Back:Spires of Orazca
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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 day ago
It depends on how many crads you want to remove. I usually start with the highest costs, big flashy cards are useless if you can't play them. Anyway most of the time they will be stolen, cloned, reanimated or casted for free from your library, or just be killed by some removal or board wipe, it's way better when your oponents spend resources against other players' creatures.
Avenger of Zendikar actually not that good. If left unchecked it can finish the game, but usually by your next turn you'll have a bunch of 2/3 plants which are still not so menacing. In a deck more dedicated to give board wide buffs to your creatures can perform better. Tokens are not elementals either.
Hateflayer I really like this creature a lot, and I want to find a deck where I can abuse it (vehicles maybe?), but just by itself, it's not that good, being an elemental just doesn't justify its inclusion.
Magmatic Force Yes, this creature is insane. You don't need to do anything it just sits there throwing lightning bolts here and there. Every turn that stays alive is producing value. But the cost is super high, so not really sure about remmoving it.
Phytotitan This card actually works with the deck, but I ended cutting it from mmy deck because it really wasn't enough for the cost, it doesn't comes back until you upkeep and comes tapped, so it's not that marvelous. The good part is it comboes perfectly with Incandescent Soulstoke, but it's the only creature that goes well with it. Most of the time you don't want to throw your elementals for one attack and then sacrificing them, do you?
Incandescent Soulstoke for the reason I previously stated. Just the +1/+1 to elementals won make this guy earn its spot.
Smokebraider not a bad card, but you don't have too many elemental spells. Playing green you have available all the mana dorks you can dream of, Whisperer of the Wilds will easily give you two greens to spend on whatever you want. But you should really start by getting a Sol Ring, an absolutely broken card that should had never existed that you can get for an stupily low price. Then, the next mana rocks to include would be Worn Powerstone, Thran Dynamo and also Overgrowth. You are trying to reach a really high costs, so you need cards that give you more than one mana, spending one card on ramping one mana just isn't enough, you need to get to 7.
Soulbright Flamekin Don't let all those red mana symbols fool you. You give it six colorless mana and it gives you eight red mana, so in fact it's just producing a net two mana, but you have to spend six before, bad deal.
Wayfarer's Bauble, Sakura-Tribe Elder and Rampant Growth As I said before, spending one card to get one land ahead just isn't enough. When you are in a rush to get to the fourth mana because that's the cost of your commander and you need it to get the deck rolling then that kind of cards are great, but if you ramp like that you'll run out of cards in hand and you still won't be able to cast Omnath. You need cards that give you more than one mana.
Rite of the Raging Storm the problem with this card is when you cast it what you really need is survival. On top of that, you won't get your token until your next turn.
Second Harvest It's a "win more" card. If you have a couple or more of the Omnath tokens to duplicate I'd say you are on a confortable situation and if the opponents dont do something against it soon they are going to be in a world of pain soon anyway. I rather have a card like Heroic Intervention to keep my position on the board in case of board wipe than trying to push a bit ahead and then risk wasting the card, but that is a personal preference.
In my experiencie, the biggest problem of the deck is that in the early game you are really weak and you run out of cards if you try to rush to seven mana. So you need cheaper creatures, more card draw, board wipes and some way to pillow fort yourself.
Arbor Colossus This guy may be what you need: big, cheap, with reach, and it can even destroy some naughty dragon who dare come too close.
Ohran Viper This creature is really nice, gives you cards (hopefuly it can get you a couple of them) and if it stays back to block works as deterrent.
Chain Reaction this card can be as wild as Blasphemous Act. You won't get a better board wipe for that mana in these colors.
Thaumatic Compass Flip helps you get lands and later becomes protection from attacks, maybe it's worth trying it out here.
I would add one more sacrifice outlet just in case, like Altar of Dementia or Spawning Pit, you don't want your small elemental tokens exiling insted of going to graveyard.
Blade of Selves Is my secret weapon. When you equip Omnath with it and attack, the myriad copies are created at the same time and because of the legendary rule (copies of Omnath are also legendary) they are all put in the graveyard as soon as they are created and you'll get one trigger for each Omnath that was alive times each Omnath that died. After geting your calculator to work out the numbers you will see that it's a whole lotta damage.
