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I love the statements made in the philosophy of your deck, especially about the "social contract" of commander. I played a game in which the last hour were slave to a single deck's Capsize/buyback. Unable to win, this Damia deck simply locked the three of us out of the game while it slowly drew towards its win. I finally answer with an Armageddon, ending the drawn-out monotony and securing a hard-fought, solid win, and I become the villain of the table, whose deck people now refuse to play with. (Only land destruction I run, btw) I applaud your stance, level-headedness, and wish more people would read and take this to heart.
March 23, 2017 1:55 a.m.
Tandem Lookout is a fantastic redundancy for your combo, helps you draw it faster. And it can be played before your commander, instead of having to be played after.
Mind Over Matter puts your deck in your graveyard instead of your hand, but it'll still let you go through it to kill everyone, and like the Lookout it exists separate from your commander, so it doesn't go away if he dies. Also, I'd suggest throwing in Ulamog, the Infinite Gyre, or another Eldrazi with the ability to let you shuffle your graveyard into your library when it is out in your graveyard. Infinite damage with Mind Over Matter. And an extra ton of damage on discard with any of the others. Just having him in the deck basically makes all your combos infinite.
March 22, 2017 8:46 p.m.
I'd strongly suggest a Seedborn Muse. Letting you untap your mana each turn will quadruple the mana you can float into your commander. It also ensures you have mana up to cast your counters. Awakening is a lesser version. It benefits everyone, but you would benefit the most. Still, I only suggest this one with caution.
With all the mana you can produce, Thrasios, Triton Hero could serve as a fantastic mana-sink. (Run in the deck, not as commander. Just because they're legendary creatures usually used as commanders, people don't tend to think of running them in the 99) It's a great card that lets you scry, and then either draw or ramp.
March 20, 2017 3:44 p.m.
It does wonders. Instead of having to do 40 damage you just have to do 10. But, your deck will become a bigger target, and officially be considered a "competitive" deck.
March 20, 2017 3:36 p.m.
libraryjoy, this is better in elf tribal and other such decks where a majority of mana comes from creatures. kydele doesn't produce mana if you haven't drawn that turn, and there isn't enough creature-based mana to warrant running that card in this deck.
March 20, 2017 3:29 p.m.
Infect. Glistening Oil, Phyresis, Tainted Strike, maybe even Grafted Exoskeleton. Because Nekusar's ability states that he does the damage, all you need to do is have your opponents draw 10 cards to win. That's a turn plus a good wheel.
March 19, 2017 11:23 p.m.
Reality Acid. It is literally the best possible removal spell for this deck. It can enchant any permanent, from lands to creatures to planeswalkers, and whenever you flicker it, the enchanted permanent's controller has to sacrifice it, only to have Reality Acid come down on something else. Because it's sacrifice, it gets past cards like Avacyn, Angel of Hope, and other such cards. And the best part, even if they manage to destroy it, they still have to sacrifice whatever it was on.
March 19, 2017 6:25 p.m.
With your description in mind, I would strongly suggest Jester's Cap. This card devistates a combo deck.
I would also suggest more land-ramp. Cards like Cultivate and Kodama's Reach both ramp (and simultaneously mana-fix), and provide card advantage. Sakura-Tribe Elder is an EDH staple, and for good reason. Even more so in a deck featuring recursion.
I like the deck, but I would seriously consider your ramp and land balance. The average land count is usually 36-38, so you're at the issue where you could run into some issues.
Hope some of this was helpful. Definitely love the anti-combo angle.
March 19, 2017 9:39 a.m.
What berryjon says is true. Commander operates under a few different rules as far as deck construction goes. As you already know, 100 cards to a deck, no duplicates except basic lands, etc. But probably the biggest is that no cards or symbols can be included that aren't in the commander's color identity. Color identity is determined in the casting cost, and by abilities on the card.
Omnath is green, and nothing else. So you could only include mono-green cards in his deck. (Dual color cards, and even cards with combi () mana symbols can not be included)
Now, color identity can be a bit confusing, as it's not just the casting cost. Lets look at Alesha, Who Smiles at Death. Her casting cost is red. But as you can see she has in her abilities. So her color identity is . If you run her as a commander, all of those colors could be included in the deck. Likewise, as all of those colors are in her identity, if she were not the commander, she could not be used in a mono-red deck.
Anyhow, sorry for the detailed explanation. Hope it was helpful.
(P.S. I would suggest possibly Sigarda, Host of Herons as a good commander)
March 19, 2017 1:59 a.m.
