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Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Broken Bond Discussion
1 week ago
Alright, lets look at Loyal Retainers in another way.
You're running 7 legendary creatures outside of your commanders (which we will assume you WONT send to GY), so there are only 7 creatures that Loyal Retainers can return. Assuming a 99 card deck, 7 in starting hand, and 2 specific cards to see (retainers + legend), you've got a 7% chance to get Retainers, and a 41% chance to have one of your legends in your opener. After 5 draws, you're only at a 60% chance to hit a legend.
Now lets compare to Life . Same chance to see the card, 7%, but it works with 29 creatures instead of 7. Geometric calculator is telling me 91% chance to see a creature in your opener that works with Life . After 5 draws, 98.8% that you'll have a critter.
Obviously Retainers does have some benefit. It can be used to make an infinite etb/ltb loop for winning. How valuable is that to your deck though? Loyal Retainers can only be used BEFORE combat on your turn, and Tymna gives you cards AFTER combat. Your main source of card advantage is going to cause you to have to wait a rotation after finding all the pieces to your combo. This is a massive downside. You can already assemble infinite loops with Saffi + Titan, or Saffi + Karmic.
Lets imagine another scenario. You have the Saffi on the board with Retainers, but you have Sun Titan/Karmic Guide in the graveyard. Loyal Retainers can't grab that half of your combo back for you.
- Sacrifice Saffi Eriksdotter targeting Karmic Guide
- Sacrifice Karmic Guide . It returns to battlefield, we put ETB trigger on stack targeting Reveillark
- After Reveillark returns to battlefield, we sacrifice Karmic guide. We now have both Saffi + Guide in GY
- Reveillark is sacrificed, we will return both Saffi AND Karmic.
- We now pull creature 1 we want from GY with Karmic
- Sacrifice Saffi, targeting Karmic. Sacrifice Karmic, it returns from Saffi effect, giving us Reveillark again. Sac Karmic so its in GY, then sac Reveillark to give us Karmic + Saffi. Karmic entering gives us creature 2 from our GY. Rinse and repeat until you pull entire GY and combo finish.
You're running Kiki and splinter twin but you don't have any creature payloads to win. If you want to value reuse/copy creatures with an ETB, there are more cost efficient ways of doing it. I recommend you either cut these or put in Village Bell-Ringer or Combat Celebrant to have a Kiki payload. Overall though, I would just cut this combo.
You're running Yisan and Birthing Pod but you aren't running the cards to make them go. You need effects that untap them based off creature ETBs or actives, which are slot intensive. Yisan is dope, but if you aren't running the cards to support it you're running a slow tutor. Once again, I'd cut these if you aren't going to build around.
You are trying to fit too many combos in. Pick 1 or two that overlap in card usage and cut the others. Its better to do two things extremely well than it is to do 5 things mediocre. You should run reanimation loops + protean hulk + sac outlets, OR you should run kiki combo + pod/yisan lines. The hulk/animation loops both require sac outlets to be present on your field, while kiki/pod lines require untap effects. This will let you reuse your combo cards in multiple spots which will help reduce dead draws. Nothing feels worse than when you're holding 3 different pieces to three different combos that have very little utility outside combo lines. This is also why you're struggling to find space for more stax and ramp pieces.
You are also running a pretty high amount of beater cards. You should pare them down and run only the most efficient beater cards with high utility. Cathars' Crusade is a nice card but it does nothing on its own and buckles from Wrath effects. Compare to Elesh Norn, Grand Cenobite which gives a buff but can also beat even if its your only creature. It also hurts your enemies board presence greatly. Bitterblossom is a fantastic card but you aren't getting as much value out of it because you aren't running enough pieces to slow down the game. Keep it but consider that a 1/1 flyer doesn't do much if your opponent is able to drop their giant dragon commander, you have to slow the game! Champion of Lambholt will provide you with free swings, but if you just lock the game out instead you don't need the evasion and this card doesn't beat that well. Custodi Soulcaller is a meme card, it requires either haste or an untap step (so its slow), you have to swing to use it, and its limited in what it can grab, and it gets worse the fewer players there are.
Price of Glory is a wonderful hate card, but unfortunately far less effective than you think. Compare to Grand Abolisher . Abolisher can beat down, which is your game plan. Abolisher 100% protects your combo window. Price of Glory doesn't stop the counterspell that stops your combo, it just exacts a massive price for your opponent casting it. However, when faced with the option of losing the game or losing two lands, every single opponent is going to choose the two lands. Strong card but you don't need to run it.
