Lukka, Coppercoat Outcast

Lukka, Coppercoat Outcast

Legendary Planeswalker — Lukka

+1: Exile the top three cards of your library. Creature cards exiled this way gain "You may cast this card from exile as long as you control a Lukka planeswalker."

-2: Exile target creature you control, then reveal cards from the top of your library until you reveal a creature card with higher converted mana cost. Put that card onto the battlefield and the rest on the bottom of your library in a random order.

-7: Each creature you control deals damage equal to its power to each opponent.

Browse Alters View at Gatherer

Trade

Have (1) yoloswagmoney123
Want (3) rpie4444 , Zelpoke , abby315

Printings View all

Set Rarity
Ikoria: Lair of Behemoths (IKO) Mythic Rare

Combos Browse all

Legality

Format Legality
Leviathan Legal
Highlander Legal
Standard Legal
Brawl Legal
Duel Commander Legal
Arena Legal
Unformat Legal
Oathbreaker Legal
Canadian Highlander Legal
Casual Legal
Pre-release Legal
Frontier Legal
Block Constructed Legal
Vintage Legal
Historic Legal
Legacy Legal
Commander / EDH Legal
Penny Dreadful Legal
Pioneer Legal
1v1 Commander Legal
Modern Legal
Magic Duels Legal

Lukka, Coppercoat Outcast Discussion

TypicalTimmy on What are the best cards ...

2 weeks ago

I have grown an incredible fondness for red pain enchantments and red "fast draw" mechanics.

  • "Pain enchantments" being enchantments that cause non-combat damage whenever an opponent does something. For example, Burning Earth, Manabarbs and Scald. However, other enchantments that cause damage are favorites too, such as Warstorm Surge. There is an incredible synergy between Power Surge and War's Toll. Either they cast a spell / activate an ability and lose all interaction until their next untap step... Or take an ass-load of damage. When you start layering in the other enchantments, it gets really dirty.

  • "Fast draw" refers to the idea that red has where you exile the top, or several cards, and generally have that turn to cast them. It really kicked off with Outpost Siege, though it is seen on Dream Pillager. In fact in back-to-back sets we saw new fast draw cards: Furious Rise in TBD, and Lukka, Coppercoat Outcast from IKO. Really feels like a great flavor-appropriate method of card advantage

In fact, over the past year, Red has become my #1 favorite color in MTG for it's sheer aggression with strong (though few) oppressive methods.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

psionictemplar on skiing emrakul

1 month ago

Here are my thoughts.

  1. You need more lands. 20 lands aren't enough to cast your higher costing spells as smoothly as you need to. I am going to suggest adding some fetchlands or Fabled Passage to help you hit your land drops and be extra fodder for your Grim Lavamancers.

  2. Speaking of the grim's, I do like the interaction between them and the Eternal Scourge. However, I don't think you need 4 of them. The reasoning behind this lies in the fact that you have to not only get the scourge and the lavamancer on the battlefield but the lavamancer has to stick around as well. That's gonna be a pretty hard thing to do with no ways to protect your creatures. My suggestion is dropping it down to 2-3 copies. A 3/3 for 3 isn't very impressive on the battlefield.

  3. This is gonna tie into points 1 and 2 a bit, especially since you mentioned it. I don't think you want Demigod of Revenge in this deck. My reasoning is not only that you need 5 mana, which will not be reached easily with the current land count, but you will also need to draw extras and have them in the graveyard to have any of the awesomeness that can happen. Without any way to search up creatures it won't happen anywhere near often as you probably hope it will. I think they would be better spots for lands. If you are still wanting to have a large flyer in that slot, then I will nominate something like Glorybringer or Stormbreath Dragon.

  4. Eidolon of the Great Revel? Do you have a lot of small creature decks in your meta? This looks like it would deal a lot of damage to you as well.

