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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Idol of Oblivion
: Draw a card. Activate this ability only if you created a token this turn.
, , Sacrifice this: Create a 10/10 colourless Eldrazi creature token.
3 weeks ago
Thanks for the upvote
White has gotten some great toys of card draw.
Other cards like.
And to a lesser degree.
Also my cmdr Djeru, With Eyes Open will always replace its self with elspeth.
1 month ago
Hi decidingtoast! Thanks for the comments and suggestions! Idol of Oblivion is a great card in a token deck. Nonetheless, while we make angel tokens as much as is reasonable, we only do so in the most efficient ways, and I think tying draw to token generation will result in inconsistent draw. This ties into a misconception about the deck. I think some builds online that I've seen really try to go out on tokens. While free tokens are indeed great with Giada since she pumps them, she doesn't really incentivize them over cast angels. Since angel tokens are big and fly, game design makes them more difficult to generate, and if we leaned more into this theme we'd be committing a lot of mana to it and would be slowing down the deck quite a bit. Instead we really only play Angelic Accord effects where we get free angel tokens from our life gain, which synergizes with both the angel piece of our theme and the life-gain aspects of the deck. I've only recently added Eye of Vecna so the jury is still out, but its not even close to painful due to our life gain, and is unconditional and consistent, even if we do have to pay each time, which is the downside of the card. Nonetheless paying for our cards is a thing in white, and at least with Eye since its an upkeep trigger we'll always have the mana to pay if we want to (whereas if we gain life with Dawn of Hope out after tapping out it won't do us much good, since we won't be able to pay the ). Tome of Legends, on the other hand, is a card I have a lot of experience of and is nothing short of amazing. Since Giada flys and has vigilance we can usually attack with her every turn, and can then tap her to cast more angels during our second main phase, meaning we'll always have the counters to power it and will basically get one card for every turn, which is a great rate.
As for Faceless Haven, the reason this card is a consideration for the deck is because of a wacky combo with Snow-Covered Plains and The Book of Exalted Deeds. Basically if we make a haven a creature, we can then sac the book to put a divinity counter on it. At the end of turn it will revert to being a land but will keep the counter, basically meaning we have a land version of Platinum Angel. Since land destruction is less common this will be a major barrier to our opponents winning the game by any means, which gives us time to destroy them. Committing to Snow-Covered Plains is also seen as beneficial because for decks running Extraplanar Lens Snow Plains are seen as beneficial since they don't help your opponents. Both the book and Faceless Haven are tutorable with Search for Glory, which can help with putting this together.
There really isn't much of an argument against running this combo, and Mutavault would make it more consistent, so that's a good call! So far I haven't quite felt committed enough to pick up the set of snow plains and these cards, but having two ways to do it could push me over the edge. I'll definitely put Mutavault on the maybe board.
1 month ago
If your deck is puking out tokens on the regular, might I recommend Idol of Oblivion? It's more efficient and less painful than Eye of Vecna, and it's probably more consistent than Tome of Legends. Also, I noticed that your maybe section has Faceless Haven. If you're considering that, Mutavault is probably also worth consideration I think.
1 month ago
IMO, as a removal spell, Decimate is neither an instant or low-mana. It can certainly do a lot of damage to the board state, but I would much rather have a Beast Within, Generous Gift, or perhaps a Swords to Plowshares or a Path to Exile.
I think you might be going a little heavy on the ramp. In a green three color deck, especially if you have all your shock and fetch lands, having three signets and three talismans is probably overkill.
Given that Rhythm of the Wild is under the
ProtectMyBalls category, I'm assuming you're mostly using it for the
can't be countered effect. In which case, I would consider how many of your creatures you think opponents are going to actually counter. Take a look through your list of creatures, then list all the ones you yourself would counter if an opponent played it. Then think if its really worth making those not counterable instead of some other card. While there may be a few which you don't want to be counterable, also consider the order these cards need to be played and that you will need Rhythm of the Wild out before you play your big stuff. IMO the chances are too slim.
I think the most glaring change I would make is adding some more card draw. There is very little if any explicit card draw in this deck. Given that your commander makes 1/1's left and right, consider a Skullclamp. Also, IMO Esper Sentinel belongs in any white deck. Since you're making tokens very often, a Welcoming Vampire would work well here, and also an Idol of Oblivion.
Looks like the vast majority of your Good Boys And Good Girls are actually girls and not many boys. Is that intentional? Or are the cats in MTG just generally better or more abundant than the dogs?
Otherwise, be on the lookout for the usefulness of Second Harvest. I've personally removed that from at least one of my decks since I think its kinda a "win-more" card. For it to be actually really valuable you already need to have at least a few tokens out. But, I've definitely drawn that card when I don't have any tokens out and its screwed me over. Granted, your deck makes tokens quite easily, so this might be a good card for this deck. Just something to maybe watch out for.
