Please login to comment
Ok, I'll stop after these two. I do want to emphasize that I really like the deck. Don't want you to get the wrong impression just because I'm suggesting a deck's worth of cards to look into.
The last two I'll recommend for right now are Sun Titan, for an additional means to recur your lower cmc enchantments, and Flickering Ward. Flickering Ward is an interesting one. The first thing to note, it's not in there for the protection. Sometimes that comes in handy, but since you can't choose white or green, it only potentially covers 3/5 of the spectrum. The reason I recommend it is because of the bounce ability. With your high number of enchantresses, and it's cmc of 1, and only 1 mana to return it to your hand, it is a really easy card to exploit for multiple draw triggers.
January 15, 2017 4:02 p.m.
Ethereal Armor and Ancestral Mask bothlike high numbers of enchantments. The Armor is cheap to drop, but the really good one is the Mask, as it gives +2/+2 for each enchantment in play. Aura or non-aura, yours or your opponents.
Evasion and trample effects are really nice on Sigarda. The first I'd recommend would be Rancor. Cheap, gives power and trample, and always goes back to your hand should the worst happen. With your enchantress package, cheap enchantments like this are also fantastic as they often let you draw into and play extra enchantments in the same turn.Unquestioned Authority is another one that has served me well in a number of games. It doesn't add power, but Sigarda is already quite strong, and bound to have other enchantments on her or on their way. This allows her to swing through unimpeeded, block indiscriminately, and it replaces itself on entry, possibly two to three times over with the enchantresses.
Spectra Ward is another consideration. Protection from all colors plus additional damage means, with no other enchantments, someone is on a 3-turn unblockable clock. And since it doesn't remove your other auras, that could easily be 2. The downside is that you can't put any additional enchantments on her.
January 15, 2017 3:52 p.m.
Hey, so first things first, I noticed you're running both Cataclysm and Cataclysmic Gearhulk. Both good cards, I just wanted to make sure you are aware that Sigarda ability says "abilities opponents control" can't make you sacrifice permanents. Still good wipes, as you come out with Sigarda, I just wanted to make sure you caught that. I know a lot of people who have missed it, and ran those cards the wrong way.
Ok, so on to suggestions. Academy Rector basically acts as a third Moat for you, as your opponents can't swing on the ground at you without your biggest, baddest enchantment slapping right down on Sigarda. And if we're talking about big enchantments, Eldrazi Conscription Quickly comes to mind. I know it's expensive, but you're in green, the color of ramp, have a really nice artifact ramp package already, and if you go with the Rector, you have a chance to cheat it out from your library for the ultimate value. I can personally attest that it has won me many games.
January 15, 2017 3:39 p.m.
I don't understand the Constant Mists+Ulamog combo, or what you meant putting them together. They both seem like good cards for the deck individually, but I don't see how they work together. Ulamog would still also be dealing combat damage, as it would only be on you opponents' turns that you would be casting Constant Mists. Please let me know what I'm missing here.
That said, I love the deck. I've never even paid attention to this Legendary beast before.
January 6, 2017 9:46 p.m.
Emeria should definitely come out. Including dual lands that count as Plains, you only run enough Plains to activate Emeria if you get them all out. Putting in a land that doesn't come into play tapped will be more beneficial the majority of the time.
Two major enchantments that would drastically benefit you are Hardened Scales and Cathars' Crusade. Hardened Scales is not only cheap, and not only puts an extra counter on Marath whenever he enters, but it also allows you to pay X to put X counters on Marath.
Cathars' Crusade, like Ivy Lane Denizen, puts a counter back on Marath every time you remove one to make a token. Only it comes with the added benefit of pumping all your other tokens every time you do it.
I'm only suggesting these two because I'm not sure if you want to go Combo or not. These by themselves don't go infinite or anything, they just synergize extremely well with your commander.
January 3, 2017 8:59 p.m.
K34, I have used Privileged Position before in other decks. Should have one lying around. It's not a bad card, at all, especially when you have both it and Sterling Grove on the field. I don't think I'll use it in this deck, however. Space is limited as it is, and it's high CMC coupled with the fact that it's purely defensive makes it a tough sell. Sterling Grove is in there because of the added ability as a tutor. I'll keep it in mind though, probably my first pick if I find I need more protection.
I honestly haven't been able to play the deck much. It generally wins the first two games in 8 turns between them, and then I either politely get asked (or hate-glared) into changing decks, or it gets outright banned from the group altogether. Heh, if it wasn't such an easy deck to combo out with, I might change it altogether. He is such a fun commander to play. It's just that he is designed so perfectly to just go off. I can't resist.
Anyhow, thanks for liking my decks. Lemme know if you have any other suggestions for any of them
January 3, 2017 8:44 p.m.
K34, I don't have a Mana Vault, though the Masterpiece version is on my save for list. And it's strictly multiplayer. Combo/control is just cruel 1v1. But the few times I have done 1v1, it was, well...cruel.
January 3, 2017 7:23 p.m.
Megalomania, I might like the idea of High Tide. I originally overlooked it since it only affects Islands. In a deck, having 4 lands be islands would probably require me to have about 9-10 lands on the field, which makes it an unreliable to late game option. Still, I'll reconsider it.
I'm not sold on Archaeomancer/Ghostly Flicker. I see the point, but I prefer to rely on single cards that combo with Palinchron, since you already have to draw him. A redundant three-card combo just isn't what I think the deck needs at the this time.
