|Commander / EDH||Legal|
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|Commander 2017 (C17)||Mythic Rare|
|Planechase Anthology (PCA)||Mythic Rare|
|Commander's Arsenal (CMA)||Mythic Rare|
|Planechase 2012 Edition (PC2)||Mythic Rare|
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Vela the Night-Clad
Legendary Creature — Human Wizard
Other creatures you control have intimidate.
Whenever Vela the Night-Clad or another creature you control leaves the battlefield, each opponent loses 1 life.
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Vela the Night-Clad Discussion
2 weeks ago
You have 34 lands and only 4 rocks. I'd work on that manabase - generally the average deck should run 40 mana producing lands, and you can reduce it by 1 for each Rock you have. Dimir Cluestone Seer's Lantern and Commander's Sphere aren't the best rocks either. Maybe Gilded Lotus or a Thran Dynamo would be good. Coalition Relic and others are better choices than the rocks you have, imho.
If you like the Longbow, also check out Neko-Te - longbow does 1 damage to a creature, Neko-te makes that creature no longer untap.
Also Quietus Spike may be worth having being creature heavy.
Thought of adding something like Vela the Night-Clad?
3 weeks ago
Thanks for offering to help, that means a great deal to me.
I was working on a list with what I had lying around but I realized I don't have much in the terms of 1 1 counters. I then expanded my idea and looked at another favorite guild: Dimir. My friends are willing to trade me either Vela the Night-Clad or Taigam, Sidisi's Hand who both also look to be fun commanders. I always do love a good control deck if I consider Tasigur, but a fun flicker deck with Vela also is intriguing. Can you help me decide?
4 weeks ago
I have an Inalla deck myself that exploits creatures that tap for effects. A very different build than yours, but strong and fun nonetheless. Take a look if you'd like an unconventional take on this commander.
With that said, I see a couple of issues with how your deck is built and what your overall gameplan is. I do not know your budget so some suggestions may not be things you'd buy, but they would certainly greatly improve the deck's functionality, and, I promise to keep these to a minimum as well as avoid any Black Lotus kind of stupidity.
First and foremost, although your land count is perfect your mana base is slow. And I mean SUPER slow! Almost 40% of your lands enter the battlefield tapped and this is the last thing a control deck wants. You aim to be reactive and keeping as many resources up at all times is very important. Try to replace most of those taplands with others that enter untapped. A relatively budget-friendly option is the pain lands (i.e. Underground River, Sulfurous Springs, and Shivan Reef). Add more basics to enable more of your check-lands to come untapped. Choked Estuary and Foreboding Ruins both are good, relatively cheap alternatives, so are Tainted Isle, Tainted Peak, Smoldering Marsh, and Sunken Hollow. Unclaimed Territory and Ancient Ziggurat are good considerations, while Riptide Laboratory can give a lot of extra utility. Focus on lands that produce blue mana, as that is the central color of your deck.
After lands, comes ramping into more resources. Again focusing on Blue the most can be important. You have some decent pieces here but I would consider a few more. Thaumatic Compass Flip and Journeyer's Kite are underplayed cards that can streamline a deck's mana by allowing consistent land drops. If you can, investing in a Chromatic Lantern will solve a lot of problems a lot of the time.
What a control deck wants to be is reactive. As such these suggestions are very strong for this kind of decks and if you can I would invest in getting them first: Vedalken Orrery and Leyline of Anticipation are some of the strongest cards in M:TG. These suggestions will help streamline the deck.
The last thing I've noticed is that your deck lacks focus and a clear path to victory. Look for more cheap wizards that have disruptive etb abilities like AEther Adept and Sedraxis Alchemist, or, card filtering ones like Omenspeaker and Augur of Bolas. Pit Keeper is another nice addition to any wizard deck.
As for cuts, I would go for Control Magic, Clone Legion, Magus of the Abyss, Vela the Night-Clad, and Yahenni, Undying Partisan as they don't particullarly advance the decks goal in any significant manner.
I hope you find this (incredibly long post) useful.
1 month ago
As for the rest, I'll just quickly sum up by saying that Saffi Eriksdotter and Teneb, the Harvester are currently my favourite options in Selesnya and Abzan respectively, but that I do not feel like the time is right to build them just yet.
