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Search your library for a Plains card. If you control fewer lands than an opponent, you may search your library for an additional Plains card. Reveal those cards and put them into your hand. Then shuffle your library.
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1 day ago
Hey I think your card choices are pretty solid, but the one thing that jumps out at me is your mana count. Its a little bit low considering you have a decent number of 5, 6 and 7 drops. I would get to 36-37 lands. I also like to run things like Tithe, Land Tax, and Gift of Estates to make sure that Im hitting my land drops through out the game.
As far as inclusions, I think Sunscorch Regent is a must. Its just a great commander card.
I am not sure that Aether Vial is entirely necessary. Its a great card for 60 card formats, but I'm not sure about its ability in commander. Chalice of Life Flip is fun but probably a bit underwhelming, just keep an eye on how it performs, same as Pontiff of Blight seems like it might be a bit slow, just keep an eye on it.
Hope this helps!
2 days ago
Hey its PJ from Commander Replay. You're deck looks to be in great shape, so I have a few suggestions that I think it will help trim some fat and add more punch.
First up the cards to cut. Id get rid of Mind's Eye The way this deck plays you're going to want to tap out your mana every turn and you don't really have time to leave mana open to try and draw, plus its clunky at 5cc. Also cut Reforge the Soul I find it to be too slow. You usually need to take an entire turn off to play it, so its just too slow and clunky. Wheel of fortune is great, but if you can't afford it just stick with magus of the wheel. The cost of 3 then 2 is much better than 5 all at once. Your card draw will come primary from Mask of Memory, Sword of Fire and Ice with Sunforger and Sword of the Animist also generating card advantage. Next I personally would cut the Ancient Den, Great Furnace and Mox Opal package since you don't want your lands getting taken down by vandalblast. I would use Thought Vessel in place of mox opal. Next up cut Divine Reckoning its just never going to do what you want it to. Use a full board wipe instead. I would cut Gratuitous Violence its always been a bit too slow for me and the RRR is hard to get on turn 5. Next were going to cut Relic Seeker for open the armory, its a great card early but gets less good the longer the game goes, its usually one of the last cards i cut trying to get down to 99. Ive always found Savage Beating to be too slow.
Next up, the maybe cuts. Sword of Light and Shadow I have tried to live the light and shadow dream for a long time and it just usually doesn't come through. I have found that you really want higher creature counts to get good benefit out of it. Great card, but not the right home. Ive never had great experience with Assemble the Legion if you're having more success than me, keep it, if not cut it. Pay attention to The Immortal Sun and Alms Collector I haven't tested either of these, but if they are playing well keep them, if they aren't cut them.
Once you know what to cut, it frees up a lot of room. So you can use my suggestions for additions if you want to, or you can try out some other things that you want to. But here are the cards that I would add:
Duelist's HeritageIt will replace gratuitous violence nicely.Open the Armory will replace relic seeker. find your equipment immediately. Glorybringer is just insane with Aurelia. On turn 5 it kills most things. Balan, Wandering Knight, Kazuul's Toll Collector, Armory Automaton all 3 are great in equipment decks. Next up your sunforger package, Comeuppance and Sulfurous Blast are all stars for me. If sun forger with mistveil plains, comeuppance says you can't kill me in combat. Sulfurous is often one of the first things I go for after resolving sun forger, beyond obviously leaving up boros charm and teferis. Neheb, the Eternal gives you a second way to hit the aggravated assault combo, is a good beater, and even just some incidental extra mana is nice. And finally I would add in the full board wipe of you choice Blasphemous Act, Wrath of God All Is Dust and Ugin, the Spirit Dragon are all great choices. Pick the one best fits.
The mana base. Emeria, The Sky Ruin is a must. If they are in the budget khans fetches like Windswept Heath are really nice. If not, I would get the mirage fetches like Flood Plain. Focus on the white fetchlands since they get mistveil plains. Because you have 1 hit potential, Cathedral of War is a solid choice but it does have cost sometimes of being colorless. New Benalia is also solid.
Other things that I like a lot but aren't must includes. Bruse Tarl, Boorish Herder, Inferno Titan, Etali, Primal Storm. Treasonous Ogre is a card not many people know about, I've used it successfully, but I would make sure you have some life gain to balance it out.
Heres some personal preference things:I run Tithe and Gift of Estates in place of Weathered Wayfarer each have pros and cons. I like running Wear / Tear even though you can only cast half of it off sun forger. I prefer Swiftfoot Boots over Lightning Greavesbecause of the awkwardness of shroud.
I need to update it, theres a few cards I no longer use. but I have a very similar Aurelia list you can check it out here. Aurelia Weapons of War
For me with a deck like this, early game I focus on mask of memory and/or sword of the animist to generate some early advantage. These also don't draw as much artifact hate as the big hitters. Then ill bring down sun forger, feast and famine and fire and ice or argentum armor later to close things out.
Anyway hope these help!
3 days ago
since your mono colored and your angels require a lot of white mana, you might want to consider Nykthos, Shrine to Nyx for high mana plays. Otherwise, consider cards like Land Tax, Tithe, or Weathered Wayfarer like one person recommended above.
Considering the low amount of equipment and auras, you might want to consider taking out Sigarda's Aid, as there is surely something more synergistic for that spot.
Good luck :)
4 days ago
This is a cool deck. There's a lot of damage potential. Some things that have caught my attention:
- Why is Great Furnace in your deck? I don't see any synergy with artifacts/affinity. An Evolving Wilds or Abandoned Outpost would be better suited.
- Why do you need snow-covered basic lands? For Skred?
