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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
This enters the battlefield tapped unless you have two or more opponents.
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4 months ago
5 months ago
I too want to add to this my confusion. The theory that the two different wedges for the same colour differentiate between tapped and untapped seems to follow through 90% of the time, but in my Circu, Dexile Lobotomist deck -for example- the card Fetid Pools is counted among the untapped lands, while Sunken Hollow is counted among the tapped lands. I get why a card like Watery Grave or Morphic Pool would be counted among untapped lands, because they do have the ability to enter untapped, even if they don't always do so, but Fetid Pools has no way of entering untapped, and Sunken Hollow does, so why are they in their respective wedges?
6 months ago
Hey, interesting concept, combining Ninjas with sea monsters. Well done if this is your first attempt at deck building, you have good card sense.
Some cards here that are not as good as the others that could be upgraded, even on a budget: Prismatic Lens, Doom Blade, Nemesis of Reason, Ambition's Cost, Commander's Sphere, Rogue Class, Tromokratis, Blade of the Oni.
- 1x more Island --> Tromokratis
- 1x more Island --> Nemesis of Reason
- 1x more Swamp --> Doom Blade
30 lands is low when you want to get to at least four mana to ninjutsu with Satoru. Consider cutting a couple of the high CMC sea monsters that are not as good as the others, Tromokratis and Nemesis of Reason, to add a few more lands? Could just add more of each basic land or there's many other options that are more expensive price: Watery Grave, Morphic Pool, Drowned Catacomb, Shipwreck Marsh, etc. Some budget options are: Ice Tunnel (another land Marsh Flats can get), Temple of Deceit, Esper Panorama.
Prismatic Lens and Commander's Sphere could be upgraded to mana rocks that can combo with Hullbreaker Horror to make infinite mana. Astral Cornucopia and Everflowing Chalice combo with Sol Ring by repeatedly bounce/cast them with Hullbreaker to make infinite mana. Sol pays for itself plus 1 extra colorless mana each time you tap it before it's bounced by Hullbreaker. Astral is better because once you make infinite colorless then you can pay that colorless to cast Astral to make infinite blue or black mana. When you have infinite colorless then Arcane Signet or Dimir Signet can also be used to make infinite blue/black mana.
If you can create a copy of Hullbreaker from Thousand-Faced Shadow then this combo can bounce all your opponent's nonland permanents and keep doing this on each of your main phases.
- Ingenious Infiltrator --> Ambition's Cost
- Baleful Strix --> Rogue Class
- Prosperous Thief --> Blade of the Oni
Ingenious Infiltrator is a good Ninja for repeatable draw. Baleful Strix is a nice creature to enable ninjustu. Prosperous Thief is a Ninja for repeatable ramp who also triggers from a Rogue and there's many unblockable Rogues here.
Good luck with your deck.
11 months ago
Wow! Looks amazing! After the changes, the only cards I 'may' consider cutting (if you have a few more cards you'd like to run) would be the following: Phyresis, Coveted Jewel, and surprisingly Lightning Greaves. Now that you have made a huge change, feels time to talk about the land base... my recommendations in that group would be the following: Choked Estuary < Witch's Clinic, Spirebluff Canal < Blood Crypt, Flooded Strand < Scalding Tarn, Underground River < Bloodstained Mire, Shivan Reef < Morphic Pool, Mountain < Luxury Suite, Island < Riverglide Pathway Flip, Island < Clearwater Pathway Flip.
1 year ago
Some more cards I'd suggest include:
1 year ago
1x Ash Barrens -> 1x Prismatic Vista
1x Bojuka Bog -> 1x Bojuka Bog
1x Command Tower -> 1x Command Tower
1x Darkwater Catacombs -> 1x Watery Grave
1x Dimir Aqueduct -> 1x Morphic Pool
1x Evolving Wilds -> 1x Fabled Passage
1x Exotic Orchard -> 1x Exotic Orchard
4x Forest -> 4x Forest
1x Foul Orchard -> 1x Overgrown Tomb
1x Golgari Rot Farm -> 1x Yavimaya, Cradle of Growth
1x Ice Tunnel -> 1x Urborg, Tomb of Yawgmoth
4x Island -> 4x Island
1x Jungle Hollow -> 1x Woodland Cemetery
1x Llanowar Wastes -> 1x Mana Confluence
1x Lumbering Falls -> 1x Rejuvenating Springs
1x Myriad Landscape -> 1x Misty Rainforest
1x Opulent Palace -> 1x Opulent Palace
1x Reliquary Tower -> 1x Reliquary Tower
1x Rimewood Falls -> 1x Rimewood Falls
1x Simic Growth Chamber -> 1x Breeding Pool
1x Sunken Hollow -> 1x Sunken Hollow
2x Swamp -> 2x Swamp
1x Terramorphic Expanse -> 1x Verdant Catacombs
1x Thornwood Falls -> 1x Zagoth Triome
1x Tidechannel Pathway -> 1x Tidechannel Pathway
1x Winding Canyons -> 1x Winding Canyons
1x Yavimaya Coast -> 1x Yavimaya Coast
1 year ago
Thanks Mortlocke for the kind words. II had the Homeward Path in there because I previously did not have anything in the deck to deal with a control magic effect. Since have upgraded and included a bevvy of counter-magic etc, so yes, don't feel The Path is required anymore.
I guess as the acquisitions increase, I will probably look to replace the Battlebond type lands ( Morphic Pool and its ilk) with the duals.
1 year ago
Cool deck. I've been interested in building Oloro and I like the direction you took it. I guess the creature spots are pretty tight since they all have to be big impact. Thoughts on Cosmos Elixir , Vault of Champions , Sea of Clouds , Morphic Pool , Angel of Destiny , Hullbreacher , Opposition Agent , Venser's Journal , Approach of the Second Sun , Soul's Attendant , Speaker of the Heavens , Drannith Magistrate ?
Elixir is just a phyrexian arena without the lifeloss with Oloro. Bond lands come into play untapped so thats nice. Angel of Destiny and Approach of the second sun are interesting backup wincons which might not be super necessary with the amount of wincons already in the deck. Hullbreacher and Opposition Agent are flash creatures that severely slow down our opponents ability to assemble their combos or wincons, while accelerating our plans even further. Vensers Journal is supercharging our lifegain and also works nicely with necropotences hand size. Speaker of the Heavens creates an army of angels by itself turn after turn to serve as good blockers until we get our combo pieces. Soul's Attendant is just another copy of soul warden, which is always solid. Drannith Magistrate locks out opponents from playing their commander, while we still get the benefit from our commander. The main thing is that its a threatening card and opponents will most likely remove it as soon as they can.