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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Exploration
Enchantment
You may play an additional land on each of your turns.
eliakimras on
Sytphilis (give it to your opponents)
2 weeks ago
Hello! I went through your list looking for spots to upgrade, but I found almost none: congratulations, it is really optimized!
Still, I believe you might want to consider some of these cards to increase your engine:
Ramp: Cultivate and Llanowar Elves could be Starfield Mystic, Bear Umbra, Burgeoning or Exploration instead, to stick with the Enchantments theme.
Draw: Don't forget the other enchantresses (Satyr Enchanter, Verduran Enchantress). I would take out Hyena Umbra and Cartouche of Solidarity for them.
Tutors: Heliod's Pilgrim might be better than Moon-Blessed Cleric, since it puts the card in your hand.
Pillowfort: Raking Canopy is probably more effective to deflect fliers than Spider Umbra. Elephant Grass could take White Sun's Twilight's place, since the former does not blow your own field.
Evasion: You might want Unquestioned Authority for extra evasion. It might replace Aegis of the Gods. (In my experience, players' spells do not usually target other players.)
Hate pieces: Rest in Peace, Ground Seal, Solemnity, Authority of the Consuls, Blind Obedience are some cards you might want to include.
Win conditions:
- Since your deck punishes artifacts so heavily (Austere Command, Stony Silence, Titania's Song), I believe Helm of the Gods could be swapped out for Primal Order as a punisher for nonbasic landbases. (Against my decks, it would be doing all the damage.)
- Michiko's Reign of Truth Flip, Katilda, Dawnhart Martyr Flip and Hallowed Haunting might be good finishers for your deck.
RCD2023 on
Lathiel, Who Blots Out the Sun
3 weeks ago
hello rakdosrunner!!
i really enjoyed the enforce that u had describing the deck and the mechanics.
i'm playing Lathiel for a long long time and i'm updating him a lot since then.
all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).
firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel
it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )
starting with the nasty combos :
God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again
Lathiel Gatling Gun: Walking Ballista + Heliod, Sun-Crowned or Cleric Class
“Life moves pretty fast..” — Ferris Bueller’s Spike Feeder + Light of Promise
ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect
draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana
tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players
utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/
Good interactions : Aura Shards , Force of Vigor 2 ducks 1 shot ,Farewell exile :) , Kenrith's Transformation (interaction with draw)
_Kane_ on
Omnath, Locus of Rage
3 weeks ago
Wants:
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?
Kaweiwu on
Eldrazi Bitches
1 month ago
Quicksilver Amulet, Elvish Piper, Monster Manual, Sol Ring, Lurking Predators, Sneak Attack etc come to mind. Also, i'd add 8-9 lands. 37-38 seems appropriate for this deck. If they don't lack flavour the usual supects like Birds of Paradise, maybe Exploration or the other one. Mayael the Anima
NV_1980 on
Copying Koma's Copies
2 months ago
Nice deck idea. I think it could benefit a lot though in terms of speed, from changing out some of the higher cost spells for some of lower cost. I play-tested this a few times, but usually had to wait until turn 4 before I could cast my first spell. In terms of cheaper ramp, there's plenty to choose from, but some of my ideas would include Burgeoning, Exploration, Fyndhorn Elves, Llanowar Elves, Lotus Cobra, Nature's Lore and Rampant Growth.
As for other ideas, Helm of the Host seems nice if you want to copy legendaries. I've noticed you've also included a stealing-theme. Maybe Empress Galina strikes your fancy. Great thing about her is that the legendaries you steal with her remain under your control even when she leaves the battlefield.
Have fun with the deck!
wallisface on
Dragon/ Treasure
4 months ago
Some thoughts:
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the deck is not currently legal, Exploration is not legal in Modern, and nor is the Dragonspeaker Shaman in your sideboard.
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Cut your deck down to 60 cards. Your current list is 78, which is waay over this, and will lead to your deck being much less consistent, and much weaker overall.
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You’re also playing waaay too many cards as 1-ofs/2-ofs, which will further lead to an inconsistent and weaker deck. Most decks should be aiming for the vast majority of their cards to be playsets (4-ofs).
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Your mana curve looks waay too steep to me. I know you have some ramp, and have the ability to cheat creatures into play, but i’m still really skeptical of this mana curve. With 1/3rd of your deck costing 4-or-more mana, I get the feeling this is going to play really slowly/clumsily.
