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Tap: You may put a land card from your hand onto the battlefield.
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Walking Atlas Discussion
3 weeks ago
The Life and Limb + Sporemound combo? Otherwise, you have to look into bouncing lands to your hand to re-play them, with cards like Walking Atlas and Llanowar Scout. I just recently put together a Tatyova, Benthic Druid deck that bounces lands and replays them for multiple reasons, and I run several effects like that.
What deck are you playing this focus in?
3 weeks ago
What are your wincons? No offense, but it looks like this deck was thrown together randomly. It seems like you have too many counterspells, so getting rid of those for a Solemn Simulacrum, Gilded Lotus, Wayfarer's Bauble, Walking Atlas Expedition Map, Sol Ring, Sky Diamond, Eye of Ramos, Commander's Sphere, Darksteel Ingot, Coldsteel Heart, and other artifact ramp cards could be useful. You might need to ditch some islands for ramp, so only get rid of a few. If you put in that much ramp, you could use your commander's ability to draw everyone cards as an excuse for no one to target you, draw a ton of cards, (Spellbook and Thought Vessel will keep you from discarding) then cast an eldrazi titan Emrakul, the Promised End, Ulamog, the Infinite Gyre, Ulamog, the Ceaseless Hunger, Kozilek, Butcher of Truth, Void Winnower, Desolation Twin, or some others of your choice. Other good creatures include Darksteel Colossus and Blightsteel Colossus. You don't have to run all of them but the more you run the more consistent your deck is. You could also put in infinite mana combos such as Rings of Brighthearth and Basalt Monolith (the combo can be confusing check out Infinite Colorless Mana Turn 1 for an explanation) or Isochron Scepter imprinted with Dramatic Reversal + any combinations of mana rocks that produce a total of 3 mana.
3 weeks ago
You have already stated that Opal Palace was your plan B wincon, but have you ever considered running Seismic Assault as backup win condition? I understand that the mana cost is RRR, but considering you run 26 mountains I think it will be fine. While it interests me, I can't help but feel that it would require some support on its own to function at full capacity. However, by adding cards, such as Creeping Renaissance and Sunder, that put lands into our hand en masse would allow it to work very well (while also making Manabond an even stronger card!).
While on the subject of Creeping Renaissance I have a few more things I'd like to say about it. This seems to be a card that has potential within this deck due to its versatility (although, perhaps with a build more centered around the grave?). The main selling points being that it has flashback (in case it is milled by Life from the Loam or you just want to use it again) and that it says "choose permanent type". That could be significant in the scenario where you need to retrieve some stax pieces that have been previously destroyed.
While I'm talking about all of these cards I might as well go more in depth about Sunder too! I think this could be used as a devastating blowout, provided we could rebuild quicker than our opponents with abilities like Burgeoning and Walking Atlas. The only issue is that its casting cost has UU in it, which is the rarest color in the deck.
I'd really like to hear your thoughts on these three big cards
1 month ago
Dreamscape Artist seems important if you are going for landfall. I think it beats Chromatic Lantern in a landfall deck. Walking Atlas and Budoka Gardener are also good if you plan to be mostly playing land cards from your graveyard with Muldrotha.
Personally, I would cut Exsanguinate, Chromatic Lantern, Tempt with Discovery, and Zuran Orb.
1 month ago
Really like the deck, just a few thoughts.
I would go more into the landfall theme. Lifegain doesn't win games, but card draw and mana ramp does.
Cards like Rampaging Baloths, Retreat to Coralhelm, and Trade Routes could all be great additions. If you add retreat, I would recommend putting in creatures that tap to put a land in play, like Walking Atlas, Sakura-Tribe Scout, and Llanowar Scout. With retreat and Simic Growth Chamber, this generates infinite draw, which is a good reason to add Laboratory Maniac.
Hope this helps!
1 month ago
I just began playing EDH a couple of months ago and my first deck was a Child of Alara land deck that used Valakut, the Molten Pinnacle as the primary win condition. Recently I have wanted to change the commander and possibly shave off a color or two in the process! While researching more land based commanders I stumbled upon your temur build and it grabbed my interest. Due to this I have lots of questions :)
Why are you running Meloku the Clouded Mirror instead of Trade Routes? It has a much lower CMC, dodges prevalent creature removal, and has a second ability that could be relevant in certain situations. Also Llanowar Scout is literally just a better Budoka Gardener. They have the same ability although his body is better and he wont forcefully change into a different creature. His body is also better than Walking Atlas but because the atlas is colorless it is still great and definitely deserves a spot.
