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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Conduit of Worlds
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate this ability only as a sorcery.
3 months ago
I don't have any personal experience using or facing Henzie, so I might be overlooking something, but this is what I can offer.
I might suggest adding a couple more sacrifice effects. Henzie "Toolbox" Torre's in kind of an unusual space for a commander: you want to cast it repeatedly to get the biggest discount possible, but the commander tax builds up quickly. Myth Unbound is worth considering to help with that. Burnt Offering can turn a discounted blitzed creature into more discounted blitzed creatures.
This is a pretty good looking deck where it's at.
4 months ago
VexenX: I’m very happy to see an update from you. I no longer maintain my list here (I do on Moxfield), but I still check here from time to time and compare our lists, as they used to be pretty familiar.
Omrath is still my best deck and the one I maintain and am currently known for in my group, and the LGS two hours away from me. I’ve taken it there for two tournaments, the first I won and went undefeated (and took out all players myself in each pod) and the second I did win first round, but lost out in the remaining rounds to a Captain Sisay deck. I also took it to MagicCon Minneapolis and had a very good showing.
As far as your current decklist goes, here are some of my observations. First up will be the additions:
Conduit of Worlds: At its core, Conduit is just Crucible, which is a strong enough card in our deck. But it allows us to recast our super strong permanents, like Doubling Season and Terror of the Peaks. Hell, even lets you keep recasting Omnath for 7. The one spell a turn isn’t a big deal, especially if we can rebuild and get super good value out of whatever we cast. Redundancy isn’t a bad thing, but I feel like this is a replacement for Crucible, not an addition to.
Burgeoning: I also picked up the pretty copy and through it and Ghost Town back in the deck (not only for nostalgic purposes, but also for a House Rules EDH tournament). Unfortunately, I personally don’t think it’s good enough anymore. It was only really good enough with Ghost Town to take advantage of making tokens during everyone’s turn. But having to rely on lands in hand to take advantage of it makes this a dead card most of the time, at least in my trials.
City on Fire: While it is nice to have a damage tripler, especially one in which you can Convoke out, I’m not sure it’s really necessary. I dropped Emancipation from my list and haven’t missed it at all. It feels just win-more to me.
Gruul Turf: Absolutely yes! This is an awesome card to have, and haven’t regretted adding it in. However, I feel like you are missing out on taking full advantage of it my not having Kodama of the East Tree in your list. Having those two and a token generator like Omnath, Field of the Dead, and Scute Swarm (which is also not in your list and an absolute powerhouse in the deck) you can generate infinite tokens, which gets even better with Terror of the Peaks and Warstorm Surge.
Now, onto the subtractions:
Dire-Strain Rampage: I’m not entirely too sure on this cut. It’s ramp and removal in one spell, but it also has Flashback. Ramp twice, remove things twice, or mix it up. It’s a pretty versatile card.
Rishkar's Expertise: I don’t think I can agree with this cut at all. The deck needs card draw, and this is one of the most powerful for the deck. Most of the time it’s a draw 5 and a free spell. Hell I’ve gotten a free Terror off of it and that meant game.
Finally, onto the cards I think you should be playing:
Tribute to the World Tree: I know you said you were looking for a cut above, but I can’t stress enough how you definitely need to. It’s an awesome card draw enchantment, and also buffs your smaller creatures, even tokens generated from Field and Scute.
Scute Swarm: I like to consider this the secret commander of the deck. It gets out of hand so fast. I’ve gotten a turn 4 win off the back of this little critter.
Kodama of the East Tree: Value engine. Not only does it enable you to make infinite tokens with Turf, just the value you get for dumping extra lands or other free permanents is insane.
Jeweled Lotus: I know it’s an expensive card, and a one-time use, but getting Omnath out earlier is super strong.
Earthcraft: This is probably one of the most powerful cards the deck can have. With as many tokens as we can potentially make, this card can ramp us like no other. I was hesitant to run it at first, but when I finally did, I regretted not doing it sooner.
That’s my two cents. I know it’s a lot to read, but hopefully it’ll give you something to think about!
4 months ago
Oracle of Mul Daya, Where Ancients Tread, Scapeshift, Awaken the Woods, Harrow, Conduit of Worlds, Cabaretti Courtyard, Riveteers Overlook, Ghost Town, Field of the Dead, City on Fire, Life from the Loam, Greensleeves, Maro-Sorcerer, Exploration, Nissa, Resurgent Animist, Titania, Nature's Force
Any reason to add a couple snow basics?
4 months ago
My suggestions are based on not spending an arm and a leg to make improvements but maybe a finger or toe.
At a quick glance the first comment I have is lands seem a little low. I personally lean towards 36 if the deck isn't mono colored.
I know they are a bit slower but I would suggest using the tri colored lands as you are already using fetches. These lands add some real good color fixing early on and if they do become dead in hand cycle them away. Spara's Headquarters, Zagoth Triome, Indatha Triome and Raffine's Tower. I would replace your lands that reference the opponent count to come in untapped.
A land that goes on theme is Mirrex since it can get you mites as the game drags on. A second land I recommend since your land base is so varied is Field of the Dead, the zombies can add up and are nice little chumps if need be.
