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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Mikokoro, Center of the Sea
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, : Each player draws a card.
2 days ago
Hello! After checking this out, might you consider:
I really appreciate your inclusion of Mikokoro, Center of the Sea. It's one of my favorite lands.
One of the greatest bits about this site is how many different perspectives and playstyles are available through the community of users.
Good luck in your building!
1 week ago
Ashnod's Altar and Phyrexian Altar would be great for turning your Commander's ability into a mana source. Adding Pitiless Plunderer is great as well especially with the previous two cards mentioned. They actually infinite combo with Bloodsoaked Champion and either Zulaport Cutthroat or Blood Artist. Mikokoro, Center of the Sea is good in mono black decks imo. Also Peat Bog and Gemstone Caverns would be good additions to the land base as well. Boseiju, Who Shelters All it also very good for protecting stuff.
If you like these choices then I can help out with what to take out! Looks fun though!
3 weeks ago
If you want to mill people and can count on having a pretty big army of blockers, Court of Cunning can put a lot of cards in people's graveyards, and Monarch is a fun mechanic in most games.
If decking yourself once in awhile sounds fun, Kindred Discovery was recently reprinted, and you can name 'Snakes'.
If you really like the idea of seeing your opponents draw a ton of cards, you might like Teferi's Puzzle Box. I use it as a lock piece with effects that skip my own discard phase (and limit card draw), but if sowing some Chaos and making snakes is your goal, this card does serious work in that regard. A lot of decks like to sculpt their hand to varying degrees, so the effect can also be valuable in a deck where your Commander itself does so much work, and isn't dependent on any specific cards being in your hand.
Mikokoro, Center of the Sea is a land that can feed people cards, Geier Reach Sanitarium can also feed cards without growing people's hands. Really weird idea I just had, but Silklash Spider might be useful to clear any smaller flyers that can block Xyris, and can do it as necessary, without killing any precious snakes. Less weird, but Arcane Denial might be a nice interaction option that feeds a few cards. 1U to Counter anything is pretty decent, and people often like running it because it's not really a 1 for 1 play, it's much closer to neutral. I see you run none atm, not sure if one would be one too many! If your snakes can't get in, you could use Kyren Negotiations to sneak damage in.
5 months ago
Profet93 Thanks for the recommendations.
I have messed around with Mystic Forge and it's associated combo a bit but I ended up cutting Sensei's Divining Top as I felt that it was unnecessary more often than not and not having ways to shuffle consistently made it way worse if I didn't have a way to go infinite with it. I mighy try Mystic Forge again but I felt that it was too slow in my testing. cEDH nowadays has the "turn 3 rule" where you need to be threatening a win or overwhelming advantage by turn 3 consistently by turn 3 if you want to be relevant. From my testing, cutting a lot of the random value pieces for extra ramp has allowed for a lot more turn 2 or 3 Eldrazi Titans and a lot more success against cEDH decks.
Manascape Refractor has been very good in testing. Mishra's Workshop is my personal favorite but it also copies Inventors' Fair pretty frequently. Ancient Tomb or City of Traitors makes it into a Worn Powerstone (which I already run). Bazaar of Baghdad and Eye of Ugin are useful as well, especially when I have access to Unwinding Clock and can repeatedly activate a random tech land every turn. At one point, this deck ran Candelabra of Tawnos as a way to repeatedly use tech lands but I would argue that Manascape Refractor is a much better way to accomplish that. High Market, Homeward Path, etc. are also surprisingly useful. On that topic, using it as a High Market with access to infinite mana through Rings of Brighthearth + Voltaic Key + Chromatic Orrery (also gives infinite untaps of all artifacts) allowed me to win once as I didn't have access to a different way to sacrifice and recast Kozilek, Butcher of Truth.
I had no idea that Soul-Guide Lantern even existed. I'm not sure if I would call it a strict upgrade to Relic of Progenitus but it is definitely good. I might swap out Tormod's Crypt for it so that all of my graveyard hate can be cycled if it isn't relevant.
Regarding the Metalworker combo, a lot of the primer is outdated. I tried updating it a few times but I ended up changing out 20ish cards so I figured I would wait until I had a pretty stable list to update it. The Metalworker combo is absolutely a backup option though. Typically by the time I would go for that combo, I would have access to casting Kozilek. As for Field of the Dead, I am not a fan of tap lands and roughly 1 out of every 20 games with this deck would even go long enough to get to 7 lands for it's ability to be relevant. I think Field of the Dead would be good in a casual meta but I try to play this at cEDH tables as this deck is ridiculously unfair to play at casual tables.
Reliquary Tower is a good budget option but it might as well be a Wastes with the way the deck runs most games. I typically mulligan for some form of acceleration and try to immediately get to 10 mana which usually empties my hand. Kozilek will get me a new hand, but very rarely will I pass with more than 7 cards in hand, and if I do, I haven't had the scenario yet where I had to ditch anything useful.
The main form of drawing power in the deck is my commander. Mikokoro, Center of the Sea, War Room, Ugin, the Ineffable, sacrificing Mind Stone, Hedron Archive, or Dreamstone Hedron are the only other ones I have for card advantage. This deck is basically an all or nothing deck intent on playing really early Eldrazi Titans, going infinite, or playing stax to slow everyone else down (usually some combination of the 3). As colorless does not have access to particularly great interaction, I have tuned the deck to be about as fast as physically possible. Most games I am able to cast Kozilek, Butcher of Truth on turn 3 or earlier (admittedly almost always at least 1 mulligan for fast mana). Although some times people will have answers, that early in the game is enough to cause problems for most decks. The plan from there is to either just kill my oponents or do as you said where I cast Kozilek, draw some cards, ramp some more, and repeat. Although the situation will occasionally show up where the game goes long, this deck absolutely shines when it is doing terrifying things really early.
If you have any other questions, feel free to ask.
5 months ago
Hi kikimaki, Azusa is my deck of choice from the very beginning I started playing Commander (it was after original Kamikawa block so figure) so I may have some experience playing it. I know it's explosive and it can score wins even at cEDH tables but only if properly built. 60 lands is little overkill but it's also more fun I guess. Anyway you need to speed it up if you seek optimal build. Green Sun's Zenith + Dryad Arbor, Crop Rotation or even Elvish Spirit Guide will allow T2 Azusa which is huge if you'll be able to drop more lands each consecutive turn. You're right about card advantage and you cannot do much about it except to focus on one or two draw engines green allows (not mentioning silver bullets like Sylvan Library). First are power-matter spells like Momentous Fall, second lands that draw cards like War Room or Mikokoro, Center of the Sea. Your creature selection is fine but you miss few important utility creatures like Seedborn Muse or Lotus Cobra. I see you don't use fetches - it's probably of budget reasons but you should invest in them anyway if you plan on taking Azusa into next level ;)
6 months ago
So Wheel and Deal immediately comes to mind as do the "Wheel of ___" cards, though I dunno what your budget for this deck is and some cost quite the pretty penny, with Mikokoro, Center of the Sea, Otherworld Atlas, and Walking Archive as other universal draw options. There's Heartbeat of Spring, Mana Flare, Keeper of Progenitus for more mana doublers as well as Eladamri's Vineyard, Magus of the Vineyard, Shizuko, Caller of Autumn, and to a lesser extent Blinkmoth Urn for similar mana gifts with Fertilid not being too far off from that. Finally there's Charmed Griffin and Hunted Wumpus for more free stuff options, though admittedly more restricted than what you already have.
9 months ago
Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!
First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.
I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).
Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.
Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.