|Commander / EDH||Legal|
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|Commander Anthology 2018 (CM2)||Rare|
|MTG: Commander (CMD)||Rare|
|Planar Chaos (PLC)||Rare|
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Vorosh, the Hunter
Legendary Creature — Dragon
Whenever Vorosh, the Hunter deals combat damage to a player, you may pay . If you do, put six +1/+1 counters on Vorosh.
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Vorosh, the Hunter Discussion
2 months ago
More dragons? If not, then just change your commander. Also, unless the worldgorger dragon is part of some kind of combo I don’t see, you should switch it out for something else. I’d recommend either Atarka, World Render , Drakuseth, Maw of Flames , or Vorosh, the Hunter
7 months ago
DiverDown Your so funny lmao xD
On another note I am planning on building a new deck but I am a bit lost on which next deck I want to build. It's going to be a 75% build meant to go against new players as all my other decks apparently are too oppressive or too fluid to bring against newbs.
So here is what I been thinking should I build a Akiri, Line-Slinger / Tymna the Weaver partners Aikido/Sunforger control build, Vorosh, the Hunter hyper aggro build, or rebuild my Bear tribal deck now with Goreclaw, Terror of Qal Sisma instead of Yeva, Nature's Herald at the helm.
I'm also open to suggestions, but I'm less inclined to use popular commanders at my LGS or commanders my meta already has. Thanks in advance!
8 months ago
Oh man Darky, if you ever want help deck tuning both of those decks, I will gladly help ya out LOL!
My favorite dragons haha, my next project is going to be rebuilding my Vorosh, the Hunter so look forward to that!
8 months ago
Dragons should pick from:
Utvara Hellkite , Scourge of Kher Ridges (could be a good wipe for the board, 2x mana for ur, 4 mana to do 4 damage to each creature), Nicol Bolas (wipe someone's hand turn 6? yes, please), Hellkite Overlord (Big damage), Tyrant's Familiar (single creature killer), Scourge of Nel Toth (direct return ability), Ojutai, Soul of Winter (this is a maybe, gives vigilance), Eternal Dragon direct return ability, Dragon Mage Drops your hand into graveyard plus drawing 7 cards..risky af given it help others, Chromium, the Mutable you can actually pay 2 on ur to make him hexproof with this card..could save Ur in time of need, Bladewing the Risen this guy is weird idk if i would put it in because enter the battlefield abilities don't help Ur, Balefire Dragon fuck yes, Atarka, World Render Huge damage. low toughness, Vorosh, the Hunter 6 counters for Ur, Vaevictis Asmadi, the Dire a little risky but seems to be worth it, Teneb, the Harvester yes yes yes, Silumgar, the Drifting Death give ur hexproof, Rith, the Awakener many tokens, Palladia-Mors, the Ruiner hexproof trample vigilance, O-Kagachi, Vengeful Kami potential permanent killer, Numot, the Devastator destroy lands (probably should be left out), Niv-Mizzet, Dracogenius draw a card, Intet, the Dreamer I think he is really good, Hellkite Tyrant could steal you a bunch of artifacts, Dragonlord Silumgar steal a creature a turn if using ur. steal a creature if putting out permanently. good for removing a particular blocker, Crosis, the Purger good against mono decks.
9 months ago
First of all, it doesn't need to be voltron. I can go wide with enchanted creatures too. Still, I want to make an enchantment voltron deck but I don't know which commander I want to use. Here's who I'm considering so far:
Of course, new additions are welcome if you can make a convincing claim for them, but note that I play in a fairly noncompetitive meta, so decks that want to win immediately and shut out all interaction are off limits.
11 months ago
We like what you've done here; looks fun to play! We have some ideas for you that we hope will make your deck even more fun:
- We would exchange some of the land in this deck for ramp options. Spells like Rampant Growth, Nature's Lore, Cultivate or Kodama's Reach would all work well in that regard. Burgeoning and if you can afford it, Exploration are even better.
