Back:Spires of Orazca
, : 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.
|Have (5)||DStroy252000 , kpral , metalmagic , Mortiferus_Rosa , IcyLightning|
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|Promo Set (000)||Rare|
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|Commander / EDH||Legal|
Thaumatic Compass occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
Thaumatic Compass Discussion
1 week ago
so, after rigorous playtesting, I have come up with some cards to cut and add that will hopefully msk the deck better:
Alabaster Kirin This does absolutely nothing, has no prison effects, and is kinda useless here
Baird, Steward of Argive His prison effect is okay, but you can definitely slot in better options for not too much more money
Knight of Sursi Once again, just a vanilla card that doesn't do anything except get a small body on the battlefield, which isnt very good in commander, even if it is indestructible
Misthoof Kirin Only really okay in a morph deck, this is kinda useless here
Segovian Angel a 1/1 with vigilance has to swing 120 times to win. just a terrible card all around.
Silver Knight Kinda bad, doesn't really do much .
Shepherd of the Lost this would be good if it have every other creature it's abilities, but alas, it's kinda terrible, especially because I'm smelling a voltron sub-theme around Avacyn
White Knight Unless your in a very black heavy meta, this is just bad, and is barley passable even if you have said meta
All your lands except basic plains. You need more utility lands, not just non-basics that do nothing
Wing Shards This one is debatable, although I don't see you casting a bunch of spells and having the mana to cast this, due to the lack of ramp you have.
Armillary Sphere bad ramp
Traveler's Amulet bad ramp
Orazca Relic have fun waiting 5 turns to get blessing and then only drawing one card
Take Vengeance crappy removal
Bishop of Wings I don't see this deck supporting an angel tribal
all the Moxen, while expensive, they are amazing and can let you ramp to Avacyn as soon as turn 3
Sol Ring amazing ramp
Thran Dynamo amazing ramp
Commander's Sphere great ramp
Thalia, Guardian of Thraben super good stax/prison
Sphere of Safety typically opponents will have to pay 3-4 for each attacking creature. brutal
Sword of Fire and Ice really good equipment that deals with the two most problematic colors to this deck, however it's very expensive.
Path to Exile great removal
Blazing Archon if you're playing prison with Avacyn out, you basically can't lose
Windborn Muse STAXXXXX
Pacifism good removal
Norn's Annex great way to both deter your opponents and punish them for attacking you
Smothering Tithe you will be generating a TON of mana
Crawlspace amazing pillow fort card
Archangel of Tithes amazing pillow fort, and has the flavor bonus of being an angel
Felidar Sovereign you will probably always have 40 or more life, especially with all the stax you're throwing around, so easy wincon
Approach of the Second Sun another great wincon
Aegis of the Gods great for not getting burned out
Generous Gift awesome removal
Teferi's Protection because teferi's protection
Elixir of Immortality amazing card to clutch up with
Thought Vessel good ability plus some ramp
Homeward Path great land
Nykthos, Shrine to Nyx always great in a mono colored deck. Even better with Avacyn's triple-cost
Maze of Ith great utility land
Tectonic Edge great land destruction
Field of Ruin great land destruction
Thanks so much for reading my list, and I hope this has been some help to you. My main problem with this deck was it ran too much inefficient removal and bad creatures, but once these are added in, I think the deck should be a lot for mean. Have a great day! =)
1 week ago
I thought it was initially a budget build and you wanted any upgrade. Got you. So with budget ideas in mind....
- Eternal Witness - Recursion
- Reclamation Sage - Removal
- Beast Within - Permanent Removal
- Return of the Wildspeaker - Draw
- Decimate - 4x for 1 Removal, very powerful
- Escape to the Wilds - Can be nice, 5 mana is a lot but it reads until the end of your next turn which is useful. Extra land drop can't hurt.
- Ramunap Excavator - To replay lands from the grave
- Thaumatic Compass Flip/Journey's Kite - Extra land drops
- Blighted Woodland - Ramp
- Reliquary Tower - To hold onto extra cards
- Multani, Yavimaya's Avatar - Allows you to return lands back, I'm sure there are other cards such as Mina and Den who can do the same. This is budget and can be a beater. Reach is nice.
