|Commander / EDH||Legal|
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|Hour of Devastation||Common|
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1 , Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it and put it into your hand. Then shuffle your library.
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|Have (9)||Fiolek , ironax , maR2307 , saj0219 , PTsmitty , Falte , Atroxreaper , CampbellStev , LegendDeer|
Traveler's Amulet Discussion
2 days ago
Hi so I don't think that this deck has genuine use for fraying sanity because of the naga you have and I know that they discard but you don't have very many way of getting value anyways from discarding other then your aftermaths which is definitively not enough.your Devoted Crop-Mate has 1 target and should not be in the deck.Not to mention that there is virtually zero consistency and half the cards in the deck do not have a purpose I also recommend dropping the Manalith and the Traveler's Amulet and putting in more land probably duals.You should look into other cycling strategies online and keep what they have in consideration when making a deck you seem very new to the game and I hope my comment can give you some insight.
1 week ago
Control decks usually run more than 20 lands. Since your deck has a low CMC i would cut the 2 Aven of Enduring Hope for 2 extra lands. Also, try swapping some of the single colored lands for duals like Irrigated Farmland, Lumbering Falls, Scattered Groves and Fortified Village or maybe some Evolving Wilds.
The current standard metagame is full of aggro decks, maybe running Primal Druid instead of Manalith and Traveler's Amulet is a good idea. Thraben Inspector is a great card, i would totally swap some of your less impactful creatures like Wall of Forgotten Pharaohs, God-Pharaoh's Faithful and Eternal of Harsh Truths for a set of Thraben Inspector. Also consider swapping Beneath the Sands for Shefet Monitor. Traverse the Ulvenwald is amazing but kinda pricey.
Life goes on is a card i would definetly try to cut for something better. Cards that just gain life are often not worth of a deck slot. Ambuscade is not suited for control decks. Both cards could be swapped for sweepers like Fumigate or Descend upon the Sinful or better spot removal like Cast Out.
Choosing which creatures to run on a control deck is very diferent from choosing creatures for aggro/midrange decks. On control you almost always divide your creatures between support creatures and finishers. The only finishers you have are 2 Striped Riverwinder so i recommend adding some combination of Ishkanah, Grafwidow, Linvala, the Preserver and Angel of Sanctions for a total of 6 or 7 finishers. Casting a Shefet Monitor can also help you close the game but it doesn't have any evasion so i would use them almost exclusively to ramp.
Unsummon bounce effect is best suited on decks built to exploit the tempo advantage it gives or aggressive decks where temporarily removing a blocker can make a big difference so i would swap it for Spring or Nissa's Renewal.
1 week ago
Hey there! I'm assuming you're fairly new to the game(or at least the site) which is awesome, there's lots to learn and it's a super fun process. Your 20/20/20 rule is actually pretty fair if you're running a more aggressive deck with lots of small creatures like I mentioned. The issues with running that cost more than 4 or so is that you always want them to be cast as soon as possible, which means you want to draw your last consistently. Mana dorks(creatures who tap for mana) like Oasis Ritualist are great for making mana and getting you "ahead of the curve" where you have more mana than the opponent each turn. Traveler's Amulet actually does NOT have summoning sickness since because that only applies to creatures. Lands, artifacts, planeswalkers and just about everything else don't have summoning sickness UNLESS they become creatures after entering the battlefield, so you can totally use the amulet the turn you play it.
If you're looking to play Nicol Bolas planeswalker even on turn 7 or 8, I would definitely play 24 lands. When you're playing 4 colors like you are too, you need a great deal of multicolor lands to help you cast a green 2-cost creature on turn 2, a black creature turn 3, red turn 4 and so on. Running more lands in general will help with that. It's ALWAYS better to have too much mana than too little. If you don't draw enough you just don't get to play the game, if you draw too much at least when you do draw something sweet, you can usually play it right away.
You're kind of in the middle of 2 different decks as is. You actually have a decent black/red/green(or Jund as you'll hear people say) aggressive deck. Some stuff like Dune Diviner and Proven Combatant definitely would be easy cuts for the lands. If the only blue cards you played in the deck were Nicol Bolas and River Hoopoe it would be much easier on your mana to make sure you could cast your spells when you want and multiple spells in each turn that were different colors. Manalith is another good card that will help you with color fixing too.
