|Commander / EDH||Legal|
Printings View all
|Commander Anthology Vol. II (CM2)||Rare|
|Commander 2016 (C16)||Rare|
|Dragon's Maze (DGM)||Rare|
Combos Browse all
Vorel of the Hull Clade
Legendary Creature — Human Merfolk
, : Double the number of each kind of counter on target artifact, creature, or land.
Price & Acquistion Set Price Alerts
Vorel of the Hull Clade Discussion
2 weeks ago
Also Victory Chimes, Arixmethes, Slumbering Isle, Traverse the Outlands, Seedborn Muse, Mana Reflection, Zendikar Resurgent, Regal Behemoth, Vorel of the Hull Clade, Doubling Season. You might consider Simic Guildgate, Simic Growth Chamber.
2 weeks ago
Solemnity is a really strong card that shutdowns Atraxa, Praetors' Voice, Vorel of the Hull Clade, Mikaeus, the Unhallowed-Triskelion/Walking Ballista combo, Marchesa, the Black Rose reanimator and general infect decks. Since you're not running any of these strategies, swap in Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter every single noncreature spell your opponents cast, since she can't have -1/-1 counters), Dark Depths (the land enters without counters, then immediately turns into Marit Lage - but she can still be easily Swords to Plowshares'd), Glacial Chasm (if it can't get counters, you can keep it forever to never be attacked), Mystic Remora (free draws for the rest of the game) and Arixmethes, Slumbering Isle (it enters as a creature). It also comboes with Elephant Grass (more pillowfort), Force Bubble, Delaying Shield and Kitchen Finks, but they're not that good on their own. However, you need to protect your combo pieces: Solemnity+Decree of Silence win combo cost a whopping 11 mana, and can be disrupted easily. So you need protection of targeted removal. Privileged Position, Sterling Grove and Greater Auramancy can do the trick, and the Grove doubles as a tutor. // Enchanted Evening comboes with Aura Thief+High Market, Cleansing Meditation, Calming Verse, Opalescence+Mirari's Wake (all opponents' lands will be 0/0s and will be put into the graveyard while yours will be 1/1s) and Serra's Sanctum. // Omniscience + an Enchantress + Approach of the Second Sun is a free win if uncountered. // If I can suggest some improvements on your manabase: Exotic Orchard, Rogue's Passage, Prairie Stream and Yavimaya Coast are cheap replacements for Thornwood Falls, Woodland Stream and 2 Islands. Weirding Wood is better than Gift of Paradise, because it can draw you a card via Clue. Card advantage is crucial in EDH, and you should run at least 6 sources of realiable draw. That's why I recommend you to run Mesa Enchantress, Verduran Enchantress, Kruphix's Insight, Mystic Remora, Rhystic Study, Sylvan Library (comboes with Abundance), Argothian Enchantress. // Eladamri's Call tutors your creatures. Ground Seal and Rest in Peace shutdown graveyard stategies. Open the Vaults is a really good budget replacement of Replenish and plays around Ground Seal (better replace Hanna, Ship's Navigator - she's too slow). Courser of Kruphix, Land Tax, Mirari's Wake, Burgeoning and Exploration are great ramp Leyline of Anticipation allows you to play on your opponents' turn. Copy Enchantment gives more utility. Search for Azcanta Flip fills the graveyard for Open the Vaults and easily flips into a good utility land. Seal of Primordium, Seal of Cleansing, Banishing Light, Stasis Snare, Cast Out, Prison Term, Act of Authority, Detention Sphere, Imprisoned in the Moon, Song of the Dryads, Grasp of Fate and Aura Shards take care of troublesome permanents. Energy Flux, Aura of Silence and Stony Silence deals with artifact decks. Austere Command, Wrath of God, Supreme Verdict and Cyclonic Rift are great boardwipes. Teferi's Protection is the best protection spell ever released. Karmic Justice and Martyr's Bond tell people to don't mess with you. Collective Restraint is another Propaganda effect (comboes with Prismatic Omen).
2 weeks ago
I would say your weakest cards currently are:
Master of the Waves - For being a 4 drop, it is one of the weaker ones that doesn't promote your game plan or give synergy.
River Sneak - Beasically a vanilla creature, would replace with a one drop cmc creature.
Sage of Fables - Just a bit too slow, aand not much synergy aside from the +1/+1 Counter card draw which is a tad too slow.
Shapers of Nature - Same as Fables, but even slower. I would cut this card first over Sage of Fables.
Vorel of the Hull Clade - Doesn't fit with synergy, and costs every time. If it targeted every single one of your creatures than yes, but since it's a single target...no.
Another suggestion will also be for the type of ramp spells. Going on curve I rather use the two drops like Nature's Lore, Farseek, Rampant Growth. But I do like Kodama's Reach and Cultivate. Jace, Ingenious Mind-Mage is also a bit too slow, if you have the chance or budget I would recommend Rhystic Study.
Hope that helps!
4 weeks ago
1 month ago
Only thing I notice is a distinct lack of rocks. You've got some decent ramp, sure, but Tezzeret the Seeker could really benefit from having some rocks out.
If I may make a case for Ezuri, Claw of Progress, he's really scary when you have as many tokens out as you do, with consistent token generators.
1 month ago
One of my favorite memories was in a 4 player game back when I still had my Vorel of the Hull Clade edh deck together like 3 years ago.
I had a 9/9 Sphinx of Magosi and decided to go to combat and attack one of my friends with it who had a weaker flier to block. He chose to rather let the damage go through and that’s when another of our group who did next to nothing that entire game because he only had 2 lands and a signet out,(and who had to keep discarding a card for multiple turns) all of a sudden played a Tainted Strike on my Sphinx of Magosi and the look of shock on my opponent was hilarious.
1 month ago
Thanks a lot for replying! I get how Vorel of the Hull Clade is useless. I totally misread the card. Thanks for pointing that out. As for Gilder Bairn, do you mean it's useless because of it being hard to tap (as you might not want to attack with that? If so, my original plan was tapping it with Merfolk Trickster (and then blinking both cards over and over), but as it happens, I misread the trickster as well. I'm planning of replacing that card with an alternative that does not descriminate between alliance.
As for playong around with +1/+1 counters, that thought did pass trough my head, but I decided against it as it brings the deck to a direction where it's no longer so much about ulting the planeswalkers. However, you strike a good point in naming there are only 4 of them, so I might add some more or at least a few tutor options as the card draw from Coiling Oracle might be too little to rely on. Even when i can boost it by flickering.
I's also considering some scrying options as a scry 3-4 in combination with Coiling Oracle give an amount of controle over my draw/mana that's pretty sweet. It will also help delving up a planeswalker or two if they decide to have a party on the bottom of my deck.
Animation Module would actually be a great addition to the deck. I'm surprised I've never even heard of the card tbh. Thanks a lot. Also, having some extra chums never hurt :D
I'll update the deck in a day or two, but I feel it already got a big boost due to your advice. Thanks!
1 month ago
Okay. So let it be known that I was insanely tired when I wrote that comment. Looking back it comes off as super repetitive and weirdly aggressive. Sorry bout that.
I've kinda just come to the conclusion that we're not the same animal. I'm a lot more engine-inclined, and I make it a point to stick to my theme as closely as possible. I focus more on flavor. That's fine and I'm 100% not judging you.