Until end of turn, creatures you control get +5/+5 and gain first strike, lifelink, and trample.
|Want (2)||epros1285 , isharpu|
Printings View all
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Rare|
|Shards of Alara (ALA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Titanic Ultimatum occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Latest Decks as Commander
Titanic Ultimatum Discussion
4 days ago
1 month ago
That's what I was leaning toward, Dylan. Here's why:
Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.
So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.
Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.
Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.
If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.
This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.
I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:
This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.
The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.
Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.
Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.
I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.
Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.
Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.
So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.
I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.
That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.
Having said everything I did in here, the truth is I am building this deck as an excuse.
I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.
One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.
So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.
2 months ago
My first thing would be to remove Rakeclaw Guardian, Blood Aspirant, Thornscape Apprentice, Knotvine Mystic, Hellkite Hatchling, Earth Surge, Rally the Righteous and Titanic Ultimatum for other things.
Probably a few field wipes and draw spells would help a lot.
5 months ago
I know, she is an amazing commander and is super fun to build around.
Thanks for the help! I will include the card draw. I think I should keep Titanic Ultimatum and Colossal Might because they give trample, correct me if I am wrong but trample seems like a much needed keyword in the deck.
8 months ago
Id replace Deathgorge Scavenger with Marauding Raptor because that is the only creature you control that wouldnt survive the raptors ability and the raptor is a cheap creature which you need and lowers the CMC of your other dinos. Id also add the Dinosaur Stampede in, it will be better than either Overrun or Titanic Ultimatum 85% of the time. You'll have to play test it a bit and see if the mass trample really helps you. About half your dinos have trample already.
8 months ago
9 months ago
SynergyBuild, Overrun is a great card.. Overwhelming Stampede is even better. You know its true I had a choice between Overrun and Titanic Ultimatum .. I choose the later. I choose the more expensive, harder to cast, less efficient version of Overrun ..as a blowout move when no one expects it and ko opponen!! I guess im.going Goodstuff then?. But, yes, I'll consider your recommendations, thank you!
11 months ago
Not sure about how to build the deck, but I can think of a few card that I'd look at at least.