Lastly, you could do to cut back on some of your lands. 36-38 is the standard for most EDH decks. You should, however, run more ramp. Wayfarer's Bauble and Knight of the White Orchid are the best to get extra lands onto the battlefield fast. Burnished Hart and Solemn Simulacrum, (an EDH staple), are also quite good. Mana rocks such as Azorius Signet, Talisman of Progress, and lets not forget Sol Ring, can really increase the speed with which your deck starts to function.
March 19, 2017 1:47 a.m.
I have a few more suggestions you may be interested in. I'll try to point out cards to swap for them where I can.
Duelist's Heritage is a fantastic card. Not only does it give double strike to an attacking creature on your turn, you can also give it to opponents attacking creatures on their turn, to incentivize them attacking other opponents, or simply maximize their damage when they do. Because it is a global enchantment, as opposed to an aura, it isn't destroyed when your creature is, and you can change who it benefits each turn. Possibly use it to replace Battle Mastery
Steel of the Godhead is just a fantastic enchantment to throw onto your commander. +2/+2, lifelink, and unblockable.
Austere Command could be fantastic removal for your deck, especially considering that your commander falls below the 3cmc division line.
Some cards I'd suggest removing:
Door of Destinies. You are heavily divided among your creature types, so it won't give you that much benefit. Furthermore, it doesn't benefit your commander whatsoever. Also, bear in mind that it only activates on cast triggers, so his angel tokens do it no good.
Coat of Arms. Like above, it's a big card for a small buff. It would likely never confir more than a +3 bonus, and if it did, then your field would already be so populated as to not need it. And worse still, your opponents could greatly benefit from it. If you happen to encounter a human, elf, or goblin deck, (all 3 having very prominent commanders atm), then this card will surely do you in.
March 19, 2017 1:41 a.m.
March 19, 2017 1:21 a.m.
I found the actual wording:
CR 903.14a: A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)
Don't know if you're a "cite-the-rules" guy or not, but I always like to see them myself.
March 18, 2017 11:43 p.m.
Just a note, commander damage is only dealt from combat damage. So unless Omnath is swinging, he still has to deal 40 damage.
March 18, 2017 8:01 p.m.
Heartstone is fantastic with Olivia. Activating both of her abilities goes from 7 mana down to 5. Or if you just wanna dump a bunch of red mana into pings during your upkeep with Braid of Fire, it literally halves the cost of her first ability.
My other suggestion would be Chromatic Lantern. Her abilities get color-intensive, especially if you want to ping some extra. Not only is it a solid mana rock, but having the ability to tap out entirely red or black will go a long way.
March 18, 2017 7:31 p.m.
I'd suggest more protection for your commander. Since her ability requires her to tap, and also requires a significant amount of mana, you'll often have to wait a round before activating it. Lightning Greaves, Swiftfoot Boots, and maybe Asceticism would all do well.
March 18, 2017 6:04 p.m.
K34, I like the idea of Conviction, but I already run Flickering Ward, which performs that function for less. As either are that powerful as actual enchantments, I don't think I'll use it as a redundancy quite yet.
Fracturing Gust... Destroy all enchantments, in an enchantment deck. Yes, I run some artifact hate, more because it's on theme than anything, but this just wouldn't fit.
Null Rod is fantastic artifact hate, but it is also an artifact. If it were an enchantment, I'd grab it in a heartbeat, but this deck isn't so much anti-artifact as it is a deck that I realized didn't have any artifacts in it, so I decided to follow the theme.
March 18, 2017 2:35 p.m.
I run a very similar Sigarda deck, if you'd be interested in taking a look. Maybe notice a few enchantments you may have missed, maybe suggest a couple to me.
March 18, 2017 2:28 p.m.
If you can afford one, ($25, but I'd definitely suggest saving for it), Academy Rector can put any enchantment from your deck into play. She is a fantastic deterrent, and when she does die, cheating out your Eldrazi Conscription feels pretty nice.
Flickering Ward is a mediocre protection spell. It can be varied based on the occasion, but in this deck you can't really declare white or green. But, you have enchantresses. What makes this card great is you can dump any extra mana into bouncing and recasting it to draw extra cards. Definitely worth looking into in an enchantress deck.
March 18, 2017 2:24 p.m.
I would also strongly suggest fewer lands and more mana-ramp. The average EDH deck runs 36-38 lands. Cultivate and Kodama's Reach are both ramp and card advantage. Nature's Lore puts a forest into play untapped, or can fetch a dual land, provided it's also a forest. But a bit more ramp and a couple less lands would not only ensure you make land drops, it would speed up the deck, and keep you from dead-drawing into land pockets.
March 18, 2017 2:14 p.m.
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|Playing since||Scars of Mirrodin|
|Avg. deck rating||7.50|
|Favorite formats||Commander / EDH|
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