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Orzhov Signet occurrence in decks from the last year
Latest Decks as Commander
Orzhov Signet Discussion
1 week ago
Hey, well done on a budget. Nice Aurelia, the Warleader :)
Phyrexian Reclamation can be a repeatable source of recursion for Kaalia or any other creature, even at instant speed. Let Kaalia die, put her into your graveyard not the Command Zone; recur her to your hand which bypasses Commander tax. Dragon Tempest is a source of haste for Kaalia and any flying creature you cast or reanimate. It has the bonus of being able to do damage if the creature is a Dragon.
Dragon Mage pairs well with Emeria Shepherd . Mage discards the permanents that you then reanimate with Shepherd and Mage refills your hand to keep doing it. Nahiri, the Harbinger can be reanimated by Shepherd and her -8 in two turns can tutor for any creature or artifact including Shepherd. -8 Nahiri, tutor for Shepherd, play a Plains and reanimate Nahiri. Nahiri has other uses besides her -8 she can be repeatable discard/draw for reanimation or even repeatable removal that exiles.
Rakdos, Lord of Riots is a Demon who can reduce the casting cost of all other Angels/Demons/Dragons. If he or other creatures are attacking and doing combat damage to opponents then he's ramp to cast high CMC creatures which helps if Kaalia is disrupted. Arcane Signet is a staple mana rock in Commander. Orzhov Signet and Rakdos Signet is more two drop ramp.
Some changes to consider, with suggestions of cuts close to or equal in price:
- Phyrexian Reclamation --> Phage the Untouchable
- Dragon Tempest --> Sigarda's Aid
- Dragon Mage --> Hero's Blade
- Nahiri, the Harbinger --> Sword of Vengeance
- Rakdos, Lord of Riots --> Akroma, Angel of Fury
- Bloodgift Demon --> Demanding Dragon
- Arcane Signet --> Exquisite Archangel
- Orzhov Signet --> Avarice Amulet
- Rakdos Signet --> Chancellor of the Annex
My advice is cut the majority of the equipment theme for more ramp since ramp is going to help more to cast Kaalia and high CMC creatures. Phage the Untouchable and Sigarda's Aid are two expensive price cards for your budget that aren't doing much in your deck. You can't cheat Phage onto the battlefield with Kaalia or reanimation which makes it pretty useless. Aid is a good card, but not taking enough advantage of equipment and I don't think you need to since the most important equipment you want to play Greaves/Boots are low mana cost to cast and equip.
If interested I offer more advice. Good luck with your deck.
2 weeks ago
So honestly, the thing your deck is going to suffer from the most, is the same most other Kaalia of the Vast decks suffer from. Kaalia is a Kill on Sight commander. I think trying to get her out quicker and protect her to enable you to start triggering her abilities and swinging in is going to be the biggest issue.
Lightning Greaves and Swiftfoot Boots will enable Kaalia to be protected and have haste when she comes out to play, and just simple ramp like Rakdos Signet , Orzhov Signet , Boros Signet and also the Talismans as well, could really help you speed up getting Kaalia down, and doing what she needs to do.
Hope this helps
2 weeks ago
Ok, here's a little bit of analysis to consider. Break it up into some comments to read. These are opinions based on experience, playing and watching lots of commander content over the years, doesn't account for your specific playstyle or how you have fun playing commander which are certainly as important of decisions, as is card selection.
You are very low in the mana curve, 11 1-drop, 21 2-drop, 15 3-drop, 16 4-drop, and Orzhov () has lots of pips, but mana ramp is critical to getting your plan onboard as quickly as others, having mana available to advance board state/gain advantage and have interaction, and landing your larger threats sooner.
Sol Ring (CMC1 for 2 = +1 mana) is a must include.
Orzhov Signet I personally don't like (CMC3 for 1 = -2 mana) but also you're in which doesn't ramp as it's core strength.
Arcane Signet (CMC2 for 1 = -1 mana) is a must include, there are only a few archetypes I wouldn't play this in and usually only .
