|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||None|
|Hour of Devastation (HOU)||Common|
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, Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it and put it into your hand. Then shuffle your library.
Traveler's Amulet Discussion
1 week ago
I like this ping ping thing you have here.
I agree with Traumitz that Great Furnace and Vault of Whispers would be great additions to this deck. With those additions, you could consider replacing some Renegade Map and Traveler's Amulet with Expedition Map in order to grab the artifact lands.
Given that your mana curve is so low, I wonder if you need so much land fetching. Consider more draw. I like Costly Plunder , maybe even more than I like Sign in Blood here. If your lands were artifacts and you had too many, you could sacrifice them to Costly Plunder for value$$.
For three mana you could include protection in the form of Herbal Poultice . It fits the theme, protects and triggers but the mana cost is steep.
Ornithopter seems out of place in this deck unless you NEED a zero mana creature or a powerless flying blocker. If you can push it to one mana you could get a lot more value out of Myr Servitor and sac outlets such is Costly Plunder or ¿ Ashnod's Altar ?
You really have me geeking on this deck...
2 weeks ago
Always nice to find another Sasaya player! This deck is a hard nut to crack but I think you are on the absolute right track. I will try to share what works for me. As you surely know the deck plays vastly differently with and without a fliped Sasaya, so I will give you my thoughts for each part, as well as a few general things I found useful.
Pre-flip: This is the part where every mana spent counts. Spells you want to cast here should be as cheap as possible and make flipping easier. It seems kinda obvious but: to have 7 lands in hand, you have to have at least 7 cards in hand! Keeping your card count high while playing spells and lands is key for a fast flip. Continuous card draw like Howling Mine works great for this, top deck manipulation with Sensei's Divining Top is also nice. Spells like Gatecreeper Vine are essentially a land in your hand while providing a blocker too. Ramunap Excavator and Crucible of Worlds let you play fetch lands or cycle lands from your graveyard keeping your stock in hand high. For that same reason Cultivate , Kodama's Reach , Peregrination and Khalni Gem are the best ramp spells you can get. Renegade Map , Traveler's Amulet and Wanderer's Twig push you over the threshold right before the turn you need it. Yes, they erode your hand size at first but that's right when Gaea's Bounty and the likes come in.
Post-flip: Great, you got 7 lands in hand and can flip! But what else? City of Solitude would be another Dosan to protect you, but the real problem is finding a payoff card in a deck that is almost 70% setup. As you already play the Portal and the Ring, I guess you'll like Skyship Weatherlight too. You'll run out of life before you run out of mana with Book of Rass . Personally I prefer cards I can play pre-flip and can activate post-flip. Domesticated Hydra or Unyaro Bees look stupid when you play them, but finish off the most dangerous opponent quickly. Temur Sabertooth can be used in too many ways to count. Polukranos, World Eater is a boardwipe (together with Khamal, a landwipe too) and finishes off whoever can't play a blocker fast enough. Realm Seekers are huge or can get a new set of lands, in case someone removes Sasaya.
My personal favorite: Oath of Druids ! You wouldn't think it works, but it simply does. It is a fast way to find Life, hitting a payoff creature means you don't have to cast it and the overall confusion when something big jumps out of another deck is a great distraction. Everytime I play it, the game is a blast!
General thoughts: A few things, that come to mind, because they work for me. Please see this as constructive critique you can ignore too, if you think your deck works for you. Because every extra land drop lowers your card count I really don't like additional land drops. While they are great for ramping pre-flip, they postpone the flip and become almost negligible post-flip. Essentially they are rituals and I only consider Summer Bloom worth the slot. I see you don't play any utility lands, but I think Glacial Chasm is just too good to pass up. While we're on the topic of utility lands, I really think you should reconsider on playing cards that give no maximum hand size too. To reiterate: you can only reveal 7 lands if you have at least 7 cards in hand. Having the leeway of more cards beside your lands is what makes the effect a must have in my opinion. Library of Leng and Thought Vessel are worth their slots for me, next to the Tower. You not playing this effect creates a spiral: you still have to get up to 7 lands but you can never not consider what to do at your cleanup, suddenly searching for multiple lands becomes worse, then you have less food for spell mastery or delirium. Everything together is costing you at least 1 turn pre-flip. Especially if you chose not to play "no maximum hand size"-cards, but also in general, playing lands from your graveyard is always a good way to preserve your hand size. You state the the wave chain as your best win condition and you are absolutely right, it is the best. Still I don't like the Memorial just for how useless it is pre-flip. Let's be honest if the first Wave hits an E-Wit, you can Wave for the whole deck. What you win the game with in the end doesn't really matter. I like Goblin Canon because it can still work pre-flip in a pinch and still works in the wave.
Too many cards to suggest but I hope there are some cards you want to try out. If you have questions I'll gladly follow up. Cheers!
1 month ago
Demarge thanks for the advice. I might look at just taking out mox cuz I rarely use it and when I do it's mostly for traxos or just to simply untap him which is kinda wasteful. I originally had a full 24 lands but after a lot of play-testing I consistently drew way too many lands and not enough other spells making me creature tapped. Because of the Traveler's Amulet I'm able to still get my lands out pretty effectively I've seen. I might look into the "draw two" function with cards like Divination and so on but I've seen more success with cards like Opt just with mana and whatnot. Any thoughts on that?
