You may play an additional land on each of your turns.
|Want (7)||SirSpiffy , Eudaemoniac , Wills04 , Dobby3 , Ender666666 , TheBl0b , Trickgt|
Printings View all
|Urza's Saga (USG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Exploration occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 0.6%
Endr on Hail Hydra
1 day ago
I like the deck so far! I do have a few questions though. Are you building Hydra tribal or x spells tribal? And what's your overall budget if you are planning on building IRL?
A few other points which will depend some what on budget. You seem to have more then a few infinite mana combos. But I don't see a "I win the game now" way to use it. A few more tutors to grab your combos would probably help too. You could always use the transmute cards as tutors to save some money. You also seem a little light on ramp spells. I see something like 8 if them if we count Burgeoning and Exploration which can be dead cards without lands in hand. I would recommend more or mana doublers like Joe mentioned. And what's the reason for include Kruphix? Not saying it's the wrong choice necessarily. I just wanted to know why it's in the 99.
1 week ago
Have you considered Life from the Loam? Works well with the Horizon lands and Strip Mine/Wasteland and any of the Exploration style effects. Filling the graveyard is something most Sultai decks like too, especially Tasigur and Muldrotha.
Curious to know what other cards you've been brewing with and around.
2 weeks ago
So I've been retooling cEDH decks with the release of new sets and plenty of free time due to COVID-19 lock down and our group has come up with something quite powerful. It's all based around this core package of cards that any deck in Sultai colors can run:
With the additional supporting elements for the concept including:
The power lies in the fact that these are all cards a player can play as part of more natural development that offer incremental advantages without preventing decks from having resources left to interact and capitalize on the developmental advantages being accrued. Ultimately the core components of the combo combine to generate an infinite mana/card draw loop (that can also restock the library, it's a very nifty loop that works kind of like a swiss army knife), and these components aren't the types of cards players tend to want to spend interaction on, particularly when they know the deck is also running perhaps a Dramatic Scepter, Power Monolith, or Flash Hulk combo in addition. The critters do a fantastic job of halting Tymna advances, playing fetch lands repeatedly from the grave consistently bypasses one of the more difficult things for cEDH decks to get done due to low land counts with lots of fast mana (always make land drops), opening hand ramp out and consistency is significantly improved, and the supplemental pieces enhance these aspects very naturally while also offering a side line that locks opponents out in grindier matches (Strip Mine being used to manually Armageddon everyone else, often in a single turn when combined with Summer Bloom).
I've been testing the concept in any deck that can employ it and the results have been excellent, though they are best when paired with some additional concepts; namely mass card draw (Wheel effects in particular). I recommend giving the concept a try, it's quite enjoyable and astonishingly competitive.
2 weeks ago
Some good ramp cards through enchantment is Utopia Sprawl and Khalni Heart Expedition. I also believe there are more enchantress type cards that you are missing to help ya draw as ya play your enchantments.
2 weeks ago
Cool idea for a deck. it does feel a bit confusing though, giving your opponent all these tokens without being sure you won't be the target of attacks. You are going to be dependent on cards like Crawlspace and No Mercy for your survival, which could be tricky once your friends get to know the deck.
The Karoo lands (like Golgari Rot Farm and the such) are bad here, because you are not playing Exploration or Burgeoning, so you are just bouncing lands to your hand and playing lands tapped. I would replace these with Filter Lands (Graven Cairns, Fire-Lit Thicket and Twilight Mire). I am also not a fan of Temples, you could go a long way with Myriad Landscape and some basics instead.
Decimate is not great, you need four targets when it resolves or it fizzles. I prefer Gaze of Granite that will destroy all these pesky tokens if needed.
Harmonize and Read the Bones are both single-use cards that could make way for repeat draw engines of other. I feel Rhythm of the Wild could be a great addition. Sylvan Library is auto-include for me in green; if you don't have that, maybe get a Phyrexian Arena in there.
Ring of Xathrid also looks like a low-value card that could make way to something impactful like a Steel Hellkite, again a great card to manage your opponent's tokens.
Hope this is helpful!
3 weeks ago
GucciJesus - This deck seems like a good start but it does have a few glaring weaknesses. From what I can tell you only have 9 instances of ramp with a fairly high average CMC, Two enchantress cards not including your general and no clear game plan. Tuvasa is a fairly versatile commander with strong theming that draws her to have you jam every enchantment into a deck and roll with it. This will work in most low power metagames and feel strong as you will likely have few opponents with decks built to handle enchantments and the extra draw every turn will put you ahead in most cases. However, the lake of a true plan to win the game will, feel like a slog when you get to the last few moments of the game, where you just keep casting Tuvasa hoping she will stick so you can 21 someone, only to have her removed before combat.
This is where a focused game plan can help breath new life into your deck. Typically Tuvasa has two clear options: Pillow Fort Enchantress or Voltron Enchantress.
Enchantress Decks typically try to turbo out a bunch of cheap enchantments to eventually win with overwhelming card and some win-con.
The pillow fort variety will usually puts up a wall of enchantments (Sphere of Safety, Propaganda, Elephant Grass) to prevent your opponents from hurting you while you play cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience) with various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) to draw to a win-con (Opalescence, Starfield of Nyx)
Voltron attempts to win with a large Tuvasa, which appears to be the route that the Precon was built for. The issue is it seems you have no true protection from your commander. But Tuvasa is unique to other enchantment based voltron commanders in that she gets big with regular enchantments rather than aura's. Cards like Asceticism, Privileged Position can protect her, and cards like Levitation can help her get in for damage. The cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience), various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) still apply here.
Finally the ramp situation, if you are in a metagame that has limited mass enchantment removal (most) and shy's away from land destruction, then you should look to land aura's that ramp like Utopia Sprawl, give you extra land drops like Exploration or are just powerful like Carpet of Flowers. A good ration is around 10 to 12 ramp spells.
One final note while Sol Ring is a powerful card in most situations, it isn't necessarily better than the previously mentioned ramp spells, as they accelerate your game plan (buffing Tuvasa, draw you more cards) and can ramp you into Tuvasa, 3 things Sol Ring is not good for. I usually drop it from most of my decks where the commander doesn't have any colorless mana in their cost as its usually a dead draw in my opening hand and causes political problems.
3 weeks ago
We like your deck but like Bawx1235, we think it could benefit from being a little faster. Mana fixing is always a thing that needs to be taken care of in a five-color deck and one of the best cards currently out there for this, is Dryad of the Ilysian Grove. He acts as an Exploration and Prismatic Omen in one; either of which would also increase the deck's speed by the way.
Mrs. and Mr. NV_1980
3 weeks ago
Hey folks, as the title says I am looking for a few cards currently. They are as follows (set doesn't matter):
I have tons of stuff for trade! Check out my binder here. Everything listed is for trade, and the other cards on my wants are cards I will also trade for if you want to make the trade larger, but the ones listed above are my first priority for acquiring. I am willing to trade above the price of any of the cards I want, but the more cheap cards you take off my hands the more I'll throw in. The more of my wants you provide, the more I'll throw in. Simply put, I have too many cards. Please take some off my hands.
Even if you don't have ANY of my wants but I have cards you want, I will still be willing to try to work out a trade for whatever you might have! Feel free to throw offers or have me look at your binders. Let's do some trades, folks.