- Hermit Druid would be perfect in this deck as it allows you to fill up your graveyard while at the same time allow you to ramp. In this regard, Life from the Loam is even better, but it's also more expensive.
- Royal Assassin seems to fit right in with the overall theme of the deck.
- We would add some cards that would allow you to profit from the death of creatures in the form of drawing more cards. Our picks for that would be cards like Grim Haruspex, Harvester of Souls and Deathreap Ritual. Overall, you could also use cards like Underworld Connections or the more expensive Phyrexian Arena/Rhystic Study to draw more cards. Up to you :)
Cards from your current selection that we would cut to make room:
- Panglacial Wurm/Vorosh, the Hunter/Primeval Protector; powerful for sure, but each is very expensive to cast and not needed for your overall strategy;
- Memory Erosion; nice card but would be more at home in a mill-deck, furthermore you do not have many cards in this deck that profit from what's in your opponent's graveyard to fully utilize this card.
We hope this has helped you some. Please let us know! And if you feel like you have the time/inclination, we would love your feedback on our EDH decks. Have fun with this deck (and MTG overall)!
With kind regards,
Mrs. & Mr. NV_1980
1 year ago
(I don't really know how competitive you are trying to make this deck. Right now, it looks like you are running a lot of coll, spicy, fun cards! If your intent is to try out splashy mythics and game warping bombs, you should totally do it! I personally love playing a planeswalker tribal deck with Muldrotha, using Inexorable Tide to ult them quickly. However, for the sake of this comment, I'm going to be looking from the perspective of trying to make a more streamlined, synergistic deck.) Welp I'm a little late, but here are my thoughts on Muldrotha:
The Mending of Dominaria is kinda a non-bo with the rest of your deck. Its recursion isn't that strong, as Muldrotha can get back creatures and play lands, and then it shuffles away your bin. If this is meant to be a safety in in case you run out of cards (I notice there is no Laboratory Maniac, IDK if that's on purpose, so I'll assume you plan to win in a fair way.), then Elixir of Immortality should be enough. (Usually, people won't be trying to exile this.)
I notice you are running both Vedalken Orrery and Leyline of Anticipation. While individually powerful, they are also kinda non-bos with Muldrotha, as she will still only allow you to play from the bin on your turn. Generally, you'd rather maximize your recursion value each turn than hold up an instant speed creature. (Planning around having Seedborn Muse is too much work for not a huge reward, as you still can't play from the bin.)
There are several big dudes in this list, namely Vorosh, the Hunter, Void Winnower, Archfiend of Despair, and Multani, Yavimaya's Avatar. While they are all pretty good at ending games, none of them have much synergy with graveyard decks (Multani's is a little loose, as "BIG DOOD" doesn't usually kill people very well when you look at the other, more potent threats in this format.). My personal favorite of these is Void Winnower, as it nulls 1/2 of your opponents' spells, and win very quickly. While these are certainly not bad cards, big fatties aren't as good when against three players worth of removal.
Hoo boy, is Kamahl's Druidic Vow a card I never thought I'd see in a deck. Currently, you have around 16 legendary permanents, with an average CMC of roughly 5. That means to get even an okay druidic vow, you have to spend at least 7 mana. 7 mana to get ~1 legendary permanent, ~2 lands, and then to bin ~2 other cards really just isn't that great, especially compared to Genesis Wave.
The last two cards that I think might be a little sketchy are Jace Beleren and Damia, Sage of Stone. Both are fun cards, and very good, but again, don't seem to help your deck too much. I assume your reasoning for Jace was that you would mill yourself with him, but he has to survive for FOUR turn cycles before you can ult him, simply milling for twenty. Jace, Memory Adept does pretty much everything Jace Beleren does, but faster. In that four turn cycle, he could have milled almost half your deck, or drawn just you four cards and milled you for four, etc. Damia is a lot closer to being really good for this deck. She allows you to refill if your bin gets wiped a la Rest in Peace or something similar, and can solidify your winning position. However, I ultimately think that Jin-Gitaxias, Core Augur does all that but better. By the stage in the game that they're relevant, mana cost shouldn't really matter too much.