Talisman of Hierarchy (CMC2 for 1 = -1 mana) is a must include in .
I would start with that at least, some fringe ones I like are: Burnished Hart (creature/recursion), Commander's Sphere (draw), Mycosynth Wellspring (to hand, fringe), Pristine Talisman (lifegain, fringe), Solemn Simulacrum (ramp+draw!), The Birth of Meletis (doesn't help with , but ramp, 0/4 blocker, lifegain? it has it all!), Wayfarer's Bauble (ramp).
On a premise of battlecruiser/low/mid power 3-6 I DO NOT recommend these, but there are stronger options out there beyond 6: Phyrexian Altar (combo builds), Mana Vault , Mana Crypt , Chrome Mox , Smothering Tithe , Land Tax (Might not be bad in this build)
Honestly on a Avg. CMC 2.99 mana curve, I would likely have 10-12 ramp.
Some potential cuts for these:
Gorgon's Head you've got plenty of deathtouch already, it's not pairing with a Viridian Longbow strategy or anything, it's redundant, but also the worst. Easy cut. (We can get to Open the Armory / Steelshaper's Gift later)
Pierce Strider CMC4 for a 3/3 is just plain bad, the idea is play, do 3 damage, block/sac it, noone going to pay 3 to prevent it? but they will because it's going to do 3 anyway on return, and if your using recursion on this, your making the wrong play as it has no value engine on it. Easy cut.
Creeping Chill for CMC4 sorcery is not great, you're not playing a mill strategy so you're not really casting it for free often. It's not a strong play, we can find better ones, like ramping into Athreos, God of Passage sooner.
Font of Return for CMC6? Yikes. (CMC2+CMC4 for 3 creatures to hand is not great, we can get them on the battlefield for that high a CMC).
Angelic Gift hmm we have flyers, with deathtouch, it replaces itself (draw a card) but unless we flickering it ( Ephemerate or Brago, King Enternal something like that, it sets up easy 2-for-1 if an opponent has instand speed removal.
Topic: Lands! (Umm!)
Average Distribution Build: 38 lands
Average Budget Build: 36 lands
Average Expensive Build: 37 lands
Average Aristocrats Build: 35 lands
Average Reanimator Build: 31 lands (closer)
Your Build: 30 lands (Umm!)
No way you can run 30 lands, and 0 ramp in this deck. I wouldn't shuffle this deck with less than 33 lands, probably 34-36 if I'm playing enters tapped/utility lands. I might (maybe not) go to 33 lands with 9+ ramp spells, but even then, 34 would feel better.
Do you have a combo with Piranha Marsh like Worldgorger Dragon does, if not, just delaying yourself for little value (1 damage). Kabira Crossroads in this same bucket, it's just not work the tapped mana.
Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:
Lands I don't suggest: Evolving Wilds / Terramorphic Expanse (<$1 fixed color), Scoured Barrens (<$1 fixed color), Isolated Chapel ($6, Not bad but not T1 land), Myriad Landscape (<$1, slow), Temple of Silence (<$1, scry/slow).
Have to head out, I'll review more topics and recs later, but here are some other cards can come out for mana. Gorgon Flail it's on theme and not bad, but let's get that Basilisk Collar or Quietus Spike instead. Soul Stair Expedition I would rather Animate Dead or Reanimate to the battlefield right away, not have to wait for lands (it still sacrifices itself). Not Forgotten we have better removal. Have to head out now! More later to read. :) If it's too much info, let me know!
2 weeks ago
Hey, you're welcome. Nice update so far.
Yes, Cliffhaven Vampire is an upgrade for Epicure of Blood because Cliffhaven is one less mana and has flying. Etchings of the Chosen is a good card with Vamp tokens, it's a an upgrade for Ethereal Absolution or Curse of Vitality .