Lastly, take a look at your deck's average CMC. Its relatively low but you might be able to trim it down a bit. It might help to consider the CMC of a given card vs the CMC of your commander. In general, I like to make that comparison since in-game, if I have a card in my hand that is 4 CMC and my commander is 4 CMC, I am more likely to play my commander, then next turn I want to either play something 5 CMC or multiple lesser CMCs. Also, at the beginning of the game, you want to increase the chances that you're drawing cards which you can play before your commander, otherwise you have wasted turns at the beginning.
1 month ago
I studied all your comments carefully. THANKS for all the good advices. I usually dropped as much cards as i possibly could in order to gain maximum profit out of my commander. i always established a nice card draw engine Welcoming Vampire, Idol of Oblivion, Skullclamp... so i usually never ran out of hand cards...- BUT i will definitely play a little more patient and reserved next time and not show off my threats immediately. That was kinda dump i guess ;P
also i spread my "love" too much in the beginning instead of going in for the kill one by one. So that's another thing i must change in my playstyle.
Can't wait for the next edh session to see how things will turn out.
Y'all have a nice weekend!
2 months ago
Alrund's Epiphany Arachnogenesis Awakening Zone Bane of Progress Barkchannel Pathway Flip Beacon of Creation Birds of Paradise Circle of Dreams Druid Crafty Cutpurse Craterhoof Behemoth Cryptolith Rite Deep Forest Hermit Dreamroot Cascade Fabled Passage Fierce Guardianship Garruk, Primal Hunter Idol of Oblivion Junk Winder Koma, Cosmos Serpent Master of Waves Misty Rainforest Mystic Reflection Mystic Sanctuary Nissa, Voice of Zendikar Oko, Thief of Crowns Otawara, Soaring City Priest of Titania Prismatic Vista Reality Shift Reef Worm Replicating Ring Repudiate / Replicate Rite of Replication Sakashima of a Thousand Faces Second Harvest Shamanic Revelation Sublime Epiphany Sylvan Library Theoretical Duplication Timestream Navigator Treasure Vault Tropical Island Waterlogged Grove Worldly Tutor Yavimaya, Cradle of Growth Freyalise, Llanowar's Fury
2 months ago
As for suggestions, with Syr Konrad, the Grim you absolutely want to play Living Death. It's super powerful and so fun. You can wipe the board, bring all of your best stuff back, and do tons of damage. I'd also play Dusk / Dawn, which is a board wipe and recursion card stapled together. Rise of the Dark Realms is also a way to get everything back. It's tons of fun. You also need a lot more ramp, and they need to be all at 2cmc so you can play Varina early. You'll also want Crashing Drawbridge to give everything haste and get your engine going. You have the signets but need Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, and Coldsteel Heart. You want ten pieces of ramp that are 2cmc or less to hopefully get Varina out early and get you going. Necromancy, Dance of the Dead, and Diabolic Servitude are also great recursion pieces. I particularly love the latter because while it is 4cmc, it is the gift that keeps on giving. I'd also replace Dovin's Veto with Arcane Denial, which is easier to cast and more flexible, and add Oblation is for added flexibility with removal. I's also add most of the zombies from your maybe board as they are all great, and would skip over most of the non-zombies except Syr Konrad as they aren't good enough. If you are going to add any non-zombies I'd think about Blood Artist and Falkenrath Noble which will make blocking and killing your zombies less desirable for your opponents. I'd also skip most of the non-Zombie, non-Tribal cards in your maybe board. Fact or Fiction is good in many other decks, but its redundant to the point of being pointless here. We want to avoid the good stuff cards! Same goes with Training Grounds, Reflections of Littjara, and Idol of Oblivion. Kindred Discovery is so good here, but make sure to replace a sub-optimal card draw piece in your current list with it. Feast of Sanity looks wicked fun, so I'd definitely play that! Return from Extinction is super meh. You want to return things to the battlefield and not your hand!
3 months ago
Ah for sure, just wanted to make sure my feedback is relevant to what you actually need some help with SpeedBuster.
I've witnessed the power of Sword of the Animist in my own Isshin deck. In the last game I played with it, I was able to pull all of my basics out! If you're cool with 31 lands, then more power to you. I usually try not to go lower than 34-35, depending on the deck. I usually only see cEDH tier decks running lands in the high 20s to low 30s, due to their fast mana.
If you're interested in draw and synergies with tokens/Aristocrats, I'd suggest checking out the following:
- Skullclamp - If you have the budget for it. Great for chewing up tokens
- Deadly Dispute - Bonus treasure token is great
- Plumb the Forbidden - Especially with a board full of tokens
- Reckoner's Bargain
- Liliana's Standard Bearer - Post board-wipe gas
These options are all pretty cheap and useful at various points of the game for quick bumps.
Other draw options that are more repeatable, but still fit with Isshin: