|Commander / EDH||Legal|
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|Conspiracy: Take the Crown||Common|
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Creature — Satyr
T: Untap target land.
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Voyaging Satyr Discussion
1 week ago
I think Commune with the Gods would be a better fit than Oath of Nissa. Drop in 2 Voyaging Satyr in place of 2 of your Garruk's. That's what I'd do and I'm not sure how I feel about 4 Genesis Hydra. It would suck to genesis into a Primordial Hydra and no other permanents.
1 week ago
@ Austin_Smith_of_Cards : Thanks for your indepth comments. It's very appreciated. Let me walk though your suggestions.
I prefer not to play Okina, Temple to the Grandfathers as it does not do a whole lot extra. I need all the mana to keep my pace up for threats entering the battlefield. This land can only be found by Sisay most of the time and Sisay needs to grab threats. I also need cards which are plains and forest for tutors and Knight of the Reliquary.
Saffi Eriksdotter is a card that was once in this deck, but playing aggro I needed the spot for other dedicated cards which supported my build. Now that so much has changed since that call was made to remove him, I could possibly review this card. I will add this card to the maybeboard , as others mentioned as well. It never hurst to give it a look again.... Thanks for the good reminder!
Heroes' Podium feels like it's just a win-more card. I can see it come solid/threatening in certain situations. But those situations I tend to stay ahead of. As this is why is play so agressive.
Karametra, God of Harvests does not fit my ramp approach, as all ramp has been optimized to get Sisay on the battlefield asap. The indestructible is nice, but Avacyn, Angel of Hope covers this role already for the whole battlefield. It just doesn't fit in my aggro build well enough to justify a place.
Aura Shards is a card that is harder to find and with Enlightened Tutor I would not select this card. For consistency reasons it is not here and the few artifacts/enchantments that get pesky, I can answer with other means. The trouble in this build is that all cards should serve a role within the current tactic. If I would grab this card in my opening hand, then it would slow down the ramp suit to get Sisay out asap. More threatening options are then at hand. Basically it is just a great card, but not when you want to outpace your opponents like I try to accomplish. It would be a great sideboard card, if I would run a sideboard.
Mirari's Wake is mostly a card that I look at like my story above; it's great but not that needed atm for my build. For ramp I do have better options, which I can tutor with Sisay, like Selvala, Heart of the Wilds which really gets out of control soon after it lands.
Vorinclex, Voice of Hunger played this card in the past and in a multilayer environment I instantly became the most hated guy at the table for shutting down everybodies game. Meaning that all hate came instantly towards me. Very unpolitical if you still have several opponents waiting to be slaughtered, each on thier given time. But this card gives me 3 red dots on my front head. I prefer not to draw the attention of the whole table all at once.
Bow of Nylea : It's versatile, but it's not game changing, so I never got to use it in a way that it gave me more edge in a game. Other options proved to be more valid at those times, so eventually it was removed a few months ago. Having Sisay means you have an array of threats at your disposal. This just isn't one that will stand out in this build. This card is great in more stax/toolbox style of play Sisay.
Stone-Seeder Hierophant and Voyaging Satyr both untap with Paradox Engine. My precious Gaea's Cradle loves both creatues for giving me so much mana. They are great mana dorks which fulfill an important role early- and midgame.
I know it is hard to suggest cards, as this build is pretty well tuned over the year it now excists. But I really appreciate your efforts in helping me. If you have solid points, then I will always try to answer them and playtest them if it feels promising.
Have a great day sir!
2 weeks ago
ErebusX how would that help? Arbor Elf and Voyaging Satyr are the best land untappers in the deck, I would only be able to run one Descendants' Path and it would have to be on a Ley Druid and Gigantomancer would have to be on top of my library.
3 weeks ago
I think green can work, you just are not using it to its full potential in the current list as 4 spells that help accelerate you is not going to be enough when you want to play 7 drops.
First, lets look at the different kinds of ramp. First you have your sorceries such as Rampant Growth, and Cultivate. These are the slowest but safest as your opponent cannot as easily interact with the ramp spare a counter spell (which pretty much all ramp will be susceptible to anyways) or land destruction. The second form of ramp is creature based -- which also splits into two categories. You have mana producers such as Llanowar Elves and Birds of Paradise; and you have land untappers such as Arbor Elf, Kiora's Follower, and Voyaging Satyr. Third, you have land enchantments such as Utopia Sprawl, Trace of Abundance, Overgrowth, and Fertile Ground. All of these by themselves are more or less equal to each other. The magic happens when you mix land untappers with land enchantments. When a land taps for 4 mana, and you can untap it -- you can generate mana faster than just about anything else. I helped another user with a dragon deck (which also uses high cmc creatures), and with a nut draw 14 mana on turn 4 was possible. Although 7 or 8 was much more common.
