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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Koma, Cosmos Serpent
Legendary Creature — Serpent
This spell can't be countered.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
- Tap target permanent. Its activated abilities can't be activated this turn.
- Koma, Cosmos Serpent gains indestructible until end of turn.
2 weeks ago
Speaking of Sagas, they're amazing in muldrotha, I run The Cruelty of Gix, Binding the Old Gods, The Phasing of Zhalfir, Phyrexian Scriptures, and I am testing out The War in Heaven. Those probably would work better than Oblivion Stone.
In my hands, Muldrotha has been running better as a combo cEDH list. I have tried to build it other ways and it was honestly either too slow or too samey to my Zegana and Miirym lists. I think combo would work better, Muldrotha loves self mill and that can act as a sort of turbo way to draw through your deck.
If you're wanting to stick to ramp, you're going to need to speed it up
A good ramp package I use in U/G and U/G/X lists, tweaked for Muldrotha:
1 drop: 1-3
sometimes Birds of Paradise and other related mana guys
2 drop: ~6
Bloom Tender: I play this in almost every 3+ color list
3 drop: 1-2
Uro, Titan of Nature's Wrath: hilarious to recur every turn
You will also want some more heavier hitters up top, generally, in ramp heavy decks I will run anywhere from 8 to 15 (depending on how well I ramp). I want to be able to have a big finisher and keep them going in Ramp lists (you can see these 2 to see what I mean: Nature's Revenge (not recognized by brackets for some reason) and Baby Dwagon Ehhhhhh?, both are very powerful and keep the pressure up, I rarely have an issue with either too many big guys and not enough ramp.
I've been loving the ancient dragons
The other Jin-Gitaxias is also pretty potent
Here is my list if it helps give any ideas to help yours: The Circle of Life
Massacre Girl= Primaris Eliminator
Noxious Gearhulk= Necron Deathmark
The Eldest Reborn = The War in Heaven
I don't think I have put the combos down in the description yet but I can explain them if you want to know. Hope this helps!
2 months ago
5 months ago
5 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
6 months ago
I have a real loathing for all the "kitchen sink" cards that have been cropping up more and more lately - the type that give you a ton of fiddly little incremental advantages. Strixhaven was especially bad for this. Things like Magma Opus, Culmination of Studies, Multiple Choice, Pestilent Cauldron Flip, Scale the Heights... there's being versatile, then there's being overdesigned and obnoxious.
The same goes for creatures with a number of "might as well" abilities that are likely to never come up in actual gameplay. Questing Beast is perhaps the worst offender, but Moritte of the Frost, Vadrok, Apex of Thunder, Koma, Cosmos Serpent, Graveyard Trespasser Flip, Orvar, the All-Form, any double-sided creature... these things aren't even fun to read.
6 months ago
7 months ago
It's not a perfect system, like many WotC uses, but it's a rule of thumb, and as that, it works well enough. Basically you start at P+T=2xMV.Depending on the colour(s) of the card, it should be below or above that rate (as you said, blue creatures tend to be lower, whereas green creatures tend to be above). Good abilities decrease the stats from there (Koma, Cosmos Serpent), drawbacks or restrictions increase them (Lupine Prototype), as well as colour-heavy casting cost (Gigantosaurus).
Starting at around MV7, you can go above the rate easier, as 7+ creatures need to be bonkers good so it's worth curving out to them or cheating them in.
Gameplay-wise, your shark seems fine as a 3/4, but from a flavour-perspective, it seems weak for such an obviously infamous and ancient predator. That plus the in it's cost makes me think it would be fine as a 5/4.
8 months ago