Zombie Infestation is a nice discard outlet, and great when you're ahead and have locked the board. Just like Bitterblossom though, you have to slow the game or this card will be outclassed by the casual stompy 6 drops that are allowed to hit the table. Stax up or cut out.
Cryptolith Rite is strong when you have a mana sink or tons of critters. Tymna will keep you stocked up on cards to dump with, while Tana gives you the critters. If you can afford it, Carpet of Flowers will outperform this card though. Keep it around if you don't have access to the Carpet.
What Goes In
So after cutting down all the shenanigans, heres what you want to add
DORKS: You get cards for hitting with creatures. Dorks are creatures that give mana and come out very fast. The maximum density of turn 1 dorks means Tymna turn 2, means free cards turn 3. This will improve the consistency of your deck more than anything else you can put in. You're currently missing Llanowar Elves Fyndhorn Elves Boreal Druid Deathrite Shaman Arbor Elf Elvish Mystic . These have the bonuses of working well with Priest of Titania and Elvish Archdruid , which will help you if you decide to run mana denial cards like Winter Orb or Armageddon (which I recommend both). Deathrite hates on GY and will ramp consistently with fetchlands which are prevalent in the format, extremely value. Arbor Elf can ramp more than 1 in tandem with Utopia Sprawl and Wild Growth . These dorks will help guarantee strong starts and consistent power to your deck I can't stress this enough.
ROCKS: Adding in the signets/talismans is going to ramp you, color fix you, and work in tandem with shutting off your opponents mana. Really really recommend these especially if your playtesting leaves you unhappy with mana availability.
STAX: This deck only works when you slow the game, I also want to stress this. Yeah you have some neat combos for winning discretely, but you are primarily a beater stax deck. Your commander gives you cards PER TURN, your other commander gives you CREATURES PER SWING. You want to games to go longer so you get more turns for more cards and more free creatures. It really isn't that hard dude. Cards that slow down the game will help you far more than they help your opponent, even symmetrical ones. This is why the deck runs Blood Moon despite being a four color deck. If you let your opponents start tutoring and dropping their big creatures, they will do better in combat than you and you will have a real bad day. If you hit their mana, stop their tutors and draw, and destroy their engines, you will pull ahead from the massive value you generate in the command zone. Please look at Root Maze Winter Orb Armageddon Rule of Law Deafening Silence Eidolon of Rhetoric Stranglehold Collector Ouphe Kataki, War's Wage
If you want to run a stax deck, you have to run the slow down pieces. If you want to build a cool reanimation combo deck, I recommend switching commanders or lists, take a peek at Karador Boonweaver
This list is certainly looking a lot better with the first round of revisions! With some more cuts and shaving off some combos, you will improve its efficiency a lot!
P.S. I couldn't open the choice guidelines tab you made sorry bud.
3 weeks ago
I would cut Broken Bond in favor of something like Krosan Grip or even Disenchant . I have my own enchantress deck though and have found Seal of Primordium and Seal of Cleansing to seriously overperform. I would highly recommend finding slots for both of those cards.
1 month ago
I too am I big fan of lands matters decks. I like your reasoning for wingrace over gitrog and completely agree with you.
I’ll put my feedback into some panels to make it look nicer.
Nice deck. Have a +1
1 month ago
The swap to Nissa was meant to be a playful way to get them still represented as a creature, and I certainly didn't mean to ruffle feathers with that. Apologies if I did, I didn't realize that the card choice here was such a hot-button issue.
(The representative cards have always been all-creatures, and I don't intend to change that now, but that issue is entirely secondary here.)
However, I removed SynergyBuild because of the way they responded after that point:
I am pretty sure you are trying to be funny, but this isn't cool. I am going to wait for you to undo your change, okay? If not, because you did make this, you do get final rule, but I am going to leave.
I have very little patience for this particular kind of passive-aggressive "Do what I say or I'm gonna LEAVE!" ultimatum. SynergyBuild gave me the option between him leaving or me changing it back, and I chose option one.
Other people have put non-creature things in that list before, and when I brought it up to them politely they swapped to a creature.
If SynergyBuild wants to talk with me about it, I'm reachable on this page, on my personal userpage, in TappedOut's private messages, or on our Discord channel (I did not remove them from Discord).