One interesting card I stumbled upon is Hedron Crab as he helps fill your graveyard. Do you think it could be a useful card?
Would you ever use the card Clear the Land? It is a way to put land onto the battlefield, but it presents a risk as it could exile any number of cards. The card would be hilarious if someone tutored before your turn and was forced to exile what they wanted.
Is Return to the Earth worth the extra cost when compared to something like Naturalize? I understand that it kills Aven Mindcensor and the cost is less important when you have lots of lands, but it still seems very heavy.
I really like the card Excavation and have seen a card that is kind of similar but also quite different called Aggressive Mining. Maybe it could be used before the 'big turn' to try and find more fuel for a Manabond or something else? Plus the sacrificed lands could be easily recurred and used later. I'm curious to see if you would you ever use this, why or why not?
Would you ever consider shifting the deck to Lord Windgrace or do you thing that would make the deck less reliable? By gaining black you would have access to more tutors, but you already have land tutors and that is about all you need... But by losing blue you would eliminate lots of sources of card draw and stax effects. So I guess answered my own question lol, but still want to hear your opinion.
Alright! I think that is all of the questions I have at the moment. Thank you for sharing this deck! This may be the way I want to change my Child of Alara deck and your answers will help me fully decide this.
3 months ago
I'm having the most fun with NATURE'S VENGEANCE, because of course I would. :3
Destroy target non-basic land for each land that entered the battlefield under your control this turn.
Landfall - For each land that enters the battlefield under your control while this spell is on the stack, return target artifact or enchantment to it's owner's hand and you lose 2 life.
When Jund split from Alara, it took as much land as it possibly could and left behind a permanent scar.
So this is a very complex card. Let me explain how it works.
You play your land for the turn: Wooded Foothills.
- +1 Land
Then you put Nature's Vengeance on the stack.
It checks to see how many lands entered this turn: +1. So, for a staggering SEVEN mana, you destroy ONE non-basic land. :/
Waiting to respond, you tap Llanowar Scout and put a Forest on the field.
- +2 Lands
Then you tap your Walking Atlas and put a Swamp.
- +3 Lands
Then you sac Evolving Wilds for a Mountain.
- +4 Lands
Landfall triggers four times (Five lands on card's knowledge, but one entered prior to casting) and you lose 8 life, and destroy four target artifacts or enchantments, and ALSO destroy now a total of FIVE non-basic lands. This is because by the time Nature's Vengeance finally resolves, it will see five lands entered this turn and thus five lands are destroyed.
A staggering amount of setup, but a HUGE benefit if you play it correctly. Otherwise, if you can't do the setup you can still take out quite a bit for seven mana.
The game I played tonight, the highest amount of lands I had enter on a single turn was four. So that's still destroying 4 lands for 7 mana. Not too bad, all things considered.
I also made it a Legendary Sorcery as a bit of a buffer because it's so f-ing powerful. Not a hard requirement, but a requirement nonetheless.
That was pretty fun. Same challenge. Take a Commander 2018 deck name and turn it into a card for that deck.
3 months ago
Ok, as promised I arrived home and I'm going to help you out, I'll redo the suggestions I did on reddit and complete with the rest.
I would add Liliana of the Dark Realms to tutor some swamps, altho you already have several things to fetch lands, so it is up to you if you feel the need for it. Hatred is a card I recommend 100%, it's great as a finisher, and if your commander already has lifelink even better. If you can afford a Urborg, Tomb of Yawgmoth then Nightmare Lash and Lashwrithe are good additions aswell. Weathered Wayfarer, Herald of Leshrac, Leonin Shikari, Oreskos Explorer, Taj-Nar Swordsmith, Divine Reckoning, Bloodforged Battle-Axe, Grappling Hook and/or Fireshrieker, Felidar Umbra, Hammer of Nazahn, Infiltration Lens, Kusari-Gama, Thaumatic Compass Flip, Myriad Landscape, Shizo, Death's Storehouse, Phyrexian Arena, Vona's Hunger, Crucible of Worlds. Torment of Hailfire and Exsanguinate are always good finishers in a black deck, and since you will be tutoring lands a lot you can guarantee a good value for X.
Also if your playgroup plays a lot with graveyard consider Bojuka Bog.