- I think some heavy ramp is needed for this deck to cast your instants and sorceries. Tithe, the rituals, Seething Song, and Battle Hymn would be really good.
- Fanatical Firebrand works really well with Fanatical Devotion. Hey, both have "Fanatical" in their names.
- I think if you can incorporate buyback cards in the deck, then you can get more value out of Blaze Commando. Cards like Anoint, Reaping the Rewards, and Seething Anger might work.
Hoped this helped some.
4 days ago
Expedition Map might be good
Tithe might be good as well, i didn't realize it was that expensive. still a cool card though.
1 week ago
Hey, back again! I've got a list cooking, based off of yours and a budget-friendly version I found by another user (he credited you, the list is quite similar). I have some questions.
Are there any acceptable cheap(er) sideboard cards to replace Yawgmoth's Will, or should I scrap the effect entirely? All the similar effects I could find would only hit certain kinds of cards (e.g. creatures or instants+sorceries), which I'm worried could undermine the card's purpose.
On a similar note, at what point do wheel effects not become efficient enough to replace Wheel of Fortune? Reforge the Soul and Wheel of Fate are similar, but they both have significant downsides (especially seeing as the miracle cost on reforge is basically irrelevant).
Finally, I'm wondering if Solitary Confinement is too dependent on cards I'm not sure I want to shill out for, like Tithe. I've considered Phyrexian Arena, but that card must have been considered by you when making the deck, so its exclusion makes me nervous. Was the card advantage it gave too threatening to fit the deck?
4 weeks ago
I agree that, despite having the same commander, and despite having a similar focus, our decks turn out to be quite different. I think that the style of your deck is more along the lines of Aikido like Sheldon Menery, which I don't think actually plays like the martial art Aikido is practiced, and is definitely different that the philosophy of Aikido. That should not be considered a slight against either you or Sheldon Menery, since I am not sure he ever used the term Aikido for his deck, and you obviously use it since the MTG EDH community has come to understand this exact play style to be called Aikido. It is that style, from a MTG EDH perspective, but I don't think it is consistent with the ethics and practice of the martial art founded by Morihei Ueshiba. They are different things. I tried to deign my deck more like the martial art than the MTG convention. It took me a long time to get it right, but I think I did in the end. This doesn't mean it is in any way superior, just different, and this is due to different focus and priorities.
I would like to address the manabase thing. I have 34 mana producing lands, most are duals of some form or another, and very few are colorless lands. I have five 2 CMC manna rocks, a 3 CMC mana rock, a reusable 2 CMC land search rock and a 1 CMC reusable land search creature, two land search spells, and a 1 CMC recurrent Gold producer. The curve has an average CMC of 2.78. Even with all that, every time I take a card out that is not doing well, I ask myself if I should add another land. You see, the land is important early game, but late game it usually doesn't matter. For my deck, I usually need 2-3 lands in my starting hand, and then a 2 CMC mana rock and sometimes another land in my first couple of turns. This ensures that Queen Marchesa is cast as early as possible, preferably on turn 3. I have been surprised how often I am not able to accomplish this with the number of lands and rocks that I run.
I choose to run many lands that are technically tap lands, but that can come into the battlefield untapped under the right conditions. I choose to run the ones that can be accomplished in the early game, so that I can ensure I achieve my turn 3 Queen as often as possible. Even when I can't get them to come into play untapped, I am often able to play around the comes into play tapped drawback. In any case, comes into play tapped can be considered an enforced cost of 1 mana on the turn they come into play. This cost of 1 mana should be kept in mind when considering alternatives. I run cards that can be put into play untapped if you meet certain conditions, that way, on average, they cost less than 1 mana to bring into play. This is important for keeping efficiencies high for the deck.
When considering alternatives, we have to think about costs. Both Traveler's Amulet and Wanderer's Twig cost a total of 2 mana and a land drop to get the basic land into play. This is over 1 mana more on average than the conditional comes into play tapped duals. Sure, in a 3 color deck, you get a 1/3 choice of fixing advantage for one turn, but you lose that advantage to a 2/3 fixing advantage of the duals, or 1/2 if it duplicates the 1 mana land you would have used to case the Traveler's Amulet or Wanderer's Twig. At best, it is a wash for fixing, and a 1+ mana loss in costs to run those artifacts over a tapland, especially a conditional tapland. In the end, I don't really think that it makes more sense to run them over a tapdual, and honestly makes no sense over a taptriple.
You may make the argument that running things like Weathered Wayfarer, Tithe, Thaumatic Compass, or Gift of Estates would have the same problem, and I should just run tapduals and taptripples, and I would be ahead in mana efficiency. I would say, that is an option.The reason I choose to run those cards instead is for the late game. Each of those cards often brings 2+ cards to my hand. Sure, they are low value cards for the late game, but often I can drop them to Key to the City or Solitary Confinement for some serious value, and early game they can patch the problem of low land count, ensuring those early game land drops for the cost of a bad early turn of having to cast a card that adds nothing else to may game plan. In the end, getting more than one card for the cost of one card is worth it. Traveler's Amulet and Wanderer's Twig do not give that advantage, and at worst, they are bad cantrips if you don't need the land. You are still likely better off with a tapdual or taptriple. When you combine that with a lower land count and a higher average CMC in your deck, all of these drawbacks for Traveler's Amulet and Wanderer's Twig and all of the advantages of even the tapduals and taptriples become much greater. The biggest difference I see between cEDH decks and casual EDH decks is a manabase that does not support the deck in the casuals. I think yours does not support your deck as well as you think, and changing it up, even with very cheap tapduals, would greatly increase the fun and winrate of your deck.
1 month ago
What ramp is best, what to cut?