I have no problem re-adding them (a Broken Bond doesn't have to stay broken forever) but I do have a problem humoring that flavor of "do what I say or I'm quitting!"
...god, we're making mountains out of molehills. It's a small TappedOut chat-group I set up to easily talk with people, where SynergyBuild hasn't been active for months, not some worldwide Magic platform. I don't like drama in this space, and I reacted to an unexpected out-of-the-blue ultimatum accordingly.
2 months ago
I don't know about Winds of Abandon . I'm not sure I'd like to give my opponents that many lands if I didn't have to. But if you've got good results running it in the past, then ignore me. Based on the mana curve of your deck, though, something like Austere Command might provide you with more flexibility.
It seems to me that other than for use with Turntimber Ranger , your cards like Arcane Adaptation serve no other purpose. I understand wanting to have an infinite combo win con like that, but the Arcane Adaptation cards seem pretty dead otherwise. If you're set on keeping the combo in, I think that's cool, but those would be easy cuts otherwise for the other value cards you want to squeeze in.
A card you might consider that can help with making sure you've got lands in your hand to abuse Chulane's ramp ability is Abundance . It's a replacement effect that can fill your hand with lands on any draw, so you've always got some to ramp out with Chulane. Just something to consider.
The deck looks like fun, and I enjoy your creative approach to allies.
2 months ago
Hi, I hope that at least some of what i'm going to put here will be useful, and even if you don't use any of my advice then maybe you will be able to see where I am coming from and use the logic to find your own improvements :)
As the previous commenter has suggested the amount of ramp spells that put lands in to play in your deck is a bit to low for a ramp deck especially one that has subthemes of landfall. Typical commander deck building suggestions say that you should have 10 pieces of ramp to tide you into the midgame. This goes for any deck, not just ramp decks. In ramp decks you will want more. At my count you have 12 ramp cards that are reusable (ie, aren't the one shot sacrifice elemntals) this will want to be more really, with a focus on them being ones that put lands in to play. Another of note, is that cards like Zendikar Resurgent don't really count as a ramp slot, as by the time we can cast it, we have a lot of mana already. 'Ramp' cards are ones that you want to see in your opening hand to get you into your game plan faster.
For this reason I would look into replacing some of the creature based ramp and some other low impact cards with this ramp that will get us executing our main game plan faster and better.
These can all be easily replaced with land based ramp spells as they don't get you any further ahead on mana than 1 land, or are one shot abilities when we want to be dropping big things multiple times over multiple turns.
Smokebraider Is unique because it produces 2 mana for only 2 investment, but only if we focus in on elemtals so can be left on a short list to be evaluated. We'll list other potential cuts later when looking at more over all deck evaluation.
The previous commentor has provided a list which at first glance seems to be comprehensive enough to provide some ideas for what to add.
More conventional commander wisdom suggests that you have at least 5 ways to directly interact with your opponents game plan. I personally nearly always play more than this, but you should have at least 5. This direct interaction is preferred to be the targetted simgle response cards that can remove threats in any shape or form. Of note, this removal count is seperate from the count of mass removal. At my count you have Song of the Dryads , the down tick of Domri, Anarch of Bolas and Ingot Chewer as easily accessable removal. Things like the trigger from your commander or things like Magmatic Force are more incedental as you can't rely on them doing what you want when you need it.
Cards that could be added in this slot are many. But it is a good idea to have as many as you can being generic answers to anything, but also you need to make sure that they are ones you can realistically weave into your game plan instead of leaving up those answers at all times. This is mostly a balncing act that is where fine tuning comes in from playing the deck. But potential recommendations for all purpose would be Beast Within and Chaos Warp . After that they become more specific but can be cheaper in mana,
- Nature's Claim
- Domri's Ambush
- Force of Vigor
- Krosan Grip
- Hull Breach
- Broken Bond
- Reclamation Sage
This may seem counterintuitive, seen as you are planning on being the big creature deck that wants the board presence. But sometimes the opponents boards just need answering (Not to mention that you might end up getting a lot of elemental death triggers from Omnath). As such having 2 or 3 creature wraths might be worth trying. And having 2 or 3 artifact and enchantment wraths will be good to have access to aswell. Something you already have so I assume you already know.
Creature wraths to consider in green red include
- Blasphemous Act
- Chandra's Ignition
- Chain Reaction
- Savage Twister - This one is representative of X cost ones that are interesting to try as it gives you the oppertunity of clearing out small creatures while keeping yours alive if you would prefer. Another one that can also be used to finish of players is Rolling Earthquake
You already have the cards for mass removing artifacts and enchantments so I won't bother listing any more.