I would try those first few suggestions out. I think only running 2 islands and the rest to match your decks needs would be about right. TappedOut has a great feature on the decks where at the bottom/side is shows a pie chart of your mana source needs. Following that will give you a great idea of what your lands should look like. I hope this helps!
2 weeks ago
Also Dark Salvation.
Start by cutting Traveler's Amulet.
2 weeks ago
Interesting concept but I would suggest that you put some cards in your deck that allows you to play an additional Land on each of your turns. Maybe Azusa, Lost but Seeking or Exploration, Summer Bloom. In this regard, the Domain-Ability makes more sense. Furthermore I would put more land cards in you deck and I am not sure, if one plains and one Island is helpful even with Traveler's Amulet.
3 weeks ago
Hey guys - just entered a draft league. They let us pick up 4 packs to start (2 ANK, 2 HOU) and build 30 card decks from there. I think I got the short end of the pulls. Especially when I look at the awesome (frustratingly so) pulls that my GF got, who is even more of a newbie to the game. Anyway, this is what I put together:
Creatures Frilled Sandwalla , Hapatra, Vizier of Poisons, Naga Vitalist, Dune Beetle , Wretched Camel, Ruin Rat, Bitterblade Warrior , Sidewinder Naga , Ornery Kudu , Giant Spider , Bitterbow Sharpshooters
The idea that I had was to go BG for tossing -1/-1 with Vizier, and having some creatures and pumps. Splashed U for milling.
What else did I pull? Garbage, I think. White was especially thin, which is sad because it's one of my favorite colors.
Blue Strategic Planning, Spellweaver Eternal, Labyrinth Guardian , Ancient Crab , Eternal of Harsh Truths, Tragic Lesson, Illusory Wrappings , Shimmerscale Drake , Striped Riverwinder, Open Into Wonder
Aftermath Onward / Victory
Now, my list of cards is recorded at the store, so I can change the deck but obviously cannot add any cards from elsewhere. I'm wondering if I shouldn't have featured Red in the deck, maybe just cut my losses and went RG to keep it simple. Can anyone help me out? It's fairly casual, but I don't really want to get my head caved in for the next two months of MtG.Thanks in advance for any help you can offer!
1 month ago
I have been working on something similar if you are interested (http://tappedout.net/mtg-decks/mono-blue-aetherflux-combo/)There are a few cards you should really look at including:
Prophetic Prism: I was a little skeptical of this card when I first saw people using it, but now that I have tried it, 4x is a must. 2 mana to draw a card is as cheap as it gets in standard.In addition it also gives you mana fixing if you splash a second color (or just colorless mana with innovate) and can be bounced back to your hand for more draw.
Land Fetch Artifacts (Renegade Map and Traveler's Amulet):I haven't settled on the exact number and mix of these two yet, but at least a few are worth having. By swapping islands for artifacts, you can run a lower land count while still having the option to fetch up actual lands when you need them. The main downside is an increased need to mulligan, thus the need for further testing. As a sneaky side bonus, these artifacts also shuffle your deck after fetching. Being able to shuffle is critical if your crane backfires and ends up burying key cards like Paradoxical Outcome.
Hope of Ghirapur: Control, especially U/R control, is one of the worst matchups for this deck. Hope gives you a fighting chance by providing a window to play your key spells. You can also use it defensively to prevent the nightmare scenario of a Disallow or similar nonsense from stopping your aetherflux reservoir from dealing damage.
Commit / Memory: This card is worth at least 2 slots. The front half of the card serves double duty as a counter spell and as targeted removal, especially against planeswalkers. The back half can be used to buy you time to grind down an opponent with you small creatures or to get key combo pieces out of your graveyard. It also lets you follow up a bounce spell by forcing the opponent to shuffle the cards he picked up back into his deck.
*Bonus points if you manage to Commit your own Approach of the Second Sun. The card simply has to be CAST twice to get the 'you win' effect, it doesn't actually have to resolve.
1 month ago
Check out some of the new cards from Hour of Devastation that will help this deck.