2 months ago
Thanks for the suggestion. Sword of the Animist is dominant in this format,
As of just checking now, I'm 0.08 under budget. Sword of the Animist is $2.81, so would need to cut (if I do 1 for 1 instead of downgrading a bunch of other cards), $2.81 - $0.08 = $2.73. Graveborn Muse, Noxious Gearhulk, or Mindslaver are the only possible cuts.
I would probably cut the Scrap Trawler $1.62 or Go for the Throat $1.55 = $3.17 - $2.73 = $0.44 to replace 2 cards. Price of Fame is $0.25, leaving $0.19, which could be Costly Plunder $0.15 or Acidic Slime $0.24 (puts me a bit over).
I was also hoping to get a Hex Parasite in here, but he's $1.76 a little pricey, might need to get both these in. Also have Wanderer's Twig, Traveler's Amulet, or Golgari Keyrune could look at for cheaper ramp, but not as dominant as the Sword of the Animist.
3 months ago
Hey Gloomy-Butt, if you're looking for advice, you have to get your mana curve down. A one drop like Pelt Collector will help you do that and get off to more fast starts. This deck is also screaming for Steel Leaf Champion. I would cut Vigorspore Wurm and Primordial Wurm for that. If you can, Nullhide Ferox will give opponents fits, especially if you can get him out turn 3. Chromatic Lantern and Manalith are way to slow for what you are trying to do. Ghalta, Primal Hunger as a three of would be great. I'd also pull Traveler's Amulet. With no card draw, you are looking for a turn 5 or 6 win. Otherwise, your opponent is going to out-value you. Your instants and sorceries are also not helping you here. Thrashing Brontodon is going to help you curve out, and it will take the place of Naturalize, while still helping you swing. Kraul Harpooner will do the exact same for Pierce the Sky.
Overall, right now your deck will get outpaced by aggro, and waits to drop relevant creatures until control already has answers. I think that's why your deck is unplayable right now. Keep fighting and making changes though! I have a green red stompy deck that is very similar to this that wins quite a bit. And as always, have fun!
3 months ago
This is Owen from DoKs- I finally have time to give you a detailed response to your list so here goes!
First of all, just wanna say that with this being your very first multicolored deck I'm very impressed with your manafixing base. You've got plenty of lands that tap for multiple colors and I can see you've paid attention to your color pie on TappedOut. Your average CMC of 3.86 in the deck is also a very solid number for Dinosaur tribal- well done! My favorite cards you've got in here that I don't utilize are The Immortal Sun, Staff of Nin, and Duelist's Heritage. These are very synergistic cards for the deck and were well chosen. Staff of Nin, especially, since it gives you an extra draw (which Naya has a hard time with) plus the ability to trigger enrage on a stick. Makes me want to run it in my deck! You must have noticed the lack of draw abilities in Naya colors because I can see you're also running Elemental Bond and Commune with Dinosaurs (which is very flavorful, by the way). I would also like to praise you for running Triumph of the Hordes. If a game has gone on too long and you've got a mighty board presence, you can end it very fast this way.
I highly recommend you run Runic Armasaur as there is just too much value in the draw that it offers. Plus it's a dinosaur and only costs 3 mana.
I suggest running Fellwar Stone instead of Manalith. Playing in 4 player EDH means you will most likely be able to access all of your colors via your opponents (someone is bound to play a City of Brass or Mana Confluence which immediately causes Fellwar stone to tap for any color mana!). It only costs 2, so you can get it out a turn earlier than your Manalith.
In a similar vein, I would suggest you run Wayfarer's Bauble instead of Traveler's Amulet. Bauble puts that land directly on the field so you can "double" your land drop, whereas the Amulet merely puts it in your hand.
To avoid getting hit with counterspells you could run Prowling Serpopard.
Honestly at this point those are the only suggestions I have. This looks really, really solid and your mana curve looks brilliant. This looks like it will be a very consistent, reliable, and simultaneously fun deck.
3 months ago
Hey, great concept. Consider taking more advantage of Karn if you're building around him?
Consider more artifacts and Sai, Master Thopterist? Artifacts to consider are: Traveler's Amulet, Thaumatic Compass Flip, Fountain of Renewal, Sorcerous Spyglass, Sentinel Totem and Orazca Relic. More artifacts are not just good with Karn's constructs, but also Zahid and Tezzeret since you want three artifacts in play when you play Tezzeret to -0 to draw two cards. Totem is good right now in Standard because Golgari is focused on abusing the graveyard. The graveyard is essentially another hand for your Golgari opponent. Totem can stop this nonsense.
Consider this artifact base with Sai/Karn/Tezzeret/Zahid:
- 3-4x Sai
- 2x Zahid
- 4x Karn
- 2x Tezzeret
- 4x Amulet
- 3x Fountain
- 2x Totem (more in the sideboard)
- 4x Map
- 3x Compass
- 1x Spyglass (more in the sideboard)
- 2x Relic
Good luck with your deck.
4 months ago
Armillary Sphere ..., fetch 2.
Khalni Heart Expedition ...must play.
Traveler's Amulet occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%