The issue then becomes -- if you spend almost all of the first 3-4 turns ramping -- how do you survive when you are playing your first real creature into a board where your opponent has 3 creatures? I introduce you to Angel of Serenity. Even if it dies, they have to recast their creatures which likely do not have haste -- which buys you more time to lay some some fatties. Tooth and Nail would also be devastating in the deck with its ability to search out any two fatties you need and put them both into play for the cost of one.
I think the above idea is what best fist what you want the deck to be. However, there are also a good deal of playable angels around the 5 cmc mark that could fit in more of a midrange shell -- which the users above seem to be suggesting.
Also get your list down to 60 cards :P
3 weeks ago
Your average mana cost is TOO DAMN HIGH for 20 lands.
With that amount of 4+ drops you should have at least 26 lands and have an efficient way of ramping or holding out the game.
I think you should abandon Doubling Cube. It's not efficient. Try ramping with Arbor Elf/Voyaging Satyr + Utopia Sprawl/Fertile Ground/Overgrowth. This way you'll have access to much more fast mana since it is one of the best ramp strategies in Modern nowadays.
I know those are 17-20 cards alone and that it's a lot of slots to use for ramping, but if you use Enshrined Memories you'll be able to draw lots of cards with that absurd ramp. PLUS, with this kind of ramp you'll be able to pay for absurd Hydras or even be able to cast Worldspine Wurm at turn 5 or even an Emrakul, the Aeons Torn if you dare.
There are many cards that are out of place and contribute nothing to your plan: the Tron package makes you vulnerable to Blood Moon, Crumble to Dust and you don't have efficient tutors to assemble tron... PLUS you have high demanding mana cards with inflexible mana...
Akroma's Memorial is a bad card in Modern... Godsend doesn't contribute much...
Basicly I recommend you redo your deck and aim for the more efficient mana ramp I told you. It's usually used by competitive decks that need that huge mana like RG Ponza and RG Tooth and Nail (decks that need 6-9 mana fast by turn 3-4). If you adopt this strategy, you'll be able to cast these absurd huge creatures fast. Tron lands need the support of Expedition Map, tutors and/or scry and draw... which you don't have and cannot afford to use since you'd have to assemble 4 tron lands + 3 forests to cast Worldspine Wurm. When you could cast it at least 2 turns earlier and with much more ease at a Green-White mana base.
There are also budget cards you might like to use like Wolfbriar Elemental, Pelakka Wurm, Bane of Bala Ged, Elderscale Wurm, Polukranos, World Eater, Hornet Queen and some non-budget cards you might like: Ulamog, the Ceaseless Hunger, Emrakul, the Aeons Torn, Elesh Norn, Grand Cenobite, Blazing Archon and Iona, Shield of Emeria.
3 weeks ago
I would highly suggest replacing Wood Elves with Voyaging Satyr, the value of being able to untap any land can be a lot higher than findin' a forest usually, especially if your running Nykthos, Shrine to Nyx and possibly Kessig Wolf Run to pump two creatures instead of one. If not Wood Elves, the Ghor-Clan Rampager.
3 weeks ago
Yeah, it's a possible move. I don't know how good Reki is outside of combo though, but it doesn't seem bad.
That being said though, I think you should look at adding Talisman of Unity and Inventors' Fair. Ultimately, even your goal of using Paradox Engine is to enable your infinite combo and both of these help do that.
Also, don't forget that you will have Captain Sisay + Paradox Engine + Miren, the Moaning Well + Voyaging Satyr + Kozilek, Butcher of Truth + dorks as a card advantage engine. While expensive and requiring a bunch of pieces, most of those are tutorable by Sisay and are enablers towards your end goal anyway.
3 weeks ago
Thanks, I added a couple of Elvish Mystics and a forest. But I've been playing with this one for a while (causally) and between having Voyaging Satyr, Nykthos, Shrine to Nyx, Courser of Kruphix, Karametra's Acolyte (with Umbral Mantle infinite mana combo when 4+ devotion) I really haven't needed it. I could really use some help making it a little faster though.