Creature — Kor Scout
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
|Want (2)||TrevStar7 , defboi|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Kor Cartographer Discussion
1 month ago
Akroma's MemorialOmen MachineAminatou, the FateshifterWood ElvesFarhaven ElfGreat WhaleKor CartographerMaelstrom WandererNyxbloom AncientPeregrine DrakeRamos, Dragon EngineSakura-Tribe ElderTidespout TyrantUlvenwald HydraZacama, Primal CalamityLurking PredatorsMana ReflectionMirror MarchPrimeval BountySylvan LibraryTreachery
1 month ago
sergiodelrio I made some adjustments to the land base using your suggestions and I also dropped in Kor Cartographer in place of Environmental Sciences, just to have some more creatures, and I dropped my 1 copy of Emeria Shepherd since I have 2 Emeria, The Sky Ruin already. I replaced it with Admonition Angel. You seem pretty knowledgeable in Modern, so let me know what you think. I’m fairly new to deck building from scratch so all pointers are appreciated!
3 months ago
TerraBlaze I personally love running Dockside Extortionist, Kor Cartographer and Solemn Simulacrum with cards like Twinflame, Cloudshift, Ephemerate, and Eerie Interlude. To a lesser extent Graceful Reprieve. If you are doing something like this as a package of protection spells as well as additional targets then the idea of putting the recruiters in work pretty well.
4 months ago
Hey there! Finally getting around to this. Sorry it took me an extra day.
So I’m mostly a red player at heart but I should have some ideas for you and it’s entirely possible you’ve thought of them before.
I always like to suggest Settle the Wreckage in creature-focused white decks for two reasons: 1) at a minimum it’s a board wipe that exiles opponent’s attackers and 2) at its max it can be a gnarly tool for ramp on yourself (not as ideal on non-token creatures but it’s still a novel idea). The other recent white wipe I rather like is Winds of Abandon . Yes, it ramps you opponents up but more than likely would be used late game. Also, if used you can think about adding in white ramp spells like Kor Cartographer and Cartographer's Hawk that need opponents to have more lands than you to hit those ramps. Seems conditional but that’s how ramp works in white. Again, even excluding those latter cards both wipes are very good to include IMO.
Another creature-focused card that could work here is Sneak Attack . Cost effective and still triggers Bruce’s ETB. Reconnaissance provides your creatures protection and untaps them if you’re in a tight spot.
Cards like Chance for Glory and Final Fortune are personal favorites of mine (because I’m a reckless RED player, haha) that give you a quick second upkeep for Ravos, Soultender to trigger again (also one last chance to attack with Bruce).
I think Berserkers' Onslaught could come out for Avatar of Slaughter only because it gives you another creature. Bedlam or Goblin War Drums seem like great adds to a high-octane offensive deck like this too!
I hope these suggestions don’t discourage you. This deck looks awesome, and I’m not saying it would play better with these cards but that it would be the direction I’d personally take it. Overall, the deck looks incredibly balanced with your quantities of sorceries/instants/artifacts/planeswalkers/etc. My only other suggestion at the moment would be to maybe go down 1-2 lands, as it opens another two slots for you. I typically run 34 in most of my decks and everything runs great.
multimedia on Teysa
5 months ago
Hey, you don't need massive help. This is a good first version especially if it's your first deck.
Some advice is try to reduce the mana curve. A 3.5 avg CMC is high, reducing this number will help gameplay. You want to prioritize the four, five or higher CMC cards. Keep the best ones for your strategy and cut the others. This deck building process is called streamlining or "cutting the fat". Adding more draw and ramp will help game play.
An example, the best fours drops here are: Teysa, Smothering Tithe, Pitiless Plunderer, Luminous Broodmoth, Elenda, Anointed Procession. Best five drops and six drops here: Sidisi, Thalisse, Wurmcoil Engine, Elspeth.
All the others not named could be cut to reduce the mana curve. A five drop that has a powerful die trigger is Archon of Justice, it's an upgrade for Liesa, Shroud of Dusk. Solemn Simulacrum is a fine four drop for ramp and a draw trigger when it dies, it's an upgrade for Kor Cartographer.
Reducing the mana curve means cutting high CMC cards for lower ones. Some examples:
Cutting Teysa, Envoy of Ghosts, a seven drop, adding one drop Skullclamp. Skullclamp is one of the better cards with Teysa for a draw engine. It's die trigger draws four cards, it's very good with the 1/1 token theme and sac outlets.