With the above changes I would say Crucible of Worlds but if you find sometimes you struggle to have something to play Conduit of Worlds is an extra mana but has the ability to give you the chance to cast something when you might not have anything else to work with.
I would personally go full Praetor and run each variation if possible for the big flavor. The added benefit is each one of them is practically game warping, but be warned it can attract a lot of attention. The newest Vorinclex is probably the odd man out though since he only finds basic forests and Dominaria Sheoldred simply because of price. Added benefits of the new praetors is you can accelrate their saga. Realmbreaker, the Invasion Tree would then make a very nice inclusion if you go that way.
Cards to consider dumping for them from what I can at a first glance are Flesh-Eater Imp, Plague Stinger, Septic Rats and Slaughter Singer. I chose these because I don't feel once they hit the board they are something that people say "this needs to die".
Norn's Choirmaster is a recent card that gives your commander even more of a presence on the board.
On the sorcery since the only card that I don't like the look of is Nature's Lore, sure it is a cheap way to get you your colors especially if you have dual typed lands but if we are upping the land count I would switch it to a Skyshroud Claim since it can find you the same lands but untapped if the land can come in untapped for mana efficiency.
The biggest suggestion on the instant side would be to add Krosan Grip over Infectious Bite. Sure the bite is a form of removal and poison generation but I find having one of the best artifact/enchantment removals is the better option.
I understand the suggestion fromm KongMing as a strong one but I don't think it works the way he intended it Temporal Distortion does put counters on their lands but it removes ALL of them not just one so even if you proliferate it doesn't keep the lands tapped down longer unless you destroy your own enchantment.
Astral Cornucopia is nice with since you can keep building it but getting only one color out of it can be problematic at times. I suggest replacing with a Crystalline Crawler if you are find being a little off theme.
I would find a home for Chromatic Lantern, having one artifact to fix all of your mana problems is very nice especially when in more than two colors.
Overall there are a couple of other cards I would recommend to consider but unsure of an exact home without taking apart every step. Grafted Exoskeleton, Tainted Strike, if you go the praetor route Geth's Summons is a great reanimation spell of you have the corrupted. Yawgmoth's Vile Offering is also a very strong spell for reanimation and removal. Inexorable Tide should probably have a home somewhere, it is a bit high CMC but it gets the job done. As Foretold also helps a lot of mana problems, do keep in mind it can also be used off turns if you have instant speed spells.
5 months ago
I second Bitterblossom, the tokens created for your commanders value engine is easily worth the life loss, which itself is basically negated by your commander too.
And since you're in Sultai colors, including Muldrotha, the Gravetide for graveyard recursion seems beneficial, even though you're running Conduit of Worlds. Being able to recast a permanent with a good death trigger for your commander to use seems useful.
5 months ago
GodzSoldier: I should probably get Beledros added, as he would definitely be a great fit making tokens to sac and those tokens gain me life!
Dangerwillrobinson79: I was actually thinking of slotting Conduit of Worlds instead since it fits the Reanimator theme also, but I just wasn't sure how much it would be useful since I didn't build with land sac in mind - even though it's an option and I should probably attempt to get full value out of my commander. I'll try out both options.
5 months ago
Garruk, Cursed Huntsman, Regrowth, Goblin Anarchomancer, Decimate, Hull Breach, Klothys, God of Destiny, Cindervines, Xenagos, God of Revels, Return of the Wildspeaker, The Great Henge, Conduit of Worlds, Graveyard Trespasser Flip, Bala Ged Recovery Flip, Turntimber Symbiosis Flip, Masked Vandal, Shalai, Voice of Plenty, Akroma's Will, Inscription of Abundance, Dromoka's Command, Austere Command, Binding the Old Gods, Growing Rites of Itlimoc Flip, Legion's Landing Flip, Assassin's Trophy, Deadly Dispute, Big Score, Hostile Negotiations, Plumb the Forbidden, White Sun's Twilight, Skullclamp, Blood for Bones, Victimize, Liliana, Dreadhorde General, Tyvar's Stand, Temur Battle Rage, Domri, Anarch of Bolas, Domri, Chaos Bringer, Mage Slayer, Embercleave, Goreclaw, Terror of Qal Sisma, Hydra Omnivore, Ilharg, the Raze-Boar, Nylea, God of the Hunt, Kessig Wolf Run, Skarrg, the Rage Pits, Putrefy, Takenuma, Abandoned Mire, Staff of Compleation, Ashnod's Altar, Night's Whisper, Anoint with Affliction, Malakir Rebirth Flip, Black Sun's Twilight, Infectious Bite, Mythos of Nethroi, Tainted Strike, Noxious Revival, Glissa Sunslayer, Elesh Norn, Grand Cenobite, Soul Shatter, Arguel's Blood Fast Flip, Yawgmoth's Vile Offering, Rakdos Charm, Despark, Faithless Looting, Reconstruct History, Fracture, Blind Obedience, Thirsting Roots, Migloz, Maze Crusher, Apocalypse Hydra, Destined / Lead, Armed / Dangerous, Unearth, Taunting Elf,
6 months ago
- Petrified Field
- World Shaper
- Doubling Season
- Goblin Bombardment
- Zuran Orb
- Dictate of Erebos
- Eldritch Evolution
- Outland Liberator Flip