  5. In the sideboard you have Pyretic Ritual. This could probably go to the main deck if you didn't want to include more lands. Having 3 seems like it would show up often enough to ramp out your planeswalkers, which can handle the higher mana needs from there. I will suggest swapping them for Desperate Ritual though. Same card essentially, but gives you the option of splicing Through the Breach on. Not only that, but you could up the count on your other sb cards if needed this way.

  6. Through the Breach and Emrakul, the Aeons Torn. I think it's gonna be hard to pull off, but if you are wanting to have a suprise emrakul, then I will suggest Lukka, Coppercoat Outcast. His +loyalty works well with your solid creature count and his -2 could put an emrakul on the field for you if you stopped your creatures at 3 cmc. Granted there is a chance of hitting either demigod (which I would drop for this) or the hazoret. Even if you hit hazoret, you could activate lukka again and guarantee emrakul that way.

Anyhow long post ending, I hope you don't think I'm trying to put your deck down or anything like that. I'm just trying to offer ideas to help you enjoy your deck and be more successful.

sub780lime on Bosh, Iron Golem - ArtiSMASH!

2 months ago

Gate to the AEther creates some amazing shenanigans. So far, I've resisted putting it in, mainly because I need to pick the card up, and, I struggle with what to pull out of the deck in its place. Ugin's Nexus is a possible target, but that's a card I actually want to sling, so I would be removing a fling target for a non-fling target. I already feel like I have too many of those. I will give this more thought, but hit me up on possible swap targets.

Indomitable Creativity, man do I wish this was an instant. I don't know if I have enough deck stacking to work here, but synergy with Myr Retriever, as you said, is good.

I hadn't even considered Lukka, Coppercoat Outcast and his middle minus ability is looking really attractive.

Wouldn't it be great if Shifting Shadow was an equipment so you weren't compelled to find a target for it, one you may not want to lose or can't yet fling.

DarkHero on Mezifel, Angel of Bloodshed

2 months ago

First off, GOOD LUCK!!!

So, you've got a 4/4, with flying lifelink and deathtouch, for 3cmc in RWB, already a monster

They want "test the color pie" and ‘exile matters’. I noticed you said a white card, do they care that it is multi-colored?

Your giving your opponents an opportunity to exile cards to prevent combat damage, which is risky because they are allowing you the opportunity to cast their shit from exile.

What would a deck featuring this look like? You would have your typical exile target creature ect. but you could also have Necropotence and get full use of your cards that are exiled. Theater of Horrors, Lukka, Coppercoat Outcast, flicker Hoarding Dragon, You can even use cascade to cast something it wouldn't normally hit on while your searching for something with less cmc. Spinerock Knoll and the rest can be popped early. Tons of ways to get use out of this.

A very powerful effect that does make exile matter. Good work.

kpres on Bosh, Iron Golem - ArtiSMASH!

2 months ago

I miss-spoke when I suggested that Myr Retriever works great with Sneak Attack. For some reason, I thought Sneak Attack goes off the top of your library. I'm sure there's a red card that sneak attacks off the top of your library.

For syngergy with Myr Retriever, you have

DanMcSharp on RDW GODZILLA (feat Obosh)

2 months ago

Gl3nnstheman Yeah I guess it's extra difficult to build the deck around both Obosh, the Preypiercer and Lukka, Coppercoat Outcast at the same time.

The craziest deck I saw using Lukka, Coppercoat Outcast was a jeskai list that runs things like The Birth of Meletis and Callous Dismissal to have a body to sacrifice, and the only creatures in he deck were 4 Agent of Treachery. Since then, it always seemed a bit underwhelming to me under any other circumstances...

Gl3nnstheman on RDW GODZILLA (feat Obosh)

2 months ago

DanMcSharp ran it with a second Obosh, the Preypiercer and my worst fear was realized multiple times. Three games in a row used Lukka, Coppercoat Outcast on a 3 CMC monster with Obosh on the field and it brought out the second Obosh, making me pick which one to keep :o. It's definitely smart to have a second one in a deck based around him, just maybe not with Lukka too!

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