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|Have (2)||orzhov_is_relatively_okay819 ,|
|Want (6)||kikingo , Auriel , OneRedHex , Dralnah , Azekiel1994 , Cool_Cat|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Nomad Outpost Discussion
2 weeks ago
Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:
Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.
Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.
Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.
Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.
Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.
Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).
You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.
Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.
1 month ago
Anyways with that whole kickstarter thing going on I noticed that the professor hasn't made a video so in case anyone was wondering
Some regular guys non-foil/foil
Void Winnower - 16.07/20.46
Vengevine - 10.71/12.95
Collector Ouphe - 5.63/33.07
Goblin Settler - 48.71/N/a
Non foil: 81.12 Foil: 115.19
Foil: B / non-foil: C+
There's a good bit of value with this secret lair. Goblin settlers getting its' first foil printing is definitely noteworthy. Also, if you're into the Adventure Time art style you'll like be picking this up anyways.
Showcase: Streets of New Capenna
Atraxa, Praetors' Voice - 30.77/35.53
Breya, Etherium Shaper - 7.98/9.84
Yidris, Maelstrom Wielder - N/A/8.84
Non-foil: 47.59 foil: 54.21
Non-foil - D foil: C-
This grade pains me because I REALLY think the art on these is beautiful and they'll likely include a Kynaios and Tiro of Meletis in the same style as a bonus card but putting personal preferance and speculation aside the value just is not here.
Special Guest: Matt Jukes Foil Edition
Glacial Fortress - 3.71/11.25
Drowned Catacomb - 7.28/17.46
Dragonskull Summit - 3.79/6.96
Rootbound Crag - 3.81/6.55
Sunpetal Grove - 3.89/5.96
Non-foil: 22.48 foil: 48.18
Non-foil - F foil - D-
The value in these really speaks for itself.
Artist Series: Magali Villeneuve
Mother of Runes - 4.91/Varies
Death's Shadow - 6.12/10.19
Elvish Mystic - .45/9.97
Forest - N/A
Non-foil - 11.48 Foil: N/A
Non-foil - F Foil - D-
The biggest thing out of this lair is the foil Mother of Runes the prices fluctuates so much with the older foils it's hard to set an exact price to obtain a foil one; if we look at the previous secret lairs those versions of Mother of Runes are sitting at about 6-10 a piece.
Artist Series: Sidharth Chaturvedi
Concordant Crossroads - 46.87/N/A
Nomad Outpost - 1.06/5.74
Ghost Quarter - 1.12/16.90
Island - N/A
Non-foil: 49.05 foil: 69.51
Non-foil: D- foil: C
Essentially this lair is being carried by the fact that Concordant Crossroads only has 1 printing and has never had a foil printing. If you need one or would like to get a foil one knows your chance but outside of that its just some bulky cards with nice art.
Artist Series: Wayne Reynolds
Sram, Senior Edificer - .25/6.09
Torbran, Thane of Red Fell - .95/1.89
Depala, Pilot Exemplar - .23/1.65
Balthor the Defiled - 10.95/59.61
Non-foil: 12.38 Foil: 69.24
Non-foil - F Foil - C
This lair is also being carried by 1 card that has only 1 printing the rest is bulk.
Finally! Left-Handed Magic Cards
Sisay, Weatherlight Captain - .98/6.02
Empress Galina - 18.31/206.82
Geralf's Messenger - 9.89/34.48
Rograkh, Son of Rohgahh - .26/.41
Garruk, Caller of Beasts - 8.20/23.41
Non-foil: 37.64 foil; 271.14
Non-foil - C Foil: A
While Empress Galina is definitely the chase card out of this; it still has value in the other slots too outside of Roger - but even Roger is still highly playable.
Anyways, after doing all the math and putting this all together I appreciate the professor doing this and compiling it a video format. Also, which secret lairs if any are you planning to get?
2 months ago
2 months ago
4 months ago
Hey there! Not sure how your mana-base is faring, but here are a few suggestions, as manabases in a five color deck can be very difficult.
Run all of the tri lands! I hate tap lands, trust me, but with the first sliver at the head I'm willing to bet you want him out as fast as possible. You're running most of them, but I'd recommend getting your hands on the others: Arcane Sanctum, Jungle Shrine, Nomad Outpost, and Sandsteppe Citadel.
Of course, the Ikora triomes would be awesome, but they can be a bit much per land if you have a smaller budget. For reference, here they are: Savai Triome, Ketria Triome, Indatha Triome, Raugrin Triome, Zagoth Triome.
Not sure how you feel about these, but something else to consider would be the 5 panoramas from wherever it was they were first printed. Having that choice of fetch without spending money on the big fetches can be a really big asset in many games: Naya Panorama, Jund Panorama, Grixis Panorama, Esper Panorama, and Bant Panorama.
I'm sure you're aware of these, but in case you aren't, there are of course the expensive duals and fetch lands. The fetches (like for example, Bloodstained Mire) are incredibly powerful. They give you the power of choice between yes, the two colors, but beyond that virtually any color you wanted if you ran all the shock lands (like Stomping Ground). If you drew that Bloodstained Mire and needed a green, you could fetch Stomping Ground and boom, you have it. Of course, that is quite a lot of money, but if you weren't aware of them, it's a good thing to keep in mind. On a side note, the fetches are even more extremely powerful as they go to your graveyard, allowing you to recur them (with say, Ramunap Excavator) and get tons of landfall triggers per turn.