As for Oona, Queen of the Fae and Vela the Night-Clad, both are interesting options, but it would be important for me to find the balance between the usual mill shenanigans and playing creatures and being reasonably aggressive (more so with Oona than Vela admittedly, but both have potential to work well but also go wrong easily). Another time for them too, perhaps.
As for Skullbriar, the Walking Grave, he's one that interests me, but because of my decision to only do one deck in each colour combination - to try and encourage greater diversity in my deck-building and play styles - I'll only consider him if I can't get something to work with Glissa, the Traitor.
So, as this would suggest, the recommendation that has most caught my attention is Tasigur, the Golden Fang, because he seems to allow for a wide variety of approaches, including something along the lines of what I want, and all without absolutely relying on the graveyard to function properly (so less worry of being blown out by Bojuka Bog than there is with something like The Mimeoplasm.
However, this extreme diversity in possible approaches is also slightly problematic, insomuch as it's hard to tell where to start really. I know I want to use around 18-22 creatures, that I want to supplement this with a reasonably strong control package and that I want to have at least 2 or 3 non-combat win-cons without going as combo-heavy as Tasigur decks often seem to (as that would likely draw a lot of hate and make the deck less fun for me to play and less fun for everyone to play against, leading to a less fun Commander experience for everyone).
So, you guys who suggested Tasigur to me (Boza and redkhan), as well as anyone else who happens to have experience with building Tasigur, are there any Primers I can look at to get me started or, failing that, some advice to help me focus in more on what kind of playstyle I'm looking for? I've already found several for Glissa, the Traitor, so it would help if I had similar resources available for her competitor for my fourth deck.
Also, I know my vague description of my aims with Tasigur won't help much at all, but is that new card from Dominaria - Muldrotha, the Gravetide - likely to have a place here, or is that likely to make me overly-reliant on my graveyard, something that I'd like to avoid as much as possible to reduce the risk of blowouts such as the Bog or Relic of Progenitus, or the various other graveyard hate cards in the format.
1 month ago
Wow, I'm truly surprised at the sheer diversity of recommendations here. I've taken a decent amount of time to look at each option and think through whether they fit my interests and if I can feasibly make them work on my maximum initial investment of GBP200.
First, those I have completely ruled out, and why:
The Gitrog Monster: Reasons as outlined in my second post in this thread
Nekusar, the Mindrazer: Absolutely despise this card and have no interest in wheels.deck, especially when someone at my LGS already does that, and it's absolutely maddening to play against at the best of times.
Gisa and Geralf: I like the idea of Zombie tribal on paper, but while there is graveyard synergy (what kind of Zombies would they be if there wasn't graveyard synergy?), the tribe as a whole seems far too linear, and a lot of the staple Zombie cards are pretty expensive, so I probably couldn't afford to build any kind of decent deck from it on my current budget.
Sapling of Colfenor: I investigated Treefolk tribal early on into my time in Commander, but I wasn't ever able to get a decent decklist together and it didn't actually interest me much at all, despite the gimmick the tribe offers.
Rafiq of the Many: I despise Voltron as I find it too linear and it makes games way too short (either you win quickly or lose quickly as everyone hates you out), so I have no interest in building a deck of this nature at this stage.
Roon of the Hidden Realm: I've already decided that, when I eventually do a flicker deck, it will be built around Ephara, God of the Polis, who was the first mythic I pulled from a pack when I got back into the game 18 or so months ago (in my first pack no less).
The Scorpion God: Not because I dislike it (as honestly, I do quite like the idea), but because a friend of mine has already built a Hapatra, Vizier of Poisons deck and Scorpion just feels like an inferior version of that deck, as you swap green for red and lose out on a lot in the process.
Phenax, God of Deception: Not at all what I'm interested in right now, as straight mill on its own is highly unpopular and not something I want to delve into.
The Mimeoplasm and Alesha, Who Smiles at Death: Both of these seem to pretty much entirely rely on the graveyard to function properly and, while I like having the graveyard as a resource, I don't want something that can't function without it, as all it takes is one Bojuka Bog to nerf either of these decks, or so it appears to me anyhow).