One of the most common recommendations I have to make to people about their deck is to up the amount of card draw or selection in their decks. There is no point in having sweet cards and synergies in here if we never get to see them! Normally I recommend having 10 ways of drawing cards in your deck, with some of them being repeating and some being one shot. At my count you currently have 7 (Or 8 if you count Praetor's Counsel which can do effectively a similar job), so you are nearly there but I would recommend adding a couple mr just to smooth out the deck running.
- Harmonize is the most obvious recommendation withit being notorious for its colour pie break with not haveing a restriction based on creatures or similar.
- Horn of Greed is universal, but we should be getting more value from it.
- Greater Good is amazing if you keep having big creatures to sacrifice. Thankfully due to our commander triggers, we do!
- Chandra, Flamecaller can cover multiple bases of what we need, it can be counted as both a wrath AND a card draw engine :) IT also even makes elementals (of note, they get exiled at end step instead of dieing so you won't normally get Omnath triggers. Sacrificing them to Greater Good though....... )
- Rishkar's Expertise can be great card draw as you don't need to take a full turn off to refuel, you still get to cast something that costs less, which could be that removal spell or something you needed!
These overview sections are recommendations for generic cards that could go in. From here on, we will be looking at more specific card options, and possible cuts from the existing deck
Now, again as the previous commentor mentioned, there are multiple ways you can take an Omnath deck. My take on them being
- RG Big thing Ramp. No specific synergies in mind except for incidental ones like, I need land to cast my big spells, and this card cards about land. Not a bad deck by any means, just less commander or theme focused.
- Elemental Tribal Ramp. This seems to be closer to what you are currently going for. Similar to the RG ramp deck, just with tribal synergies from elementals
- Landfall / Lands Matter. Here we are focusing on many landfall triggers, and keep cycling our lands round and round to get them. This deck will likke having access to things like Crucible of Worlds and many effects like Exploration
Here, i will suggest some cards for each of them and maybe later on if you want we could look more into one or a mix of these strategies.
- Ruric Thar, the Unbowed This card is very very powerful. Expecially as the decks around you get more and more powerful and wanting to do more combo and storm bsaed strategies.
- Gruul Ragebeast A good way of keeping the board under control when you play your 'large and incharge' creatures
- Vorinclex, Voice of Hunger We have mana, they don't. Enough said really. Just beware that with this creature, sometines the adage If you can't remove the problem, remove the player can be applied to just killing you.
Other than ones recommended here, perhaps a good idea would be to use Gatherer or mtg.wtf to find elementals in your colour. Or cards which reference elementals in your colours, the example in wtf would be this
- Chandra, Acolyte of Flame can rebuy your ramp spells and can make elementals that will die to trigger Omnath.
- Chandra, Awakened Inferno A wrath that doesn't kill elementals and can provide a reasonable clock on the game with her uptick.
- Omnath, Locus of Mana Store mana for a rainy day. Or for hitting your opponents upside the head with it. Both work.
- Parallel Lives Double the tokens, double the elementals, double the damage. We like.
- Tornado Elemental clears out any things like Dragons, or Flying Slivers or similar. Also good at picking of planeswalkers as it has sudo unblockable.
- Liege of the Tangle we can go REALLY all in on making all our lands elementals and meaning that if someone wraths us we can basically kill everyone from Omnath triggers
- Budoka Gardener Ramp early game, big guys late game.
This deck idea might have elements that are closer to a combo deck than the others, but will still mostly be a midrange deck.
- Perilous Forays With your commander out this card is bonkers. But if we are making other elemental tokens too then we can truly get going somewhere
- Crucible of Worlds , Ramunap Excavator , Life from the Loam Allow you to play the lands from your graveyard after we have sacrificed them for effects. Also makes always hitting your lands drops easier if you are playing and sacrificing a fetch land
- Exploration , Azusa, Lost but Seeking , Oracle of Mul Daya all ways to play more lands per turn
- Cavalier of Flame can be card draw and synergizes with lands in graveyard. As well as being an elemental!
