|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Uncommon|
|Duel Decks: Elspeth vs. Kiora (DDO)||Uncommon|
Combos Browse all
Draw three cards. You may play an additional land this turn.
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Urban Evolution Discussion
4 weeks ago
welcome to the format :)
as you're just getting started, I would suggest picking up some staples that could be put into later decks. They would all be great here:
Lightning Greaves Swiftfoot Boots Sakura-Tribe Elder Cultivate Kodama's Reach Beast Within Overrun Counterspell Tishana, Voice of Thunder Simic Signet Urban Evolution Shamanic Revelation AEtherize Evacuation
Hope these help! Also, you have multiple copies of some nonbasic lands. Only basic lands can have more than one copy :)
1 month ago
Temple of the False God
Birds of Paradise
Courser of Kruphix
Jace, Memory Adept
1 month ago
You did mention ramp though, so I'll throw out Collective Voyage. People might be hesitant to join you on that voyage though since you'll get cards too, but I find usually you get some takers.
Urban Evolution is another of my favorite "ramp/draw" spells. It's very middle-of-the-road. It's not great, but it never feels bad.
1 month ago
OK, so looking at your deck list it's apparent you're going full on 'walker style. I think if you're going to keep it this way, you should think about including more creature wrath. Damnation, Wrath of God, Day of Judgment, and In Garruk's Wake come to mind. This way people can't just swing at you unimpeded.
I also have a Jodah deck (Monsters, Friends, and the Right to Replicate), and I packed that sucker full of the kind of ramp where you pull land out of your library and put it into play.
Those spells include: Collective Voyage, Farseek, Urban Evolution, Explosive Vegetation, Ranger's Path, and Tempt with Discovery. I also have some creatures that grab land. Those are Farhaven Elf, Ulvenwald Hydra, and Yavimaya Dryad. Llanowar Scout fills a similar role. (I'm still tweaking this deck, but right now I'm happy with the ramp package. I did however have to up the number of basic lands to really benefit from the spells I selected.)
I think it's important to grab lots of land because you want to be able to use Jodah's ability as much as possible so you need all your colors.
Now that you have tons of land at your disposal, you have room for a secret weapon. A personal favorite of mine, Biovisionary and Rite of Replication. I include a Silence to ensure no one effs with the win. Worst case, you draw a counterspell with Silence. Cool thing with Biovisionary is, unlike most triggered instant-wins (like Mortal Combat), is this triggers at your endstep so you just do the thing, end your turn and win.
I also recommend trying Muldrotha, the Gravetide. It will let you cast 'walkers from the grave. It's stupid good.
For now, that's all I have. Gotta go back to work. Let me know what you think.
1 month ago
Looks good! Most of the obvious recommendations are already there in your sideboard; with Lantern, Corrupted Conscience, the Wraths, and Gambit at the top of the list.
A big hole I notice is zero graveyard hate. Bojuka Bog is an easy land slot solution. Scavenging Ooze is on point thematically, and Angel of Finality is a lot of value in a 4 drop if you can find a slot for it. The graveyard is a major resource in EDH, if you consider what a force Muldotha could be you know you need answers for those shenanigans.
You're also a little light on card draw. These games can go long and you need to keep that hand full. If you wanna stay on theme there's always Jin-Gitaxias, Core Augur, but I might not run Jin without a lot more ramp or many ways to cheat him in. Consecrated Sphinx is such an absolute force you can just throw it in anywhere you have blue, and most treat Rhystic Study the same way. Coiling Oracle, Urban Evolution, and Prime Speaker Zegana are all respectable cards I'd consider as well.
I don't think you wanna run counter magic without committing to it. Odds are you won't have it when you need it, and when you have it you'll have to hold back 3 or 4 mana you could have spent to advance your board. Being a multiplayer format weakens counter magic since you can't go card for card against 3 opponents, it's important if you need to protect a game winning combo but this isn't a combo deck.
As for cuts, Evolution Charm is pretty underwhelming for a slot, as is Glistener Elf. Vorel is a commander of mine, and he's slow enough that I'm not sure he'll be much help to you, especially since he can't target players and doesn't play into your infect strategy. Esper Charm isn't great, but Bant Charm is pretty spicy.
There are a lot of options for the mana base, I'm sure you know most of them already so I won't bore you listing all the filters and shocks and all that. I just wanted to mention the Vivids since they work with proliferate and turn on Reflecting Pool. I'm not a fan of the bounce lands, they tend to be really slow and losing them hurts that much more.
Hope that helps!
2 months ago
2 months ago
Urban Evolution? It would work quite well with the card draw theme you have going as well as letting you put an extra land down.
2 months ago
Cool deck/primer! Have you tested out the new Dominaria cards like Tatyova, Benthic Druid? One of the main problems I find initially when testing is the lack of card draws and I've been testing with Urban Evolution with much success. My version is vastly different from yours with primary win cons being Maze's End or infinite turns with Walk the Aeons. You should definitely check mine out too! +1