Vault of Whispers
(Vault of Whispers isn't a spell.)
: Gain .
|Want (4)||Quickflash , sydwys8 , Jdreesman , jecder|
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|Commander / EDH||Legal|
Vault of Whispers occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Vault of Whispers Discussion
2 months ago
Yes it indeed does take out lands. Except, that is, for your Darksteel Citadel, Ancient Den, Seat of the Synod or Vault of Whispers, not to mention all your mana rocks. It's a ton of mana to use, but I'd totally put that in my Tron or Stax deck. Well worth being one of the 99.
Delius, Collector of Oddities
Legendary Creature - Human Cleric
For each color amongst creatures you control, mutate costs you pay cost one less of each of those colors
Mutated creatures you control get +1/+1 for each time they've mutated
PS, I don't have a Tron deck.
More Ikoria related stuff, please.
4 months ago
Ah, my bad. Didn't see putrefy on my first glance. Underrealm Lich is definitely a great card I forgot to mention, glad you popped him in. I greatly respect dropping Mindslaver from the deck (it is a mean card that no one likes to be targeted by) but I will say Glissa + Mindslaver + Forbidden Orchard is kinda her bread and butter combo. Really unique one that hurts to leave out but if you can bring yourself to, more power to you.
Didn't think I'd be able to get you to get Nemesis Mask. I guess everyone has a pet card, I'm no exception to that. :)
I'll be around if you ever want to talk more about the decklist. Keep on brewin'!
4 months ago
Hey, nice start and budget version of Alela.
Bident of Thassa is a very good budget card with lots of flying tokens. Bident with attacking Faeries can get you far ahead in a game with card draw and gives you resiliency to come back from board wipes. Diabolic Tutor is a budget tutor that can tutor for Bident. Oona's Blackguard is a two drop Faerie who has a good combat damage ability since there's many other Rogue Faeries in your deck. Rootborn Defenses protects all your creatures from a board wipe that destroys and you get free Faerie token.
For voltron Cranial Plating is a reason to go more artifacts than enchantments with Alela. Plating can be a busted card for voltron because you can keep equipping it to your Faeries. Seat of the Synod, Vault of Whispers and Darksteel Citadel are budget artifact lands that count for Plating. Two drop mana rocks are good with Alela such as Orzhov Signet, Azorius Signet, Dimir Signet, Mind Stone, Prismatic Lens, etc. Two drop mana rocks help to cast Alela turn three and the faster you can get Alela onto the battlefield the better your Faerie army will be. Paradoxical Outcome and Rebuild are budget mass bounce effects for artifacts and Outcome includes enchantments as well as draws you a card for each permanent you bounce. Bounce artifacts and cast them again to create more tokens.
Good luck with your deck.
4 months ago
Love the Glissa deck! I have one of my own that focuses on storm, if you're interested; Glissa, Artifact Storm
I would recommend putting the black and green artifact lands into this deck just to bump artifact numbers up and have lands that you can get back from the graveyard too.
5 months ago
You are welcome. I normally get more lukewarm responses from my in-depth analysis, so its refreshing to receive praise. I've taken another look at this bad boy, and here are the specific changes I would make, with a decent budget in mind (ofc Imperial Seal would be a great include but there are cheaper avenues to explore first).
I would advise thinking about the chromatic pieces another way. Its color fixing AND a draw AND metalcraft for , and you get repeat value from Glissa if there is nothing better to grab immediately (if there's a boardwipe, or you aren't getting pieces blown off the board, or you are able to continually snipe dorks/bears/commanders with Ulvenwald + Glissa). Even without Glissa, you've basically made yourself into a 97 card deck. With Glissa, you have a cheap ": draw a card" engine. It turns all your kill spells into cantrips, letting you dig faster to the combo, and grind out games that go longer. It also plays EXTREMELY well with any topdeck tutors, like Vampiric Tutor. I think there's a strong case for inclusion, but I can also see this list is chock-o-block full.
As far as the Sword. Its a nice card, but its mostly only helping you when you're already ahead. If you can't get an attacker to hit a player, you're not getting anything for paying mana to cast + equip. It also requires that you have a creature on board to get the uses out of it, which means you're slowed by casting + summoning sickness if someone else board wipes. Its a delayed slow reusable card, and its a reusable dork killer, both are unreliable for getting the triggers. Compare this to Jitte. Jitte gets triggers off ANY combat damage, and you get far more out of the triggers from Jitte. The -1/-1 until EOT is much better removal, and if something has bigger than 2 toughness you can always hold the counters. The 2 life refuels you when Confidant and other draw effects slurp you into danger range. The card draw is VERY nice, but being unreliable really makes me favor Jitte here. Of course I think the best choice would be Sword of Feast and Famine.
Grim Monolith is going to be outperformed by an elf here. Consider if either is in your opening hand. With an elf, you spend 1 mana on turn 1 to have 3 colored mana on turn 2. With Monolith, you spend 2 mana on turn 2 to have 3 colorless mana on turn 2. Monolith is expensive to untap, and you run no ways to artifically sacrifice Monolith to recur it untapped, or to untap it. You aren't running Monolith for an infinite combo either, which is another reason it is usually slotted.
I really think Exploration Burgeoning Azusa, Lost but Seeking Ramunap Excavator Wasteland and Ghost Quarter are a very powerful choice for stax. It means you will have to drop slots elsewhere though, which might require some more rethinking or reassembling of the deck. This also opens further lines and slots, such as Crop Rotation into Inventors' Fair to get Crucible of Worlds to replay Inventors' Fair to continue digging up pieces.
