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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Helm of Awakening
Spells cost less to play.
1 month ago
I have some suggestions for you, lad.
Field of Ruin is a group hug ramp for you, letting you target enemy #1 and boost everyone else.
Helm of Awakening gives everyone ramp, which is just so generous of you, might I add.
Another thing to note is adding more multi-colored lands and adding more fetch lands.
Check your artifacts for duplicates. (;
1 month ago
You could try Helm of Awakening if you want group hug stuff! It's a little weird, a little wacky, but it's pretty good ramp if you just want to ensue chaos.
5 months ago
zach3584 I'm trying to wrap my head around this. Carah is lovely, but also frightening.
I tested her in a Rielle, the Everwise deck. Tapping her to exile a card is great. But casting and exiling three seems very risky, especially since casting a second DA will exile the next three cards and so on. Unless you have a lot of ramp or cost reduction, I don't see how you can keep up without losing a lot of potentially important cards into exile. You don't run a lot of rocks or cost reducers like Helm of Awakening, and you don't run Neheb, the Eternal or Neheb, Dreadhorde Champion.
So, how do you even cast all those cards exiled by Carah? How well does the deck fare?
5 months ago
I'm not sure how you could force an opponent to cast their 2nd spell each turn. Usually you attempt to limit them, not encourage them. I suppose Arcane Melee and Helm of Awakening might be a good place to start?
And, if you do Kindred Discovery naming Knight, you'll draw whenever you get that token, which during your own turn will also satisfy your draw requirement to get even more cards, as well.
6 months ago
TypicalTimmy: While I understand the merit of your comment, I don't agree with the statement that cost reduction is better than ramp. Yes, cost reduction is good but there are lots of times where ramp is just better.
The main issues with cost reduction are:
It's very targetted. Most of the time it only affects a colour, or a card type (or even just a specific creature type). This means that while it helps some cards in your deck, it also doesn't help a large handful, unlike traditional ramp.
Most of the time it doesn't help with hard costs. Reducing the generic cost is nice, but a lot of places where decks get stuck is paying for hard costs, which most cost reducers don't help with at all. This is exacerbated when a deck is 3+ colours.
It does nothing for cheap costed spells. If I'm running a lot of one cost spells, or two cmc completely hard costed spells (think something like Dovin's Veto) then a piece of mana ramp will do just as much as a cost reducer, or in some cases much more.
A lot of decks are only playiing one or two spells a turn. If this is the case then reducing one spell by one mana is the same as playing one ramp piece. Don'ty get me wrong, there are decks where the storm count is high and in those decks I fully endorse running cost reducers, but there are a lot of battlecruiser style decks where a ramp spell would have done just as much.
The better cost reducers are expensive and generally few and far between. You're looking at 3+ mana for the more flexible ones, where you want your ramp spells to be coming down generally between one and two mana. And even at three mana, cards like Cultivate get you two coloured sources of mana, which then feeds back into my earlier point.
Cost reducers will become more high value targets than ramp pieces. While you can destroy a mana rock in the same way, an Urza's Incubator will pull a lot more aggression against it than a Chromatic Lantern. And the loss of the incubator will generally much more negatively affect the deck than the lost of a single ramp piece.
A lot of players will only run a few cost reducers in place of the correct amount of ramp. "this does more so I don't have to run as much ramp" is a pretty common deck building attitude that I see (especially in sliver decks - seriously, sliver decks are some of the most unimaginative decks out there) as they expect that something like their Urza's Incubator will be all they need for ramp. But this reduces the overall ramp the deck has which in turn ends up making it slower overall. And I understand that this is a shortcoming of the player, not the cost reducer but I'm still listing it here as it's pretty common.
Don't get me wrong, ther are lots of places where cost reducers do some serious legwork, however it's important to actually assess what the deck is trying to achieve and understanding the pros and cons of each rather than just apply a blanket rule of X > Y.
It's also worth mentioning the decks where they do the most legowrk, the cost reducer is treated more as a combo piece rather than a mana rock substitute, for example with Elsha of the Infinite + Sensei's Divining Top + Helm of Awakening.
6 months ago
Could I recommend adding in Reiterate? It's (if anything) a more powerful infinite combo piece than Dualcaster Mage + Twinflame or Dualcaster Mage + Heat Shimmer . Given enough mana to pay its buyback cost, it typically results in both infinite mana and infinite cast triggers with Inner Fire, Battle Hymn or Brightstone Ritual. It can even feed off of Seething Song if you have at least 2 or 3 of Runaway Steam-Kin, Helm of Awakening and Ruby Medallion on the field.
1 year ago
Love this :)
Here are some other cards you might want to consider trying out! Helm of Awakening, Well of Ideas, Horn of Greed, Anvil of Bogardan, Otherworld Atlas, Prosperity, Kami of the Crescent Moon, Jester's Mask, Horn of Plenty