to Mikaeus, repeat this process an infinite amount of times and the game is all yours. Similarly, if you cast Buried Alive to put Triskelion and Phyrexian Devourer into the graveyard while a Necrotic Ooze is on the field you can use the phyrexian devourer ability to mill your entire deck while the Triskelion ability pings all your opponents to death.
And if you do decide to run that combo, I'd also recommend running Walking Ballista for added redundancy.
In more general deck building terms I think there are also a few upgrades you could easily do.
Mana Ramp is super important in EDH. Games are often won and lost based off of who ramped hardest. So with that in Mind I HIGHLY recommend adding more mana rocks to your deck. As a rule of thumb I'd like to say that 10ish mana rocks are best for your average deck. So since you have five I'd say aim for at least four more. Some decent ones you may want to consider would be:
- Everflowing Chalice
- Talisman of Dominance
- Mind Stone
- Worn Powerstone
- Thaumatic Compass Flip-personal favorite of mine
- Coalition Relic
- Thran Dynamo
- Hedron Archive
I also think that some of your choices for zombies could be a little stronger for EDH
What I would cut and why:
- Wight of Precinct Six This card seems like it would be good in EDH with there being six different graveyards, But unless you were to run a heavier mill package this card only ends up being a slightly larger than average beater that doesnt even have trample
- Gempalm Polluter This is a very good card in 1v1 games, but if you are playing three other players then just targeting a single player isn't worth much
- Vindictive Lich This is honestly a fine card, I just think that since you aren't abusing his death triggers that this spot might be better spent on a different zombie
- Twisted Abomination I just dont like this card very much
What you may want to consider adding:
And I personally like running at least two or three counterspells when I play in blue. Counterspell and Swan Song are probably the best if you're not looking to spend tons of money but there are tons to choose from.
And finally I think I would be doing you a great disservice if I didn't suggest you consider Cyclonic Rift.This card is absolutely bonkers in EDH and probably the single best blue spell in the game for EDH.
Sorry if it seems like I'm insulting your deck building capabilities. You really do have a pretty good core to work with here but as with any deck there were a few places I felt could be improved upon. But when it comes right down to it these are just my opinions and there are no hard rules for what makes a deck good or fun.
Hope all this helps!
1 month ago
Pretty sweet list. Always happy to see another superfriend ;D
For the mana base, I'd first get rid of your monocolor taplands. The scry 1 on New Benalia doesn't make it better then just running a plains imho, and in a deck with only 6 creatures Mortuary Mire and Sejiri Steppe just end up without targets too often. Blighted Woodland comes in untapped and can find you whatever you need. Krosan Verge enters tapped, but activating it is cheaper and it finds nonbasics. Things like Evolving Wilds and Terramorphic Expanse are often better than tapped duals, because they find you whatever color you need (once you add some basic forests) and thin your deck. Ash Barrens as well as Bant Panorama and Esper Panorama do the same, but they can also serve as untapped lands once you have all your colors. The Vivid lands (Vivid Grove, Vivid Meadow, etc.) enter tapped, but they fix for any color and synergise with proliferate. All of those are very cheap.
Next you might want to look for the cycle duals from Amonketh (Fetid Pools, Irrigated Farmland, etc.). The cycle ability is way more relevant than gaining one life imho, and they have their land types which means things like Krosan Verge or Liliana of the Dark Realms can find them. The fact they still enter tapped makes them pretty cheap moneywise. Also keep your eyes open for the Battlebond lands (e.g.Sea of Clouds), and the shockduals from Ravnica (Overgrown Tomb etc.). Those are a bit more pricey, but the fact that they are recent (and, for the BB ones, only playable in multiplayer) means that there are quite a few of them sitting in tradebinders, and they are relatively affordable. This only goes for the shocks that have already been reprinted, for the Azorious and Orzhov ones we'll still have to wait a bit. I upgraded the landbase of my Atraxa list pretty much the same way and it worked quite fine throughout.
Something else I'd definitely add to your list that helps with fixing your mana as well is some ramp. Your deck has an avg cmc of 4+, and you want to get to the point where you can cast a walker and a boardwipe / something to protect it with on the same turn asap. The fact that you have green in your color identity gives you access to some of the best ramp/fixing available. Farseek and Nature's Lore can find nonbasics if you have them, but are fine without them. Cultivate and Kodama's Reach can fix you in 2 colors. Grow from the Ashes is a bit more manaintensive, but its kicked form brings the lands in untapped and you might find it in draftchaff-boxes at your LGS. Thaumatic Compass Flip costs a bit more, but it finds you basics in a pinch and transforms into a land that taps for mana and can protect your walkers.
Then there's manarocks. The guild signets (e.g. Dimir Signet) both ramp and fix you, without requiring colored mana to cast and are very budget friendly. Astral Cornucopia and Everflowing Chalice are very good with Atraxa, and not expensive either. I'd try to run ~10 ways to get ahead in mana, maybe even more in a deck as a manaintensive as this one.
Some other budget friendly things i can recommend are:
Primevals' Glorious Rebirth: Absolute blowout card in a planeswalker deck.
Oath of Gideon: Blockers, and a very sneaky buff to your walkers that people are reluctant to use removal on but generates a lot of value over time.
Oath of Teferi: Not as abusable as The Chain Veil but also less expenive both mana- and moneywise, and still very powerfull. The etb effect can bring a walker back to starting loyalty or reuse something like Djeru, With Eyes Open. If nothing else it untaps one of the lands you used to cast it.
If you have any questions feel free to ask, good luck and have fun building and playing!
1 month ago
Hey, Raff as a commander basicly gives you a Vedalken Orrery for most of your deck if done right. I enjoy building budget EDH decks for myself and my friends so I will gladly give advice.
To start with, it seems that you have listed Padeem, Consul of Innovation into your deck twice. Into that matter, playing that card means you are going into artifacts so i would recommend more of them. Metalwork Colossus is both a budget creature and a little bomb at flash speed. Being able to cast it easily as a 3-5 mana creature at the eot of your opponent basicly giving haste to a 10/10 which includes self recursion. Into that plan Chief Engineer, Filigree Angel, Foundry Inspector, Myr Retriever, Sanctum Gargoyle, Scrap Trawler, Soul of New Phyrexia and Sharding Sphinx would bring a lot of gimmics into the game and Treasure Mage as a handy tutor. This cards ain't too expensive too so they miught come in your budget.
Regarding your mana base, I can't help but wonder why haven't you included Sol Ring. Sure it is around 3,5$ but it is such a good card at any stage of the game I just can't think of a commander which wouldnt want it. I discourage the use of Gold Myr and Silver Myr thou their vulnerability towards removal and instead I would propose the addition of Sky Diamond and either Commander's Sphere or Darksteel Ingot. If it is in your budget, Burnished Hart and Thaumatic Compass Flip could help a great deal, as well as Esper Panorama or Bant Panorama.
GL and wish you good luck
1 month ago
My budget has indeed been my biggest hurdle so far, also being new to the commander format I am have been working to get a lot of the staples. Cyclonic Rift will definitely be going in soon. I do like the idea of running Thaumatic Compass Flip and Blackblade Reforged but not sure what to take out..