- Scapeshift lots of triggers all at once
- Splendid Reclamation if we are sacrificing lands then this gets them all back. Very good after a scapeshift
- Amulet of Vigor makes some of our ramp a lot more effective, while at the same time providing a good combo with Perilous Forays and Omnath, Locus of Rage Of recommendation if you run a lot of land recursion effects then other lands that sacrifice themselves might be worth it. Like Wasteland Strip Mine etc
I won't re-list the cuts recommeneded in the ramp section. I will be evaluating cuts in the assumption that the deck is wanting to be a combination of an elementals ramp deck and a lands value deck. A lot of these recomendations for cuts will have very similar reasonings, which I will elaborate on first to be able to be brief later on. These recommendations will possibly sound rather brutal, however I find that it makes it a lot easier to have too many cards that are on the cutting block rather than not enough.
- Too Slow. If the card takes too many turns to start pulling its weight then it could be replaced with something that does what we need sooner. This is common in cards which have 'at the beginning of your upkeep' effects as they will normally have to wait an entire turn cycle to start doing something. Enters the battlefield triggers or similar things that have an effect the turn you play them are often preferred.
- Too expensive. This should be self explanatory. If the card costs too much mana, especially if the same effect can be achieved for less mana then it should be exmined.
- Doesn't do enough. While the effect might be interesting and maybe something we actually want in the deck, The card just doesn't pull its weight in whatever role it is supposed to be doing
- Doesn't contribute to our game plan This might be a good card, maybe even a great card in other decks. But perhaps the effect just isn't one we need in this deck
- Cytoplast Root-Kin Too slow. Doesn't contribute to our game plan.
- Dragonmaster Outcast Too slow. Doesn't do enough
- Grazing Gladehart Doesn't do enough. While we like landfall triggers. The life gain is small enough to be negligable unless we are massrecycling all lands from our yard multiple times.
- Magmatic Force Too Slow.
- Magmaw Doens't contribute to our game plan / Doesn't Do enough. We can run other sac outlets if we want ways to sacrifice our elementals
- Scute Mob Possibly too slow. But I love me a scute mob so I'm fine with this staying in :D
- Spawnwrithe Doesn't do enough. However this one can stay in if you have found that you realistically get to connect with it at least twice to have four of them
- Tendershoot Dryad Doesn't contribute to our game plan. Though it is very good at gummin gup the board
- Tyrant of Discord Doesn't do enough. However if you change to having some ways to knock your opponents off of lands then the chances of this hitting multiple nonlands go up and its value does too. However there are enough control players where the onlything this will do is destroy a land at random
- Undergrowth Champion Deosn't do enough. It's got all the right keywords but thats about it
- Retreat to Kazandu Doesn't do enough. THe landfall idea is good, but putting 1 counter an a guy once or so a turn isn't worth the slot really
- Sword of the Animist Too Slow. We want this effect, but we aren't attacking multiple times in one turn so there are better effects to get lands from our deck. We don't neccessarily even have than many small creatures to equip this too to get it active early enough for the ramp to be that useful as ramp
- Animist's Awakening As much as i want this spell to ever be good. It's just not really at all.
- Journey of Discovery Too slow. For this to be actual search out ramp you need to entwine it which is then 6 mana. Any of the 4 mana double basics would be better here. Or just Explore type effects that cantrip too.
Turns out there is only slightly too much Nissa. (And not enough Chandra ;) ) All of the Nissas' contribute to our gameplan well except for Nissa, Voice of Zendikar . The general rule of Planeswalkers in commander is to assume that you will only get two activations if you are lucky. So with this one you will at best buff your team a little. Consider Garruk Wildspeaker instead maybe?
Other random Card Recommendations
- Boundless Realms All the rest of our lands from our deck? Yes please
- Sylvan Awakening We do this, then we overrun and nobody will be expecting it
- Genesis Wave As previously mentioned. It's the better Animist's Awakening
- The Mending of Dominaria More mass land recursion.
Well I hope some of this helped at least a little :)
3 months ago
Mathmagician Oh, yes I forgot about Springbloom Druid . It's a pretty good card, but it's basically a worse Harrow since the lands enter tapped. I imagine that the 1/1 body could be useful for blocking so it's up to you which one is worth the slot.
And about Sundering Growth , yes I definitely need to put that one in there over Broken Bond . The populate effect is insane in this deck. As far as Rootborn Defenses goes, it's awesome and I'd encourage you to put it in the deck if you add some white mana sources. As far as my build goes I'd prefer to stick with the two colors, but I'm sure the deck would benefit from that inclusion.
Thanks so much for the suggestions and playtesting! :) I've got plenty of other decks that could possibly use your help too lol
Broken Bond occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%