I think with the colors you have and playing Voltron you should add some pillowfort stuff to the deck, like: Ghostly Prison, Propaganda, Collective Restraint, Teysa, Envoy of Ghosts, No Mercy, Dread, Baird, Steward of Argive, Windborn Muse, Michiko Konda, Truth Seeker, maybe Darien, King of Kjeldor could work too.
From what you already have on the deck I would remove the following cards: Darksteel Ingot and Fellwar Stone are not necesary, I know both of these are fixing but you already have several lands with 2 colors and plenty of land fetching, you don't need these. Helm of the Host is great, I love this equipment but in this specific deck I am not sure if it is worth it. At least not for the commander imo, but to use it on the other creatures you have that offer utility, specially the ones with ETB or the "propaganda" creatures, then it is definitly worth to keep in the deck. Lightning Greaves is loved by so many people but I don't really like it much, I mean the 0 equip is great, plus the haste but I don't like shroud, yes it protects your crature but also screws you, while it is equipped you can't equip other stuff on the same creature or enchant it, etc... So if you have no other creature to swap it and allow you to target your commander again you are basicly screwed, I don't think it is worth to occupy a slot with it. Same goes for Whispersilk Cloak, blue already gives you unblockable if you want, not worth to have this with the downside of shroud, I'd rather replace it with Aqueous Form for example. Mask of Avacyn is nice to protect your commander but that's all it gives, if you need a slot for something this is a card I would remove. Vedalken Orrery... You don't need this, I know the ability is nice and quite tempting but in a voltron deck you don't really need this, I would only keep it if there was a free slot with nothing better to put in it, but even then I think I'd rather add some equipment or aura instead of this. Baleful Strix is nice but for 1 more mana I'd rather have Phyrexian Arena in play, much better. Dreamscape Artist is nice if you can play lands from the graveyard, with Crucible of Worlds and similar cards, which btw is a nice recommendation for the deck, Crucible of Worlds would help you get your lands back when facing land destroyers or milling decks. Also not sure about Emeria Shepherd, I mean you can deffinitly trigger her several times, but idk. I would test the deck with her and see how she does, if she doesn't seem to be useful most of the times I would replace her, for example for the same CMC I would prefer Herald of Leshrac, much more synergy with your commander. Jhoira's Familiar is nice too, but again it is also one I would remove IF a slot is needed for something else. I'm also not sure about Walking Atlas, I think most of the times it will be a dead card on the board because you won't have land cards in hand at some point, making him generally a wasted spot on the deck. Yes he can be great in some situations, but when putting cards in a deck you gotta try and put the cards that will be good in any stage of the game, not only sometimes, and this guy is one of those "sometimes" cards. I also think you don't need Disallow and Stoic Rebuttal. I mean as someone who likes to play blue, I know how good and safe it feels to have some counterspells but in this specific deck you don't need that many, I would even say none but since you are playing blue anyway, 1 or 2 could be helpful but no more than that, remember the goal of the deck is commander damage, you already have a lot of protection for your commander in equipments and/or auras, you don't really need counterspells to protect him, so if you need slots for other cards I would even say remove all counterspells. I'm not a fan of Detention Sphere in commander, yes if your opponents have the same card in play it is great, but most of the times it won't happen, again it is one of those cards that are good sometimes but not always so I'd take it out. Regarding your lands I don't like much of Submerged Boneyard and Forsaken Sanctuary, Sunken Hollow and Caves of Koilos would be 2 good replacements that are not very expensive. I would also remove Temple of the False God and put instead some basic land, I mean yeah that 1 extra mana is nice and can help you but I'd rather have 1 more basic land to fetch with the artifacts, etc.
To sum it up, I think this deck works best as a mainly W/B deck with a splash of blue, for some of the Propaganda effects it provides plus the evasion and card draw/selection. Other than that what you want for Voltron and to fetch lands you will find it on white, black and colorless.
One small note, I think you have way too many things to fetch basic lands, maybe you could cut down 1 or 2, not sure. That's one of those things that require some playtesting, never played with so many so I am not sure how good or bad it can be.
That's all I guess. I bet there are some more good things for this deck but I don't know it all, yet! I know some of my suggestions are not budget but you can just add them to the aquireboard section, for one day later if you decided to include them.
Helping you out with this deck hyped me to try and make one with Korlash, Heir to Blackblade, as a nod to your own deck. If you ever need anything don't hesitate to contact me here or on reddit.
Hope my suggestions were helpful, and kick your friends's asses with Dakkon. Stay well :)