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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
, : Untap another target artifact.
, : Target creature can't be blocked this turn.
metalflame on Halvar, Divine Voltron
1 month ago
IMO must includes for draw, control, and a bit of ramp Grappling Hook, Angel of Condemnation, Endless Atlas, Darksteel Mutation, Empowered Autogenerator, Steel Hellkite.
Here are a list of unblockable artifacts that smooth out any voltron play Hot Soup, Prowler's Helm, Whispersilk Cloak, Suspicious Bookcase, Rogue's Passage, Trailblazer's Boots, Manifold Key, Key to the City.
Neicilef on Creatures Of The Night [Umbris Primer]
4 months ago
kremsers Transmute Artifact is just used in this deck as an overall very veratile tutor, so what I go fetch with it really depends on the game. For exemple, early in the game I could go get my Sol Ring if i am lacking in mana, or maybe even Mana Vault if I have Manifold Key on the board - which is kind of a best case scenario, because not only can the key untap the vault, but the mana from the vault can also render my commander unblockable. If my opponents have huge graveyards, getting the Soul-Guide Lantern can be great to boost Umbris, and as a last example, if i'm feeling quite behind, I could even grab Nevinyrral's Disk to blow-up the board.
Zheraan on Shorikai go vroom
4 months ago
Maybe you're overestimating the mana flood, usually about 39-40 is a better number unless you have lots of draw sources. Since there are 100 cards, that directly translates in chances to draw lands, so 40 lands would mean 40% chances to draw one, which is ideal for decks that really need consistant drops at least till turn 3-4, like it's the case here. Your chances of getting this with 35 lands or lower are meager, especially here as most of the card draw comes after the 4th mana. Thankfully, we've got rocks here to help us curve it out nicely and get some acceleration, so I think the current basis of 36 (+1 MDFC) lands is good.
As for my playgroup, well, it mostly consists of my own decks that since I recently moved to study abroad and I'm with new players or people that don't have their cards with them, so yeah no quadruple digits indeed ! The Omnath Deck I built (linked above) is probably going to be the strongest and most expensive, even if I didn't buy a Scapeshift + Valakut, the Molten Pinnacle for it!
Regarding Manifold Key, I really like it because it's a one-drop that allows us to reuse Shorikai's ability to draw/select, untaps vehicle for the eventual necessary defense, and in late game might allow us to close in on the win with Shorikai's fat ass (or even better, Reaver Titan) when other player's are too full of blockers. As for Trinket Mage, you named it, fetching Skullclamp is dope as it's probably one of our strongest cards, or some ramp (likely Sol Ring) if we need it.
So yes, now it's really have because of how nothing is actually bad in there ! Surprisingly it is harder than for the Omnath, Locus of Creation deck, which is in an archetype that has way more cards than vehicles. It's not gonna get easier when Brother's War comes out, as I expect it to have some cool artifacts and vehicles I'll want to use as well! That's why I'll wait for it before ordering this deck.
Max_Hammer on Shorikai go vroom
4 months ago
Yeah, I can see that. Being able to usually get away with 34-45 lands is still only usually. There's a solid chance you'll get droughted if you don't run 36-37.
As for the fetchlands... Yeah, I get it. Even the 20$ for a shockland is a bit too rich for my blood. If I'm dropping a lot of money on a card it should be more than a 0.07%~ chance for me to draw that, and you better believe it's going to be my wincon. I think that your mana setup is all you'll need, assuming your table isn't playing Magic in the quadruple digits.
The average guideline for ramp in Commander is about 7 cards, but I think this deck would actually really benefit from the extra ramp, seeing as how many cards you should be drawing with spells like Shimmer Dragon and Vedalken Archmage. Right now you have 10 (or 8, if you count Artificer Class as utility and Cultivator's Caravan as a regular vehicle), but you should be just fine with that.
I looked and only saw two more things that I think should be cut. There's Manifold Key. Just doesn't feel super necessary. You could use it to get an extra mana or give a vehicle pseudo-vigilance, but that's kinda meh. But there's also Trinket Mage. Granted, being able to tutor Skullclamp (or mana if you need it) isn't bad. He's a maybe and so it Manifold.
The way I see it, you don't have anything bad in this list, unfortunately enough for you, but you are over. It looks to me like you have more creatures + vehicles than anything, so maybe start there? Either take out the highest CMC cards (without taking out the crazy good ones), or just pull them at random and playtest it.
OberstHati on Atraxa walks all over You
4 months ago
Manifold Key does the Trick as well i guess,…
Ha1luciNate on Riding the High Tide
7 months ago
Manifold key is strictly better than voltaic key if I am not mistaken.Manifold Key
Hecatonchires on Duel Commander deck help
8 months ago
Darigaaz Reincarnated is an excellent commander:
If he hits you three times? You die.
Potentially castable on turn 1 with a good draw and the right mana rocks.
Jund Dragon, so tons of support from Red / Green creatures - Urabrask the Hidden for haste, Atarka, World Render for double strike, et cetera.
Rogue's Passage, Manifold Key, Suspicious Bookcase, and he's unblockable... So...
Ize19 on ⧗ ⧖ ⧗ Charge Coun-turns ⧗ ⧖ ⧗
9 months ago
Fun extra turns deck! Every time I see Coretapper & Magistrate's Scepter in a deck, I check to see if Mimic Vat is there. It's honestly Coretapper's best friend, as it allows the little guy to produce 3 charge counters on each of your turns, for just 3 mana each time. If you have any artifact untappers (Voltaic Key, Manifold Key) you can do it more than once a turn! Just a suggestion, upvoting the deck, good work!
|Have (2)||metalmagic , BillyBalverine|
|Want (4)||Aizakku , ArtistaFeo , Amaterasu312 , pabloriv|