Some others are ones that add any color- like these are probably by far the best. Here's some that come to my mind. Ancient Ziggurat, City of Brass, Mana Confluence. Cascading Cataracts/Crystal Quarry are also definitely worth it for the big ol Sliver.
You don't seem to have too much ramp in the deck besides the 3 green guys and a bit of Artifact ramp. Not sure how much you need more, but some I'd recommend are Fellwar Stone, Ornithopter of Paradise, Three Visits/Nature's Lore if you add the shock lands (like Stomping Ground, etc., then you can use these to find any color), Noble Hierarch, Ignoble Hierarch, Bloom Tender (adds one of each when big sliver is out!!), Birds of Paradise, definitely Arcane Signet, Sylvan Caryatid, etc. The dorks aren't slivers, but they are really really crucial in adding any color. It is a bit much of green though, which is probably not something you want to do, so maybe pick and choose wisely- especially if you replace the green ones I mentioned before (maybe not all of them). Let me know if you'd like some more of these kinds of ramp suggestions.
Anyways, I've got some stuff to do so I'll leave it at that for now- I'm not gonna read through this so sorry for any grammar errors too. Hope some of this is helpful, and insightful. Feel free to check out some of my decks (main one is Double Trouble EDH ⫸PRIMER⫷), and let me know if you have any questions or want some help. Best of luck with your deck, and have a wonderful evening.
edit: most of the slivers and all look good there's a couple things I'd swap no biggies, small things like maybe consider Kindred Discovery or Toski if you like Bident of Thassa) but that looks all good!
5 months ago
Hey, nice budget version. You've done well to keep the mana curve low with Syr Gwyn as the highest CMC card.
Some suggestions of improvements to the manabase on a budget.
- Exotic Orchard --> Shimmerdrift Vale
- Path of Ancestry --> Forsaken Sanctuary
- Unclaimed Territory --> Stone Quarry
- Tournament Grounds --> Boros Guildgate
- Nomad Outpost --> Bloodfell Caves
- Battlefield Forge --> Wind-Scarred Crag
- Caves of Koilos --> Scoured Barrens
- Smoldering Marsh --> Unknown Shores
- Rogue's Passage --> Blighted Steppe
Good luck with your deck.
8 months ago
Hey, good work in progress so far for a first deck with an interesting concept.
Command Tower and Arcane Signet are two staples to consider adding. Consider adding some flying creatures who can disrupt your opponent to help you do keep the monarch and some repeatable sources of flying creatures?
- Archon of Emeria and Rule of Law can bring the game to a halt which helps you to keep the monarch.
- Windborn Muse and Ghostly Prison make it more difficult for opponents to attack you which helps you to keep the monarch.
- Aven Mindcensor: doesn't let your opponents tutor which can give you a big advantage.
- Luminarch Ascension: it cares about each opponent's end step meaning in multiplayer Commander that it can get counters quick.
- Court of Grace: another source of the monarch.
Blind Obedience can be opponent mana rock ramp disruption and shuts off haste of opponent's creatures who might want to attack you. With Cunning Rhetoric opponent may not want to attack you because then you'll exile card from top of their library.
The mana curve is very high here since you have so many 5 CMC, 6 CMC or higher cards. Cutting some of them for lower CMC cards and more ramp would help gameplay. More two drop mana rocks can make it easier/faster to cast Marchesa. Since she's a 4 CMC creature then a turn two mana rock can potentially let you cast her turn three if you make your land drops.
- Arcane Signet
- Fellwar Stone
- Thought Vessel: no max hand size can help when you're drawing a lot of cards with the monarch.
- Boros Signet
- Orzhov Signet
- Rakdos Signet
Some lands to consider adding in place of some basic lands that are within your budget to improve the manabase:
- Rainbow lands: Command Tower, Exotic Orchard, Path of Ancestry
- Fetch lands: Fabled Passage
- Mardu lands: Nomad Outpost
- Bond lands: Vault of Champions, Spectator Seating
- Pain lands: Caves of Koilos, Battlefield Forge
- Filter lands: Rugged Prairie, Fetid Heath, Graven Cairns
- Check lands: Dragonskull Summit, Isolated Chapel, Clifftop Retreat
- Tango lands: Smoldering Marsh
If you're playing Dark Depths then consider Thespian's Stage? Stage is the land that combos with Depths to get Marit Lage. When you control Depths and Stage pay 2 mana to copy Depths with Stage. Stage becomes Depths with no ice counters on it and the legendary rule will take place since you can't control two legendary Depths at the same time. Choose to keep Stage and remove Depths. Since Stage has no ice counters it's saced to create Marit Lage.
If interested I offer more advice including cuts to consider. Good luck with your deck.
10 months ago
cmgoffena13: keep the Unclaimed Territory , add Cavern of Souls , fetch lands, and shock lands. you'll definitely be casting Groundbreaker . cut Evolving Wilds and Nomad Outpost . cut the Spark Trooper since it's you're only white card, and you can't afford 4-drops here when you're not attacking until turn 3. assuming you even "have" 4 mana turn 4, better to spend it casting a 3 mana ball, then either unearth/assault strobe. you can cut the pyroclasm's and thrills to max out on unearth, assault strobe, and add bolts to pair with push to help keep you alive until turn 3.