I have a few graveplay cards as it is, and I didn't want to rely overly on my graveyard. The majority of the time the deck can work it to where the combo goes off the first time, instead of having to dig through the grave for a second. One thing I never did think of, however, and really did like were the cards like Flash and Postmortem Lunge to put the creature back on the field for only that turn. I tend to think in more permanent terms, myself, so these cards quickly got overlooked. But if I'm ending the game that turn anyhow... I'll definitely keep this way of thinking in mind, both in this deck and others.
I wish I could afford Force of Will. I've got a few cards in there that would make you think I could, but at the moment, it's well out of my budget. Cons of running a paper deck.
Thanks for the coments. I'll probably drop by your page and look at a few of your deck designs, see if I can get any ideas.
January 2, 2017 9:41 p.m.
I love the deck. Very artifact focused, gives it a pretty unique feel compared to most Oona decks I've seen.
The one card I'd really recommend would be Yawgmoth's Will. You have a lot of combo pieces that don't have redundancies, but instead just rely on multiple combos. This would protect you against losing one of those pieces, as well as let you pull out a win from the graveyard that no one would ever expect.
On that note, you might consider taking out the Pili-Pala+Grand Architect combo. I only recommend this because I used to run it, and had so many people suggest that to me. Pili-Pala's summoning sickness means it has to stay on the field a whole round, is highly susceptible to removal (1/1), and as everyone knows it is an exclusive combo piece, it is a high-priority target. Again, it may work quite well in your deck, and I can see that you have more specific artifact protection, but at the very least, keep an eye on it, as in many decks it ends up being a dead combo.
I run an Oona deck myself. It runs a bit differently but the deck goal is the same. Like you, I actually own the complete physical deck, but it is my most expensive deck, so some of the combos may be more than you'd want to spend. Still, give it a look, maybe it'll give you some ideas. I know I got some from your deck. Oona, Queen of the Combo
January 2, 2017 11:34 a.m.
I have a friend who runs one of these. Absolutely devastating. The main reason is because of how Nekusar is worded. It specifically says that he deals 1 damage to those players. Where I'm going with this, and where my friend went to brutally destroy us all, is infect.
Tainted Strike is the biggest winner here, as you can cast it after a wheel effect has resolved, turning an "oh drat" into game over. Glistening Oil is the second best, as it is refutable, and your opponents shouldn't last last long enough for it to be able to kill your commander. Phyresis third, with Grafted Exoskeleton as a fourth possible, though only if you want maximum redundancy. With the nature of the deck being draw, the first two should be more than good enough.
January 2, 2017 1:19 a.m.
KingXavierXVI, I originally considered Alpha Authority for the deck, but since my commander already comes with hexproof, it turned out to be underwhelming. Sigarga is already a 5/5, with flying, so often times people don't have the resources to party block and kill it. Then, with any other more substantial enchantment, it usually even bigger. That, plus the ways to give it either indestructibility or protection from creatures, and the card just didn't seem to pull its weight.Thanks for the suggestion though, and for the upvote.
As for Omniscience, this is an EDH/Commander deck, which means you can't include any colors in the deck that aren't in your commander's Color Identity, in this case . That said, even if I could include it, without blue mana in the deck, it would be a dead card if you ever drew it, as Academy Rector can only play it from your library.
January 1, 2017 3:22 p.m.
Oloro is one of the only decks I'd suggest running the Exquisite Blood and Sanguine Bond combo. You already have the Bond, so Blood isn't too much more to add. And it's a solid piece by itself, gaining you life not only when you hit someone, but also when two of your opponents smack each other. And again, together they are an instant wincon.
The last one is pretty pricey, which is probably why it's not in your deck. But on the off chance it simply slipped your attention, you should look into the Archangel of Thune
December 31, 2016 4:41 p.m.
Heartstone. Let's you ping for just , very quickly pumping your commander. Also reduces the total cost to steal a creature from 7 to 5.
December 31, 2016 11:27 a.m.
Heartstone. Ping for . 5 mana total to control instead of 7
December 30, 2016 9:25 p.m.
Livingham, you were right about Mycoloth. Thanks, he is now Ashnod's Altar. I love the idea of Crystalline Crawler or Devoted Druid, though I'd probably only go with one, most likely the Crawler, since they only work with Cathars' Crusade and not more of the combo pieces. The hard part here is I'm down to person favorites when looking at cuts. Hangarback Walker would be the next choice, but it's more in there because I enjoy playing it too much to take it out. I'll see if I can fit in in, however.
December 30, 2016 4:53 p.m.
olliequeen42, the key part of that is you can pay to get two tokens with no /net/ change. I should have elaborated more in the actual combo. Here's how it works
You pay and remove a counter from Marath, to put a counter on Marath. Doubling Season puts an extra counter on, so Marath net gains one counter. Then, you pay the other to remove that counter and create a 1/1 token, which also gets doubled to 2 tokens. So Marath is back to his starting number of counters, you've spent , and gained 2 1/1 tokens.
December 30, 2016 4:42 p.m.
Commander / EDH
SCORE: 6 | 10 COMMENTS | 480 VIEWS | IN 1 FOLDER
Commander / EDH
SCORE: 2 | 4 COMMENTS | 191 VIEWS
Commander / EDH
SCORE: 2 | 140 VIEWS
Commander / EDH
SCORE: 3 | 5 COMMENTS | 176 VIEWS
Commander / EDH
Commander / EDH
|Playing since||Scars of Mirrodin|
|Avg. deck rating||3.00|
|Favorite formats||Commander / EDH|
|Good Card Suggestions||7|
|Last activity||2 days|