|Commander / EDH||Legal|
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Words of Wind
(1): The next time you would draw a card this turn, each player returns a permanent he or she controls to its owner's hand instead.
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Words of Wind Discussion
1 day ago
I'd say it's somewhere in between. We're not all-in on stax since we don't have access to white, and any tax effects or Rule of Law effects are detrimental to the storm win condition. But an all in storm deck is too slow compared to other options, since we lack the unconditional tutors of black, and the critical Ad Nauseam. So we're not as fast or consistent as UBx storm because we're missing black, and we're not as good at stax as a dedicated stax deck because we can't run a lot of the effects, so we play somewhere in between instead. All we're looking to do is slow down the table just enough to win. The best way we can do this without hurting ourselves is mana denial, and that comes from cards like Blood Moon and Cursed Totem, and using Jhoira as a card advantage engine to ensure we continue to have resources. Then you look for cards like Hurkyl's Recall, Retract, Rebuild, Chain of Vapor, or Paradoxical Outcome as a way to initiate a storm line off of your existing mana rocks, or you manage to find Words of Wind (which happens more often than you might think) and loop off of that to either grind out a large board advantage if you're not infinite or win the game outright if you are.
KCI serves as a solid CA engine when paired with Scrap Trawler and is generally just a great mana producer even without that. But it's entirely possible neither of those should really be there, honestly.
1 day ago
Get yourself a copy of Helm of the Gods and Ancestral Mask. Shield of the Oversoul and Diplomatic Immunity are also great on your commander. You don't really need a ton of good auras for your commander to shine, since any enchantment buffs him up.
Cyclonic Rift if you've got an extra still.
Seal of Primordium is good artifact / enchantment removal that also triggers your enchantment stuff.
Words of Wind is good if you start drawing too many cards.
6 days ago
Words of Wind seems like a really good option to help keep boards manageable. You can get braids off the field before the end of your turn to prevent them from getting value or just mass bounce to stall until a better strategy presents itself.
Really fun build!~
1 week ago
We have very similar lists! Only two suggestions based on experience:
Artificer's Intuition cycle thru your mana rocks and then recycle them out of the graveyard.
3 weeks ago
I think Words of Wind would be too strong for what I'm trying to build. Great suggestion though!
3 weeks ago
Words of Wind is a fun card, especially when you're able to drop in multiple lands a turn; it did wonders for my deck, but my opponents' found it a tad annoying.
Commander / EDH
SCORE: 1 | 83 VIEWS | IN 2 FOLDERS
1 month ago
Yes, Ghost Town does provide value, but so do Oboro, Palace in the Clouds and Simic Growth Chamber. For the sake of consistency, we don't want too many of those effects in the list and colorful mana is more valuable than colorless.
This list plays very well, particularly against other cEDH lists. Tatyova doesn't want to play 50 lands the way Azusa, Lost but Seeking does. Azusa gets away with that because you've got her in the command zone. In the case of Tatyova, you've got a draw engine in your command zone, but you don't assuredly have a way to dump your hand onto the table and go off. Thus, very high land counts can often be more of a setback than an exploit.
Instead, we want to go all-in on disrupting opponent game plans with the knowledge that when the time is right, we have our win engine in the command zone. We know we can eventually break parity because the list is built around doing so. We also know that most other lists (in the cEDH realm) will not be equipped to break parity along this axis, thus the advantage.
Once you kick the Tatyova engine, you expect to loop through your library and either:
1 month ago
Really, it would be around tier 4 this build. I imagine a better version going with a more consistent stax plan that happens to run a few key enchantments, instead of this could even be tier 2.5, but the commander would be all but a major part of the deck.
If you want a real enchantment-based build, use Earthcraft and Squirrel Nest, drop the Enchanted Evening/Aura Thief, Starfield of Nyx, Sigil of the Empty Throne, and Solemnity/Phyrexian Unlife/Solemnity/Decree of Silence. You should run Altar of the Brood as support for both the earthcraft combo and Opalescence/Parallax Wave.
The other drops you should have are cards like Cultivate and Kodama's Reach, because they are bad cards and shouldn't be run in any non-landfall deck, Cleansing Meditation because it is bad, and Skyshroud Claim. Pendrell Mists is too much mana for this deck to handle, as is Omniscience, despite its power in some decks.
Leyline of Anticipation is weak for its mana cost, and is abd draw, only semi useful when in openning hand, but even then it isn't great.
Land Tax is a bad card, honestly unless you are monowhite or in a deck that benefits from discarding cards, it isn't worth it. The thinning is the best it does, and a card in your deck that thins only is trash. If it is used to help you hit land drops, your deck is either A: Not in need of land, or B: Awfully built or was mulliganned poorly.
Now the next part is on what to add. I talked about dropping around 27 cards, so there is some room. I would drop around 3 lands at least as well, which leaves us with a clean 30 cards to add.
Now, we'll add the cards I previously talked about, Altar of the Brood, Earthcraft, and Squirrel Nest. These help you win the game after we dropped a lot of your previous wincons. Greater Auramancy is also a card I prior suggested, and helps stop a Nature's Claim kill you. 26 cards left to go.
The next is to replace the lands we dropped. You want mana fast, so you can empty your hand, and use Tuvasa to draw more cards, aiming to hit a real enchantress or tutor for one. This means two things, more tutors, and more ramp.
Wild Growth, Utopia Sprawl, Overgrowth, and Fertile Ground help benefit Earthcraft when used to make more mana on combo turn, especially with an Opalescence out. Mana Crypt, Mana Vault, Sol Ring, Chrome Mox, Mox Diamond, and Lotus Petal allow the deck to get more mana faster as well. This leaves 16 cards.
Teferi's Protection, Swan Song, Flusterstorm, Seal Away, Ravages of War, Force of Will, Nature's Claim, Armageddon, and Cast Out are efficient pieces of interaction I would suggest. This leaves 4 cards.
Nature's Chosen is a card I have found success in, and suggest you try it too. Enchanting a Tuvasa makes it another land in essence, and can untap a Serra's Sanctum, it is under the radar, so pick it up before all of the Emmara, Soul of the Accord players find out about it. That is it!
After looking through, the following lands are must drops, as they aren't good in nearly any deck:
They don't have a place in this deck.
Similarly, you should optimize your deck to get your colors more on curve, fetchlands being a major part of that. Wooded Foothills, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Verdant Catacombs, Arid Mesa, and Marsh Flats are the missing ones in your colors. You can use them to fetch the shock/dual lands for colors, or basics for Back to Basics/Earthcraft.
Wooded Bastion, Flooded Grove, and Yavimaya Hollow should be dropped as well to fit them, as well as Brushland for Razorverge Thicket, Adarkar Wastes for City of Brass, Hinterland Harbor for Mana Confluence, Glacial Fortress for Exotic Orchard, and one of each basic because you have too many lands.
That's it. That would actually be a tier 3 enchantress deck, and doesn't stoop to just playing Tuvasa for colors for a stax-combo deck, running no enchantments.