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1v1 Commander Legal
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Arena Legal
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Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
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Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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Artifact

TheForsakenOne on Omnath, locus of all

5 months ago

You need a lot more cards that trigger Omnath, ideally you want to be hitting it every single turn but with lands that's already not going to happen. You barely have 6 cards in the deck that he'll trigger on, and while he will still draw you a card each turn you want to be adding that free mana. If you want a more goodstuff commander I'd recommend switching to Kenrith, the Returned King as a card that has more general value.

You seem to have a lot of just bad cards in here, giving the impression that you built this out of the cards you have lying around. Everyone has to start there, I did the same when I was starting out, but a lot of these go straight to the cutting floor. Aegis Turtle, Campus Guide, Sanguine Syphoner, Gutless Plunderer, Scytheclaw Raptor, Stromkirk Bloodthief, Hoverstone Pilgrim, Misleading Motes, Pilfer, Navigation Orb, Prophetic Prism, Tithing Blade  Flip, and Clawing Torment are all on this list.

You also seem to have a weird sacrifice subtheme with Ravenous Amulet, Vampire Gourmand, Dreg Recycler, Ayara, First of Locthwain, Vein Ripper, and Liliana, Dreadhorde General. The problem with this is that you just don't have good token generators or sacrifice fodder to support this outside of Liliana, not to mention its complete disconnect from the Omnath theme. I'd cut them all except for Liliana and Vein ripper since those are just good cards by themselves.

For other miscellaneous cuts: Rest in Peace is probably unnecessary for the power level you're looking to play at, most of the time it's going to sit dead in your hand. You don't really have enough enter the battlefield effects for Blur to pull its weight. And you don't really seem to be putting out creature numbers necessary for Campaign of Vengeance to be worth the 5 mana. Invasion of Ravnica  Flip is a decent card but the flip cares about 2 color pairs which seems out of place in this deck.

And are you sure you want to keep the infinite combo? Your deck is very low power, while that wincon is something more akin to something higher up. People are going to see you pull off the infinite out of nowhere and then have the perception of your deck based off of that when it'll probably only do it once every dozen or so games. I heavily suggest cutting Marauding Blight-Priest to avoid this.

For what you should add:

Pick and choose from the and cycles, those are pretty consistent 3 color spells that trigger Omnath.

Other suggestions: Villainous Wealth lets you turn all that mana into free spells of your opponents deck. A wincon in of itself.

Rienne, Angel of Rebirth if you put in more multicolored legends then this is a godsend, letting you play them over and over.

Maelstrom Nexus triggers Omnath and is just a really good card for casting big things like you want to.

Kodama's Reach is a second cultivate, which you definitely want.

Mirror Room / Fractured Realm copies a creature or doubles the triggers of all your stuff, including your commander.

Conflux tutors you three cards which is just great and with all the mana you should have you can have a nasty turn with this.

Annie Joins Up is removal and doubles your commander trigger. Also triggers Omnath's draw.

Wargate lets you tutor out whatever Permanent you need directly onto the battlefield, and is a good X spell for all your mana. Also see Chord of Calling or Rocco, Cabaretti Caterer for creatures specifically.

Yurlok of Scorch Thrash is great for adding a ton of mana over several turns. Also triggers Omnath

Sphinx's Revelation to turn that mana into a ton of lifegain and card draw.

Victory Chimes nets you 4 mana a turn with Omnath.

Koma, World-Eater is just a big guy that creates a bunch of tokens and is hard to get rid of. Also triggers Omnath.

Faeburrow Elder is another bloom tender that's also a 5/5 for 3 if you have a decent board.

Aragorn, the Uniter loves you casting multicolored spells because he'll trigger multiple times for each.

Zacama, Primal Calamity can be devastating with the amount of mana you can store. You can cripple your opponents with a string of her abilities.

Muldrotha, the Gravetide is great for recursion to spend all that mana. You'll basically never run out of things to play.

From your Maybeboard: Kroxa and Kunoros should be fun, and Polukranos Reborn  Flip is just a decent creature that also triggers Omnath. Rebuild the City is decent mega ramp that also creates bodies. If you add enough 3 color stuff Meeting of the Five would be great for a massive turn (I would also suggest Threefold Signal if you hit that level). Everything else I don't think is worth adding, you seem to have ambitions for Battle synergy but most of those don't trigger Omnath, I think that would be better saved for another deck.

Tl;Dr: Add more stuff that triggers Omnath and cut out the bulk. Add more ramp and think long and hard about if you do really want that infinite in a deck that cannot match it's power level and the hate it will bring on you.

Asgeren on Swamp Land

10 months ago

I love the idea of a black landfall deck :D some lands you might like Evolving Wilds Riveteers Overlook Terramorphic Expanse - for extra triggers. Also these might be of interest for your landfall purpose Terrain Generator Myriad Landscape Walking Atlas Everglades Maestros Theater Obscura Storefront Tiller Engine Retreat to Hagra Scaretiller Bitterthorn, Nissa's Animus Navigation Orb Hithlain Rope - hope you can find something helpful!

slasherturtle on Equip Me Daddy

2 years ago

This will be long, probably.

The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.

I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.

I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.

  • Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:

  • Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor

  • Sickleslicer, which just feels a bit underwhelming
  • Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
  • Strandwalker, which is also very steep

  • There are also some cards which I think either hurt more than they help or don't do you much at all:

  • Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.

  • Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
  • Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
  • Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
  • I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
  • As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
  • You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
  • Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
  • Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
  • The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
  • I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
  • Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
  • Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
  • Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
  • Wrath of God may be better than Vanquish the Horde. That's just my opinion though.

All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.

SemjonsDad on Toxrill

2 years ago

Dimir Signet, Mind Stone, Prismatic Lens, Arcane Signet, Charcoal Diamond, Coldsteel Heart, Corrupted Grafstone, Ebony Fly, Fellwar Stone, Fractured Powerstone, Guardian Idol, Liquimetal Torque, Obsidian Obelisk, Sky Diamond, Star Compass, Talisman of Dominance, Thought Vessel - Those are the viable 2 cmc mana rocks (Everflowing Chalice could also be played for 2 mana, but also scales more into the later stages due to Multikicker) Moonsnare Prototype and Springleaf Drum are 1 cmc but require a creature/artifact which you could tap to produce 1 mana. Sol Talisman and Mox Tantalite are also relative cheap in price.

For Land ramp, there arent that many options in Dimir, but here are the ones I would consider - Lantern of Revealing: 3 cmc Rock, that can ramp later Wayfarer's Bauble: The classic Dreamscape Artist: 2 CMC creature, that turns each card in your hand into Harrow Druidic Satchel: Not guarantees a land but not completely without value Navigation Orb: Bauble but slower Myriad Landscape: Land that fetches 2 Lands

Revel in Riches as an enchantment as is Black Market but that is kinda slow and comes relatively late Those are my suggestions for Ramp. Hope you find them helpful and GL with the deck :)

jarncards on destroy build destroy

2 years ago

id probably start with cutting Glorious Anthem, Duelist's Heritage, Strionic Resonator, Sunforger, Navigation Orb, Defiant Strike, Deflecting Palm, Night's Whisper, Rakshasa Debaser, Shakedown Heavy, Hoarding Ogre, Imperial Recruiter, Inferno Titan, Wingmate Roc,

Combat Calligrapher will get you killed ,

Tori D'Avenant, Fury Rider is fair if you go the exalted route, idk about tokens,

maybe Tuktuk Rubblefort, you could always useUrabrask the Hidden instead

Throw in a random Tainted Strike. It probably wont be too hard to kill hit for 9 with a single creature.

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