Now to cards worth considering: 1. Perpetual Timepiece. 100000%. This card is repeatable mill and protection for 2 mana. It's pretty much an invaluable asset to Muldrotha decks. 2. Caustic Caterpillar. I see that you took this card out from theoriginal list, and if that was do to yuor meta/playgroup not having a heavy reliance on artifacts/enchantments, then ignore this. But most commander decks do care about them, and the overlap between it and Seal of Primordium is totally okay. 3. Pernicious Deed. This card can, admittedly, be a little awkward sometimes, as you often want to keep your support permanents around, but a repeatable board wipe like this is still very strong. 4. Sakura-Tribe Elder. This card is stupid in Muldrotha. I've had all the basics out of my deck before some of my opponents could even play their commanders. I don't think there's any reason not to run it. 5. Kiora, the Crashing Wave. She ramps, draws cards, is effectively removal, and her ult can win the game. Nuff said. (really though, she's very good, and great for early game when Muldrotha deck struggle to get off the ground with their 6-CMC general) 6. Ramunap Excavator or Crucible of Worlds. Now this is a bit of a controversial one. I'm still not entirely sure that they are worth it, but have found good results with the excavator. Basically, regardless of how many lands you can play for turn, Muldrotha will only let you play ONE from the bin (NOTE: Muldrotha won't let you play an extra land each turn (one from hand, one from bin)). So Ramunap Excavator +Azusa, Lost but Seeking will let you play three from the bin each turn, and pretty soon you have 20-someting lands on the field. Again, just something to consider, they are definitely still undergoing testing.
MEAN STUFF: Discalimer: These cards are often, to some degree, good at making the game less fun for everyone else, and sometimes you too. If you have a specific playgroup, I recommend asking how people feel about these cards first, so as to avoid uncomfortable situations of salt and dejectedness. All right, you've been warned, now, in no particular order, the mean stuff: 1. Glacial Chasm. This card with Muldrotha makes you nigh-invincible, at least to damage. (Loss of life/ "win the game" cards will still get you). Often, this card isn't perceived to badly, as most decks run some way of dealing with lands, but to a more casual player with a heavily creature-based deck, this might be upright cruel. 2. Possessed Portal. This may look like an awful card, but trust me, this is pretty good at locking people out of the game, especially with Jace's Archivist. Just make sure you have a way to survive under it! 3. Bottomless Pit. For you, pitching cards doesn't really matter (early on it might a little, but usually far less than it does for other decks.) This is good at shutting down just about any deck trying to do fancy things. 4. Oppression. This card is very well named. Often filling a similar role to bottomless pit, Oppression eats away at players, effectively halving the number of cards they can play. Except for you, of course. 5. Stasis+Claws of Gix. Claws is arguably worth including without stasis, as a sac outlet that can sac anything, but with Stasis, slaws will just lock every opponent out of the game. this is a reliable two-card combo, that requires only 3 mana, and Muldrotha to be out. However, Stasis is pretty much unplayable without Claws of Gix, so when you do play it, you basically just win, meaning that you often don't really get to "play" with stasis. 6. Smokestack. The namesake of the "Stax" archetype, Smokestack can very quickly turn a fun game of magical cards into a vicious game of french revolution, with you as the monarch. Smokestack does, I feel, get a little too much hate, as it takes several turns to really do anything. But it can quickly turn the game in your favor when you just play back everything you just sacrificed.
And that's it! I love Muldrotha decks, and how many ways there are to build them. There's not really any way to make them wrong, so keep trying new things out! I apologize for this little wall of text, but hopefully some of it is useful.
1 year ago
Full disclosure, I don't have a Vorosh deck, but I've been theory crafting and looking into it. Hakim is one of my main decks. Please factor this accordingly.