Queen Marchesa and Selvala, Explorer Returned: Both fantastic generals, but I'm not currently interested in doing a political build, as I want something a little more nasty (but without going into full-blown stax, obviously) for a change of pace from my current decks, which are all slightly too nice more often than not.
Brion Stoutarm: I previously tried creating a list for this guy, but I couldn't get any kind of result I was happy with so I gave up on it. Besides, there seems to be a much, much more interesting option in Boros colours in Dominaria, which I'll have to have a look at eventually.
Mazirek, Kraul Death Priest: He seemed interesting and a decent comparison against Glissa, the Traitor as a Commander option, but the Primer I found for him made it sound like either a Stax build or a token-based build, the former of which I don't want to do and the latter of which I'm already working on with my Hazezon Tamar decklist. However, if I do end up doing Glissa, he will likely be a useful addition to the 99.
Sek'Kuar, Deathkeeper: Honestly, as someone mentioned in the thread, he seems like too much of a glass cannon and he just seems to be Jund goodstuff really, which isn't particularly appealing to me. I don't mind a goodstuff build, but I like the Commander of my deck to actually matter rather than just being a choice to get certain colours.
Atraxa, Praetors' Voice: Even ignoring the fact that the card itself is close to 30GBP everywhere I look, I'm pretty certain that on my current budget a four-colour mana base is not really financially viable. Also, while I know she can be built in dozens of ways, it doesn't interest me to use a Commander that is one of, if not the, most commonly-built ever.
Varolz, the Scar-Striped: The only reason that this one doesn't interest me is because I don't really like the Scavenge ability as it doesn't seem all that powerful to me, especially when Varolz doesn't have any kind of in-built evasion to benefit from so many +1/+1 counters going on him.
Another post will follow running through the remaining six choices (Teneb, the Harvester, Saffi Eriksdotter, Skullbriar, the Walking Grave, Oona, Queen of the Fae, Vela the Night-Clad and Tasigur, the Golden Fang), and my thoughts on those (and also one new option from the Dominaria leaks that have now been confirmed official by WotC.
1 month ago
I want to mention that Ramunap Excavator is crucible of worlds and quite affordable. Also arguably better than crucible in a gitrog deck where getting creatures back is easy but getting artifacts back is not.
You have some of the major strategies covered so perhaps a mill deck to do something different. Phenax, God of Deception is pretty popular for dimir but not that popular overall and has a really fun interaction with inspired cards like King Macar, the Gold-Cursed. Another really good one with mill is The Mimeoplasm.
Glissa is really fun but has a tendency towards stax, I built her as equipment here: Glissa's Tech. Something that seemed outside the norm.
And I can't comment on one of these posts without mentioning the almighty Queen Marchesa. She makes a great aikido or pillowfort commander.
Many of the mentioned ones are really cool but I think Vela the Night-Clad is particularly awesome and allows for some really unique builds like this artifact based one Vela the Night Clad: Intimidating Machinery.
1 month ago
I love these threads because they almost always end up with almost every possible commander recommended lol.
So rather than pick a new one I will be seconding Skullbriar, the Walking Grave. It's a commander I have always wanted to build, it's got awesome flavor and can literally be built in any way you want to build golgari colors.
I will also Second Vela the Night-Clad for similar reasons. I have ALMOST built her on multiple occasions but somehow never pull the trigger. I still to this day don't have a dimir commander deck. Though I do believe the colors have a lot to offer. Definitely less swingy usually, Vela offers you a reason to attack with her abilities. An aggressive black blue deck is not something most people expect to see.
1 month ago
Well, at least it can be said that you know what you want.
Sultai is a great color combo and I think within that wedge is where you will find your next commander. Tasigur, the Golden Fang is very versatile and can be built any number of ways. Vela the Night-Clad is a supreme commander with much ways to bild her and very nice plays. Mazirek, Kraul Death Priest is very focused in what he does, but does it well. Sapling of Colfenor is a great voltron commander that can be built with the awesome treefolk tribal. Gisa and Geralf are extremely good at being leaders of a tribal zombie swarm.