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July 20, 2017 5:51 p.m.
RingoDingo92 I purposely left off all the other legendary, except Azusa. Yeah, won't be doing that (except in response to a removal spell, in which case it's awesome!). It does work with Dark Depths the same way Thespian's Stage does.
The cut MAY be Expedition Map. With Hour of Promise added, we're not having trouble finding the various non-basics we want and (I think), Promise, Realms Uncharted, Sylvan Scrying, Crop Rotation and Tempt with Discovery is more redundancy than I need in the land tutor department.
July 20, 2017 3:37 p.m.
Not to mention just copy-ing the best thing my opponents are playing (especially if it draws me cards).
And if there was any doubt. I cast Hour of Promise in both games I played with the deck last night. I won them both fairly easily. I also kept a hand with 6 lands and an Exploration in the first game. I proceeded to draw Azusa and Life from the Loam... It was... not fun for anyone expect me.
July 20, 2017 1:35 p.m.
RingoDingo92 Tempt with Discovery is a MUCH better version of the same deal. Everyone gets a land, sure, but I get 3 in that case. It's only been in the deck for 2 games, I've resolved it in both and won both. Hour of Promise does kind of the same thing, but doesn't at all rely on your opponents which is why I think it's going to be good. It'll be an easy cut for Scapeshift if it's not.
The real question is what to cut for Mirage Mirror....
July 19, 2017 5:48 p.m.
RingoDingo92 with voyage, everyone gets X lands no matter how much they dump into it... So if I cast it for 5 while they were tapped out, everyone would get 5 lands, not just me. There's no way to cast Collective Voyage where you're not ramping everyone the exact same amount.
July 19, 2017 12:59 p.m.
Thanks for the comments and suggestionsRingoDingo92!
I think Hour of Promise is deceptively powerful in the deck because it fetches any land. When you have the sorts on non-basics we're rocking it's bound to over perform. I've just slotted it in the deck and haven't drawn it yet though. Hoping it does work, but it may actually go back to being Scapeshift as that card does similar things, but scales better as the game goes on.
I've played with Realm Seekers before. It comes down huge and usually eats a removal spell before you can do much tutoring with it. I found it... underwhelming and it was cut for a more consistent threat in Omnath, Locus of Rage.
Collective Voyage I've never played and Rites of Flourishing was in the VERY first version of the deck. Both are too.... group huggy for my tastes. I really like leveraging the fact that I'm ahead of my opponents when it comes to land drops and these get your opponents caught up. I could see both being good, but my local meta is kind of combo-y, so I hate giving that kind of advantage.
Every card you named is playable in the deck, they just don't do quite enough in my build! Good luck with your own build and the deck is certainly playable in a more... budget friendly form.
July 19, 2017 12:45 a.m.
Commander / EDH*
SCORE: 10 | 10 COMMENTS | 1377 VIEWS | IN 3 FOLDERS
Commander / EDH*
SCORE: 9 | 19 COMMENTS | 1167 VIEWS | IN 2 FOLDERS
|Playing since||Urza's Saga|
|Avg. deck rating||7.80|
|Helper Rank||None yet|
|Favorite formats||Commander / EDH, Limited|
|Venues||Cafe Mox, Card Kingdom, Phoenix Comics & Games, Meeples Games, Raygun lounge|
|Last activity||18 hours|