Cutting Increasing Devotion, adding Viscera Seer, five drop for a one drop. You can create tokens from many other sources that have more interaction with Teysa than Devotion does. Seer is a one drop repeatable sac outlet who can also be repeatable filtering the top card of your library to help draws especially with Skullclamp.
Cutting Debtors' Knell, adding Phyrexian Reclamation. A seven drop that doesn't do anything the turn you play it for a one drop that's mana efficient repeatable creature recursion even at instant speed.
Adding more two drop mana rocks: Talisman of Hierarchy and Orzhov Signet to improve ramp by cutting some four drops such as Oketra the True and Ill-Gotten Inheritance. For your deck Oketra is an expensive price card that's a mana expensive source of tokens which doesn't have much interaction with Teysa.
- Teysa + Ashnod's Altar + Pitiless Plunderer + Reassembling Skeleton = infinite mana and infinite die triggers.
- Teysa + Ashnod's Altar + Nim Deathmantle + Ministrant of Obligation = infinite Spirits and infinite die triggers. Do this combo on your last opponent's turn to then on your next turn attack all opponents with infinite Spirits.
If interested I offer more advice. Would you like more advice? Good luck with your deck.
6 months ago
Personally I think mono white is by far the weakest color in edh, and the gap is only growing with the great new Boros commanders we've had out recently and some good mono-red options as well. I say this as a white player who has tried many times to make a mono white commander deck that I like, only to be always disappointed and to take it apart.
The problem is not really ramp imo. White actually has more ramp than most other non-green colors with cards like Kor Cartographer and Boreas Charger , and, as others have said, they can use the same mana rocks and Sword of the Animist style cards that other colors use.
I don't think the problem is really overall direction either. One thing they have done in recent sets with cards like Cosmic Intervention , Semester's End , Unbreakable Formation , and Teferi's Protection giving white more ways to protect a board state at instant speed, which it often needs in commander. Its always had the best removal, and it also has recursion and some great new lifegain synergies with one great new commander in Heliod, Sun-Crowned .
The problem is absolutely and overwhelmingly an abyssmal lack of card draw. The only helps to this in recent years have been Sram, Senior Edificer and Mangara, the Diplomat , but these are few and far between. Recenty Ari Nieh, the new guy representing white on the council of colors was on Tolarian Community College, and he expressed some of the prior thinking on card draw in white that has led to these problems. In short, an example of what they thought card draw was is God-Eternal Oketra . While a great card, Oketra clearly doesn't draw cards, but they reasoned that the fact that it produces big tokens was basically the same thing. The fact that developers whose job is to make this game actually thought that just shows how far away they are from understanding our format. Apparently Mark Rosewater has had a change of heart recently, and hence why we have Mangara, but there's a long way to go. Every other color can draw cards on its own without support of another color if need be, but its real tough in white.
6 months ago
9 months ago
Hiya! Long time Boros player, got a lot of suggestions.
2) Some of your ramp seems rather strange. It doesn't seem like it would be very consistent, or there are much better options. I would cut Kor Cartographer and Solemn Simulacrum for speed reasons- the deck wants to ramp earlier rather than later since Feather wants to be able to come down and get the deck going earlier rather than later. I would also cut Boreas Charger and Surveyor's Scope as they're also slow, but possibly unreliable/inconsistent. The two new cards from Kaldheim work well as ramp. I would also recommend (if possible) to pick up the medallions as they're going to save you a lot of mana ( Pearl Medallion , Ruby Medallion ). If not plausible in the near future, just find some other cheap mana rock.
3) A few cuts to suggest. First and foremost, cut Lightning Greaves right away. That card will make it so that you can't target your own creatures either, so it is a hard non-bo with your deck. I would also replace any removal in your deck that isn't an instant, that way you can fetch it all with Sunforger (as a side note, Magnetic Theft is great in a Feather deck with Sunforger ). I would personally cut the recursion cards. I understand wanting to get back some of your really good instants and sorceries if they get stuck in the graveyard, but I find Feather to be enough recursion. If you really want to run recursion, I suggest something cheaper (and more powerful) like Underworld Breach .
4) Finally, I would up the land count in the deck. Feather is a VERY mana hungry commander. Thus, you want to be super sure you make your land drop every single turn. 34 lands will make that difficult, even with all your cantrips. 38 is the sweet spot I've found for the typical Feather deck.