|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.
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Traveler's Amulet Discussion
2 weeks ago
These are what I'd look at changing first, then give it a go a few times and see how its playing.
2 weeks ago
Welcome to the format! The first thing thats jumping out at me is this deck needs ramp. The good thing is you're in Green, so you have a lot of nice options for ramping and colour fixing. Traveler's Amulet is something I'd cut, because you have access to spells that put extra land directly on the battlefield. Rampant Growth, Cultivate, Kodama's Reach, Grow from the Ashes, Harrow and Natural Connection are the types of cards you should be considering. Emmara has lovely Mark Winters art so lets try and make sure we can pay to get her out on the battlefield! Growth Spasm finds land and gets you a token! I try to run 36/7 lands and at least 6 pieces of ramp, but prefer 8-10. The most important thing in EDH is getting to cast your spells.
Sundering Growth fits your populate theme and you're going to find that SO MANY decks in Commander have problem artifacts and enchantments you're going to want to destroy.
Another fun (and very cheap) effect for GW tokens is Glare of Subdual. I don't think its essential, but its a nice trick.
When I had a token deck, if I was running Decimator of the Provinces like you are I liked to run From Beyond. Gets you a token every turn but then searching out your big eldrazi when your ready for a big attack is great. Awakening Zone also gives you a free token once a turn. AZ is like $3 as of this posting, most everything else so far I've mentioned should be a buck or under. Going up in price to $7 or $8 is Anointed Procession, which is the cheapest token-doubling effect I think you can get right now.
As a general rule for Commander, always make sure you run ramp removal. Things like Swords to Plowshares and Return to Dust are really good in the format and will almost never be a dead card. If theme is important, something like Feral Incarnation (or any other high cmc spell) can become Ezuri's Predation.
2 weeks ago
Ti consiglio di togliere:
Armillary Sphere, Traveler's Amulet e Wanderer's Twig non mettono le terre in campo, quindi sono molto lente. Meglio rampare velocemente con Sword of the Animist, oppure accelerare con Sol Ring, Caged Sun o Black Market.
In ogni caso, ti suggerirei di avere 2/3 boardwipe nel mazzo, gestisciteli tu. In un mono-nero, non posso che consigliarti vivamente Mutilate, oppure anche In Garruk's Wake. Due tizi fighi che spazzano solo le cose degli altri, a proposito, anche se non sono vampiri, sono Dread Cacodemon e Reiver Demon.
Hai tanti single target removal, tipo 10-11 (contando anche Hex, Dregs of Sorrow...). Valuta tu se magari tagliarne 2/3 e mettere qualche vampiro in più, come Twilight Prophet, Champion of Dusk, Mirri the Cursed, Drana, Liberator of Malakir, Necropolis Regent o Defiant Bloodlord.
La tua mana base è un po' fatta di corsa, valuta sostituire qualche Swamp con delle utility lands come: Barren Moor, Mortuary Mire, Bojuka Bog, Myriad Landscape, Crypt of Agadeem, Cabal Stronghold. Se ti va, c'è sempre la combo Dark Depths + Vampire Hexmage.
2 weeks ago
Arcaneful Making cuts is always the hardest part!
Traveler's Amulet can probably go, with the new ramp options. I’d prefer to be ahead on mana while fixing colors, rather then having additional lands in hand.
Rude Awakening is fine, but I think being a sorcery detracts enough value that I’d replace it.
Frenzied Rage seems off here. Most of your threats should be able to get there on their own, and the smaller creatures are the ones most likely to be sacrificed to Vaevictis. I’d rather not 2-for-1 myself on a card that’s more meant for limited or 60-card play
These are just my opinions, but I hope this helps!
2 weeks ago
Extra land drops are indeed ramp. It's more potent and noticeable in regular 60-card formats but it's ramp nonetheless.
Some more honorable mentions: Renegade Map, Pilgrim's Eye, Mycosynth Wellspring, Skittering Surveyor, Thaumatic Compass Flip (might be real ramp, what with the flipping), Traveler's Amulet, Evolution Charm, Attune with Aether, Caravan Vigil, Lay of the Land, Sylvan Ranger, Traverse the Ulvenwald, Realm Seekers
2 weeks ago
Hey, saw this deck in the competitive hub... Then saw the deck description complaining about too many comments suggesting to add Karn. What do you expect? If you're trying to play a competitive deck then you want to play competitive cards which are not budget. You can't have it both ways, being competitive and playing budget.
Navigator's Compass is a card you never want to put in a competitive deck because it does nothing that's worth deck spots. Even to help cast Lich you don't want to have to include a card in the main deck to do this instead build a good enough manabase to play Lich or cut Lich. In Compass's place play Treasure Map Flip it's great with the artifact theme especially with Tezzeret. Traveler's Amulet is pretty far from competitive, but it's a better artifact than both Compass or Gleaming and because of rotation there's not a lot of current artifacts to choose from. Gravestone and Spyglass are in the sideboard, might as well main deck both of them because they're better artifacts then a lot of the other artifacts in the deck. Because of the artifact theme you don't mind having cards like them main deck especially Spyglass.
I see lots of cards here that rely on artifacts to be good or to even be cast: Lich, Animator, Sia, Zahid and War, but I don't see enough artifacts that are worth playing to support all these cards. There's simply not enough artifacts, consider more artifacts? Consider cutting Lich? His is not worth it especially when Tezzeret and Sia are two competitive post rotation reasons to play artifacts. I suggest focusing on blue as the primary color of the manabase and using black as a secondary color only for removal and sideboard Duress. The core cards here are blue: Tezzeret, Sia, Animator, Zahid and War, it makes sense to have a lot more blue in the manabase than black.
The most important card for artifacts here is Sia, yes even more than Tezzeret, because Sia can make his own artifact army simply by playing artifacts. He's more important because he's one your best enablers for Tezzeret so you can play Tezzeret and right away 0 him to draw two cards, that's what gives Tezzeret potential to be a powerful Planeswalker. Sia's also a draw engine using the same artifacts he creates or others including Thopters that Tezzeret makes. He can do it all for an artifact strategy, which is amazing for a three drop. You want to have him in play before you start slamming artifacts because the value can get out of hand. Consider more Sia?
Good luck with your deck.
1 month ago
It's a body that can block and/or trade with a lot of mono-red's creatures, so it'll give you a nice mainboard card that's useful in what is otherwise a pretty unfavorable Game 1. Also, it smooths your curve and opens up hugely explosive storm plays when Jhoira is in play.
I also think Spell Pierce is going to be a better card than Negate most of the time because it's castable with your one-land hands. Maybe go 3 Spell Pierce and one Negate, just as a hedge against the late game when your opponent will be able to pay for Spell Pierce (in other words, it's probably still worth playing at least one nonconditional counterspell).
1 month ago
I'm also a big fan of Bring to Light in my Ur-Dagon deck. Can grab multiple great cards like Crux of Fate, Patriarch's Bidding (if you wanted to run that), Explosive Vegetation if you need more ramp, Elvish Piper which is another great addition, etc. Just a very versatile card.