5 days ago
So, you have some kind of agreement with your opponent not to mess too much with you during the first 8-10 turns or so? Must be nice :) However, should some opponent not be aware of this agreement, you'll lose games really fast. Or medium-fast. Or even a bit slow. Since your manacurve is way too heavy for 20 lands.
No, Braid of Fire doesn't solve it, since it gives you mana in your upkeep, and you don't have very much to spend it on at that time (or did I miss something, that gives your creatures and sorceries flash?). The mana isn't even good for levelling up level-creatures, since that is a sorcery-like ability. You can activate artifacts with it, of course, but you'll need extreme amounts of luck to play Planar Bridge from your lands' mana.Thaumatic Compass Flip doesn't solve the mana shortage either, since it takes 3 mana to activate, to find a single land to your hand - not to your table.
Sorry if it busts your deck a bit.
6 days ago
1 week ago
Alright, so Arahbo isn't all that great with loads of artifacts. Arahbo is a tribal general,so play into that theme a bit more.You really should run more creatures and ramp, I think. Your land count is fine, maybe even high. You've got 4 ramp spells and 3 Rocks.
Artifacts: I'd trim a few to get just rocks (You're running 3) and good equipment. Things to keep would be Sword of the Animist, Boots/Greaves, Bloodforged Battle-Axe and Heirloom blade. You want things which provide advantage beyond combat and are useful on any creature. I'd suggest Selesnya Signet, Commander's Sphere, Selesnya Cluestone and Mind Stone as they provide ramp and late game draw. Pillar of Origins is also an option. As for the maybeboard, I'd add only Thaumatic Compass Flip and Vanquisher's Banner.
Creatures: This is one of those weird tribes where they have options, but not enough. I think Felidar Sovereign and Regal Caracal are great for you. I also like Mirror Entity and Chameleon Colossus. If there're any clones or things like Polyraptor you can use, I'd suggest looking into it.
Enchantments: Authority and Sigarda's Aid aren't that great here. Aid wants to be in a Sram or Balan deck, Authority wants a different format. I'm not sold on Zendikar's Resurgence either. I've limited experience with it outside of discarding it. I'd suggest running Quest for Renewal as I think you're aggressive enough for it. Growing Rites and Overwhelming Splendor are fine here, I think. I'd also suggest Growing Ranks, Beastmaster Ascension and anthem effects like Gaea's Anthem, True Conviction, Spear of Heliod, Collective Blessing, so on and so forth.
Sorceries: I don't think the maybeboard options are any good for you. Overrun is a oneshot anthem, and Appeal to Authority is a meh combat trick. I also dislike Harvest Season, Hunter's Prowess, Soul's Majesty and Rout. You should consider Sylvan Scrying, Wrath of God, Rishkar's Expertise, and stuff like Primal Command, Dromoka's Command, Righteous Confluence, Verdant Confluence, Crib Swap, etc. You really want versatility and some removal.
Feel free to test and play around with these or other cards. Don't feel like you need to cut something that's working just because I say so.
1 week ago
1 week ago
1 week ago
Hey. Looks good. Here are some additional ideas.
Conqueror's Galleon Flip - card draw & recursion
Dowsing Dagger Flip - ramp
Golden Guardian Flip - ramp and instant blockers
Thaumatic Compass Flip - a maze is always good
Nim Deathmantle - recursion
Corpse Dance - recursion with haste and only a little drawback
Scavenger Grounds - against nasty grave interactions
Bojuka Bog - How could you miss this little dirty gem?
Underworld Connections - Card draw at will is always good.
Anguished Unmaking - Instant speed removal
I would cut:
Rupture Spire - you need untapped lands for this commander since you need to be fast. Too much tapped with this one.
Subjugator Angel - too small for too much mana. You don't always have your commander available.
Ambition's Cost - replace it with something that draws more for less.
Cathartic Reunion - too less consistent reanimation for this. Better pay some life to draw and keep the cards. Your commander needs them in your hand.
Vindicate - you can do better.
True Conviction - 6 mana and 3 of them white in a tri-color commander is quite hard. Especially since the effect does not really support your commander. Better draw some card draw or haste cards and drop them 3 to 4 turns earlier than this one.
Dark Ritual - Better insert another tutor to really get what you want. With this commander there is a high propability that it will become a useless card. Even another mana rock is better in here.
That's it for now. I may come back with more.