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your sideboard doesn’t appear to be doing a lot - most of these cards look like things you couldn’t justify putting in the main deck. A sideboard is intended to help your deck battle against its bad matchups - i think you need to re-address what you’re doing there.
keizerbuns on
Gate Fall
5 months ago
Neat deck, Landfall and Gates seem to go hand in hand very well! I can't think of that many great landfall or gate cards that you don't already have in here, but there are still a few that come to mind that might be worth looking into.
Dryad of the Ilysian Grove is an amazing mana fixer/mana ramper and I feel like it would be a perfect fit in this deck. Likewise, Chromatic Lantern is a great mana fixer too, but it doesn't offer any more than that so it might not be that great, but I think it's still worth considering.
Sakura-Tribe Scout is another great 1-drop mana-ramper that you could add in alongside Burgeoning and Exploration for additional early-game ramp.
A personal favorite landfall card of mine is Valakut Exploration. With all of the additional land drops you're getting per turn, Valakut can pop off hard and let you dig deep into your deck each turn.
Last, if you decide to add either Dryad of the Ilysian Grove or Chromatic Lantern, then you could also add Valakut, the Molten Pinnacle as an additional win-con for your deck.
Hopefully this was helpful!
IllWarriors on
Kura, Secret Tron EDH
5 months ago
Profet93, you've got a lot of good points, here are my thoughts...
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I see your point with my inclusion of Thought Vessel and I would agree something like Heart Warden would be a good swap. In my experience with playing this deck so far, I've actually enjoyed having Thought Vessel as well as Reliquary Tower. When to comes to tutoring for lands, there are usually some more important hits before I would go for the Tower. The tron lands are usually first, but then if I do get another chance to search I'll go for some more explosive plays since I'm usually looking for something like Eye of Ugin, Gaea's Cradle, or Sanctum of Ugin to really pop off. In the games where I have been able to draw a ton of cards past hand size, it's been nice to have that redundancy. That being said, I can see myself playing around with swapping it for something more useful in the future.
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You're totally right about Tempt with Discovery. However, in my current meta we tend not to run loads of LD. It's just not really how we like to play. In the few games where that has come up, I've just had to politics my way aroud it. It's got a lot of potential for explosive turns, but should my meta shift to feature more LD I can easily see myself swapping it out.
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Yup, I think I'll take you up on the Skyshroud Claim. Burnished Hart is a card I like to throw into a lot of decks, but after play testing a bit, it's felt pretty slow since it takes 6 mana total to get the effect.
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I like the idea of Skullclamp. I did run Bequeathal, and Skullclamp feels like a repeatable version of that. I think it's definitely something I'll consider freeing up space for.
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Eternal Witness should've been in this deck a while ago. I liked the lower cost of Regrowth but I like the value of having another body on the field while I'm setting up or trying to re-establish a foothold in the game, so I'm definitely swapping that out.
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Lurking Predators has probably led to the most explosive and fun games this deck has had. You're totally right that I won't get cast triggers, but honestly those have been mostly negligible once Predators has been out for a turn cycle. Hitting any of the titans or something like Blightsteel Colossus most of the time is enough to close out the game, especially if you hit multiple.
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I'm always curious as to what others might cut, so I'm all ears.
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Land count was something I was worried about with such a high curve, but so far that hasn't been much of an issue. It really comes down to taking the right hand and usually you're just fine. Most the time, once you hit 5 mana and can get Kura, the Boundless Sky out, you're all set. It feels a little low especially when I do run cards like Exploration, but my intention behind that was to be able to get tron lands out faster once they're in hand, and not necessarily to hit a land drop every turn.
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I don't run fetchlands because I just don't want to. Would it make the deck better? Absolutely. It's another one of those situations where I know it would improve the deck, so I'm intentionally trying to balance the deck from being too good. The intent behind this deck is to be explosive and play big bombs, but not be a pubstomper. Because of that, I'm making sure to carefully balance how fast the deck can play.
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I love Scapeshift! I know I considered it back when I made the deck but it must've slipped my mind. It's a definite candidate, especially as a good swap for Tempt with Discovery.
Thanks for your feedback! I really enjoyed reading all of your thoughts!
Have (6) | Azdranax , metalmagic , MrCrazzyc , Galdelonian , sepheroth119 , gildan_bladeborn |
Want (14) | Phyrexian_Negotiator , jw560211_magic , OutlandishMatt , mitchman502 , Divine-Asura , rtadams , Amaterasu312 , ReturnMySquishies , Atzaru , Cicjose , Black09 , taggs96 , Governor_Lenin , JasperShiba |