I also really think the chromatic + baubles have value here. Turns removal into cantrips, lets you play the longer value game.
I would advise you to investigate artifact based combos. You have artifact recursion in the command zone. If a piece gets blown out, you still have it in reach throughout the whole game until it is exiled. Currently, your combos are enchantment + enchantment and enchantment + artifact. Your combos also suffer from either requiring an untap stap (to get rid of summoning sickness), or causing each opponent to take 1 damage. Simply put, they are not instant wins. You're giving other opponents the ability to draw/play answers to the board and disassemble your win.
5 months ago
Very nice deck. I have a paper Alesha, Who Smiles at Death list, so I can appreciate another paper non-blue stax deck.
Things I enjoy
Hope of Ghirapur is a very saucy include and is a strong Glissa recursion target
Tainted Wood and the other tainted lands are EXTREMELY under rated
Ulvenwald Tracker has some crazy strong synergy with Glissa (first strike and deathtouch)
Areas I can see improvement
First, Tree of Tales and Vault of Whispers raise risk while providing extremely marginal benefit (Mox Opal metalcraft). While it is recurrable with Glissa, you risk the chance of things like ETB tapped, get sniped on a land drop on turn 1 or 2, having it turned into a Mountain, or just having it not untap. Having 2 more basics will allow your Crucible of Worlds to be a BEAST with fetchlands and makes games against other stax decks easier. Similarly, you can ease off a touch with the non-standard dual color producers, because its only a two color deck. While these cards are certainly nice, cutting another 2-4 for various utility lands I bet you won't notice a drop in color consistency because of the high fetch density. I would also consider Wasteland and Ghost Quarter, which conveniently work extremely well with Crucible of Worlds in a stax deck. Green also has access to Ramunap Excavator, as well as the highly cancerous Exploration and Burgeoning and Azusa, Lost but Seeking. Blowing up a couple lands a turn makes players scoop pretty fast.
I think you should run the elf squad. Turn 1 elves make mana faster which helps A LOT. Stax decks needs to have strong starts, to get ahead of players so you can bury them with symmetrical and asymmetrical effects. Llanowar Elves Fyndhorn Elves Elvish Mystic Elves of Deep Shadow. I think these will help your consistency and speed. Also consider Priest of Titania. These are also great mid and late game targets for Skullclamp.
Artifact based draw that graveyards itself provides huge incidental value with Glissa. Specifically, Chromatic Star and Chromatic Sphere are worthy of includes. You could even grab Barbed Sextant if you strongly liked the chromatic effects.
Mana Web is a great effect when it goes, but I have personally found this card to be lackluster in color identities that lack White or Blue. It needs supporting cards to make it go, like Winter Orb and Static Orb. Blue and white get the benefit of having further extensions with Hokori, Dust Drinker and Stasis, and I really believe this card belongs mostly in decks.
Smallpox and Innocent Blood are synergy inclusions, but they are rather marginal if drawn later in the game. You could consider swapping one of them into Damnation. I don't think Sickening Dreams is worthwhile if you aren't running a combo to draw 50 cards and kill the table with it.
Tormod's Crypt could be worth running. Ezpz recursion target that you can always pop for value if someone has a creature about to die on the stack. Helps against fish hulk which you think is a bad match up. Also every deck has some way to gas from the GY.
You run some creatures that seem value oriented, but I think should be replaced. Wurmcoil Engine Ravenous Slime Scrap Trawler. I don't think you're getting enough meaningful action on combat for wurmcoil, I think ravenous is pretty marginal at beats as well as GY patrol, and scrap trawler is redundant with your commander and doesn't really advance your game plan.
5 months ago
What's happening on your end; I see quite a bit of changes. How's everything been working out? I have yet to play with the deck, so unfortunately I do not have any thoughts in regards to its performance . I did go to a tournament today but I didn't partake. I watched and had a bunch of practice plays with two other decks I been in the works of.
I seen Dockside Extortionist doing work in a flicker/Cycling theme deck, which surprisingly was a very well constructed deck. That card is just stupid good when blinked. Wondering if you had any chances with it yet?
Or even Forbidden Orchard ? will giving an opponent a 1/1 really be that detrimental? as long as it gets you to go off quicker.
or Possibly even go as far as adding a Spire of Industry ? Hmm, maybe switching out a Swamp and Plains for a Vault of Whispers and Ancient Den adding a Mox Opal ; trying to bring up the artifact count.
Previously you mentioned adding Final Parting as a means of another Buried Alive but then having to find a way to get Goblin Bombardment What about Diabolic Revelation , tutoring one over having to discard? I guess with the outcome, they're both one of the same.
Have you thought about Scheming Symmetry ? Almost another Imperial Seal but then your opponent also get's an advantage. Can maybe work in conjunction with Night's Whisper , Faithless Looting , Ransack the Lab , Street Wraith but so can Mishra's Bauble as well, which has an added benefit of working off a Vampiric Tutor
Of course everything said is just being thrown out there. At this point, I almost feel you've been exhausting all the options so it's almost reached the point of "well how about this even though it's ehh" lol. Such as, for draw at a low CMC you have Burning Inquiry but that in itself is a super gamble.
Anyways, hope you got some game's in!
6 months ago
Nice deck, but I wanted to point out that Ancient Den , Seat of the Synod and Vault of Whispers do not trigger your commanders ability as it only triggers when you cast an artifact or enchantment spell. Lands are not spells (even if they are artifacts). Just curious if you are running these for a different reason not obvious to me?