For €10 get Captivating Vampire 5, Drana, Liberator of Malakir 3, Sol Ring 1. Sol is a staple card in Commander for ramp and it helps when playing a lot of high CMC cards. Having a powerful three drop Vamp to curve into after one and two drops Vamps with Vamp tokens is good for the mid game. Drana, Liberator of Malakir and Captivating Vampire are two of the better three drop Vamps to get damage done in the mid game until you can cast Edgar or Regent later on.
Changes to consider to add these three are:
- Captivating Vampire --> Bloodbond Vampire
- Drana, Liberator of Malakir --> Blood Baron of Vizkopa
- Sol Ring --> Teysa Karlov
You still want to cut three cards to make 100. Cards to consider cutting:
- Thief of Blood : Thief removes all counters from your creatures too and Edgar puts counters on your creatures.
- Ethereal Absolution
- Grave Betrayal
My advice for the next upgrades are to improve the manabase and ramp by adding more dual lands that can ETB untapped and mana rocks to improve ramp. This can be done by cutting lands that always ETB tapped and some five/four/three CMC cards for ramp to help to cast the better high CMC cards such as Edgar. This change will speed up game play making it easier to cast one, two and three drop Vamps.
The avg. CMC of your deck is high at 3.5, with only 33 lands can be inconsistent to have mana to cast cards. Low CMC mana rocks can be used in place of lands since they can make mana and also help with color fixing.
Some examples of mana rock and budget land upgrades:
- Arcane Signet --> Drana, Kalastria Bloodchief
- Orzhov Signet --> Kheru Bloodsucker
- Boros Signet --> Malakir Cullblade
- Rakdos Signet --> Blood for Bones
- Caves of Koilos --> Forsaken Sanctuary
- Exotic Orchard --> Boros Guildgate
- Battlefield Forge --> Stone Quarry
- Smoldering Marsh --> Rakdos Guildgate
- Tainted Field --> Orzhov Guildgate
3 weeks ago
Best way to improve a deck is more ramp and draw effects. Solemn Simulacrum , Pitiless Plunderer , and Burnished Hart will be the most synergistic in this deck in the ramp category--but there are some staples that you could also consider, which work in every deck (hence their staple status): Arcane Signet , Mind Stone , Talisman of Hierarchy , Orzhov Signet ... the list goes on.
1 month ago
Hey, good start. My suggestions are to add more ramp and how to improve the manabase on a budget.
- Arcane Signet
- Orzhov Signet
- Rakdos Signet
- Exotic Orchard
- Caves of Koilos
- Battlefield Forge
- Graven Cairns
- Brightclimb Pathway Flip
- Needleverge Pathway Flip
- Dragonskull Summit
- Path of Ancestry
- Smoldering Marsh
- Tainted Field
- Ash Barrens
Good luck with your deck.
1 month ago
The deck could use some more ramp options and fixing. Some budget format staples for this include Evolving Wilds , Terramorphic Expanse , and Ash Barrens are all good cards to help you get the colors you need. For ramp, you're pretty much going to be stuck to artifact-based ramp, so Sol Ring , Rakdos Signet , Boros Signet , and Orzhov Signet are all good options for this deck.
I would also recommend upping your spot removal portion of the deck. You've got good wraths, but sometimes you don't need to blow up all of the things, especially if that would mean losing your own artifacts or enchantments. Return to Dust is very good. Even just a Disenchant could be a decent addition. Also just as fun synergy for creature removal, Crib Swap counts as a vampire spell, and so would give you a vampire token if you cast it.
You've got good card draw, but a couple other suggestions, Twilight Prophet is great for drawing extra cards and has obvious synergy, and Mentor of the Meek will let you draw cards whenever your commander makes a token (and speaking of, Anointed Procession will let you make twice the tokens)
Lastly I'd recommend Forerunner of the Legion since it's a solid tutor for this kind of deck.
My own Edgar deck isn't really refined since I built it a while ago, but if it's of any help, you can check out what's currently in it as well.
2 months ago
Your average CMC supports going to 35 lands.
There is no reason to not put in Smothering Tithe unless its to expensive price wise.
Teferi's Protection should go in if you can afford one.
Boon Reflection might be something you want to consider.