In the case of Vorosh, I think people underestimate that color combination substantially. It has access to cards like Vanishing or Diplomatic Immunity allowing it to dodge and preserve counters, as well as counterspells and tutors. Black and blue have a ton of ways to make creatures unblockable, as well as ways to deal with threats. I would by no means call a Vorosh deck fast. But with ramp and a good set of answers I wouldn't call it tier 5 either. After it lands an attack once, it can drop any player within 2 turns via unblockable commander. And again, it's color combo lends itself well to biding its time and riding out threats. Not to mention a late Beacon of Tomorrows or Time Stretch is a guaranteed kill if cast at the right time.
Hakim is definitely one I personally use so pls no bully. But the ability to recur enchantments without having to expose yourself by attacking means you can make a resilient one man control platform. All the pieces it needs to come online and become a threat are recurrable. Enchants due to his ability, and equipment due to being able to be fetched from the graveyard by blue. Charisma, Psionic Gift, Neko-Te, Vanishing, Grafted Exoskeleton, Pemmin's Aura, Quietus Spike, Drake Umbra and other totems, Freed from the Real, Eldrazi Conscription, Illusionist's Bracers, Hermetic Study, Diplomatic Immunity, Sword of Kaldra, Corrupted Conscience, Blight Sickle, Sigil of Sleep, Oracle's Insight. The overlapping cards fulfilling the same role combined with the fact you can comfortably dump to graveyard(by overdrawing or other effects) means you can quickly dig for what you need. It's somewhat mana greedy but once it spools up its very hard to deal with. You've gotta get past counterspells, phasing out to dodge, recurring umbras, and hexproof. Usually multiple of those are online by like turn 7 or 8. And once it is online you can start trading mana 1 for 1 to get devastating effects. 1 blue mana can get you: destroy or exile target creature, put a poison counter on target player, "permanently" tap target creature, gain control of target creature, half target player's life, draw a card, etc. And if bumped up with helm of the gods or enchant stacking buffs all of this can be done while going full aggro on someone to proc annihilator or punch their face for damage. Finally, he can use recurring mass sacrifice effects to wear down enemies. Smokestack presents a somewhat mana inefficient option lategame to limit enemy's board state. For example, if you have a pemmin's aura, psionic gift, Diplomatic immunity combo online, you can run a smokestack at 3 charges indefinitely. Sacrifice the 3 Enchants during your upkeep, then pay 6 blue to rebuild them leaving the rest open for counterspells. Enemies are losing 3 permanents a turn while you keep enough mana open to counterspell or ping as needed. If brought online lategame after a board wipe your enemies will be completely unable to rebuild while you can continue building up your combo pieces.
In the case of both of these decks, they lend themselves to a decently strong voltron option. But they also both have access to some of the best ways to keep a creature alive through board wipes and preserve their bonuses they've been accruing.
With Vorosh, in theory a bit of biding your time combined with an Unblockable enchant(of which blue has tons) can build up to a time walk effect wherein you kill a player before they can even react. With Hakim, he turns into a controltron that is highly resistant to most answers against voltron decks, while also being able to rebuild extremely fast unless someone can punch through those multiple lines of defense AND wipe the graveyard out quickly.
Keep in mind, I HAVE NOT USED VOROSH, but I do play decks that operate in a similar manner. In theory Vorosh has a great deal of potential as a lategame sweeper with low time to kill aided by time walk effects.
I DO HAVE A HAKIM DECK AND AM THEREFORE BIASED. But hakim is(after some costly spool up) an absurdly efficient controltron commander. He can singlehandedly kill multiple players in a single turn via poison counters and Illusionist's bracers. Or permanently detain an entire board. And the fact all of these are instant speed means he can save his effects til end of turn on his enemy's turn leaving mana open to counterspell threats he can't deal with.
Vorosh, the Hunter occurrence in decks from the last year
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