- Realms Uncharted - Basically reads get 2 lands
- Harmonize - Stable draw
It sucks to be budget since you lose out on so many good cards, most importantly crucible and life from the loam.
3 weeks ago
3 weeks ago
You’ll probably want Odric, Lunarch Marshal in the deck if you are attempting to swing wide with all of your creatures.
Another good card would be True Conviction to try and help you close out the game.
33 lands in my opinion is too low even with a deck that is mostly made up of low drop creatures. Maybe bump it up to 35 or 36 just to be safe. Windbrisk Heights seems like it would be a good land for what you are trying to do in the deck.
A new enchantment that I’ve found to be pretty fun in my Marchesa pillowfort/token deck is Outlaws' Merriment for the variation of tokens it can make.
Last card I think I can suggest is Iroas, God of Victory to make your creatures stick around in combat some more. Another is Thaumatic Compass Flip which is a little bit of a pet card of mine for my Boros decks to get lands and it flips into a nice utility land.
Here is my Aurellia deck. It is more angel tribal with voltron mixed in, but maybe it can give you some ideas. Aurelia's Angelic crusade
3 weeks ago
One of my pet cards that I think needs to see more play is Thaumatic Compass Flip in decks that don’t ramp all too well mostly red, white, and blue it can help ensure land drops while also turning into a good utility land in the mid-late game.
1 month ago
I really like this thematic and I think you did a cool job building around it! :)
My first advice is that Estrid neither synergizes with your deck mechanically or, to my knowledge, thematically. Consider swapping her around and making Chulane your leader, since your deck seems to have more focus on ETB and card draw/land drops. Alternatively, Roon of the Hidden Realm seems like he would fit thematically and enhance your ETB effects.
Some more cards that seem like they'd fit your thematic and be useful: Timestream Navigator , Path of Discovery , Curious Obsession , Perilous Voyage , Chart a Course , Thaumatic Compass Flip, Dowsing Dagger Flip, Treasure Map Flip, Ongoing Investigation , Trail of Evidence , Map the Wastes
Some win con ideas: Avenger of Zendikar flickers well and works great with all your landfall triggers, White Sun's Zenith , Blue Sun's Zenith , or Entreat the Angels all give you places to dump your mana, Rite of Replication can be used to similar effect on one of your bigger guys or to get more ETB, Laboratory Maniac or the WotS Jace could let you try to win by decking yourself out with all your draw/land digging. Noyan Dar, Roil Shaper and the various awaken cards from Zendikar could also work if you want to make your excess lands into beaters. Vigor would also be a strong win-con for your deck.
Hope this helps!
1 month ago
ZendikariWol Thanks for the list! A lot of what you have are things that didn't make the initial cut for my list, but they're still very much considerations. You're right, I definitely am aiming to punch through with Feather for commander damage voltron-type wins, but I mostly avoided the straight stat-pumping spells in favor of more removal like Soul's Fire and more combo-type cards like Overblaze . My deck is also very much a work in progress, as Feather is such a tricky but rewarding commander to build around. My general philosophy with the deck, because RW is so poor at gaining card advantage, is to run a bunch of cards I wouldn't normally run (like Thaumatic Compass Flip and Expedition Map ) to make sure I don't get mana screwed and make sure almost all my targeting spells have some kind of built-in advantage (like scry or draw). The ones that don't I just feel very iffy about.
One major difference in our lists is I seem to be going much more into the tokens strategy than yours--I've decided to play into the targeting theme with Zada, Hedron Grinder and Mirrorwing Dragon and have added Young Pyromancer and Spawning Breath to help with that. That's because I worry about running a voltron strategy and getting swamped by creatures I can't deal with. It's possible cutting those cards could lead to a more powerful one-punch strategy, but I also play this deck mostly in a multi-player environment and therefore feel I have to maximize card advantage whenever possible. For the record, this deck has historically proven to be pretty powerful and regularly takes out full tables of opponents. But there's always room for improvement. I'll definitely consider some of your card choices as I continue testing.