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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Enchantment — Aura
Enchant basic land you control
When Ossification enters the battlefield, exile target creature or planeswalker an opponent controls until Ossification leaves the battlefield.
4 months ago
idfkgabe Not a bad choice; however my meta is 3-player 90% of the time so I use - Grasp of Fate . Comparing it to other control cards I find falling short of: - Soul Tithe - if you dont run this... you're missing out - Ossification -its an aura so it triggers light paws, and 1 less mana to o-ring - Darksteel Mutation Reprobation Prison Term - all trigger light paws, and can shut down generals (o-ring just puts it to command zone typically)
6 months ago
Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.
Part 1: Ramp
In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.
Part 2: Card draw
Just as important as ramp is card draw: Galea won't always be available to you.
Part 3: Removal
Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.
The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.
Part 4: Boardwipes
In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.
Part 5: Protection and Evasion
In Voltron, tempo is crucial.
- In: Negate and Delay are inconditional and cheap counters mana-wise.
- Out: Calculated Dismissal and Frilled Mystic aren't.
Now to the Auras:
- In: Spirit Mantle, Unquestioned Authority and Mask of Law and Grace are protection and evasion at the same time (protection also means it can't be blocked).
- Out: Favor of the Overbeing, Observant Alseid and Leafcrown Dryad.
Following the same logic as with removal, I'm using auras over instants to protect the Voltron.
- In: Shield of the Oversoul, Alpha Authority, Canopy Cover.
- Out: Benevolent Blessing, Shielding Plax, Karametra's Blessing. (I believe proactive protection goes miles farther than a reactive one.)
Part 6: Tutors
Part 7: Win Conditions
Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.
Part 8: Lands
- You might consider more lands that fix your colors and manipulate the top of your library at will: Terramorphic Expanse, Temple of Plenty, Temple of Enlightenment, Temple of Mystery, Cabaretti Courtyard, Brokers Hideout, Obscura Storefront, Naya Panorama, Esper Panorama.
- Rogue's Passage is great evasion on a land.
- Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
- Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
- Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
- Azorius Chancery, because you don't run the other two bouncelands.
- Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
- Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
- Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.
If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!
8 months ago
Personally I would add in at least some creature removal here. (Ossification is a great start)
Why? Because I know a LOT of builds that run Knight of Dusk's Shadow and/or Blightbeetle in their decks just because Lifegain/Countergain is so common and can be such an easy strat to shut down. If either of those cards hit the board Turn 2 you're dead in your tracks. You also might look out for some enchantment hate since Solemnity has a few uses in a couple of different builds, and it similarly would shut you down. There's also Tainted Remedy floating around in some decks, just because so many effects include some kind of lifegain bonus that it's easy to flipping it all to damage instead works against a wide variety of builds to varying degrees.
Light of Hope is good for enchantment hate in your case since (in the event you don't need Enchantment hate) the other 2 options are very useful for your build & keep with its synergy.
Further, I think Lunarch Veteran Flip would serve you better in the slots in place of your Impassioned Orators. Not only are they cheaper to get out, they can come back into play if they're killed giving them a lot more versatility than the 1 extra pwr/tgh that the Orator gets you for that 1 extra mana.
Also I 100% agree with the above comment that Blue splash in here is doing you NO good at all (it's even increasing the number of 'enters tapped' lands you're running since you're using the guildgate; go straight Black/White with this puppy, either a Plains or a Swamp basic even would be better to draw in those slots.
Hope some of this helps give you some direction, and either way it's nice to see another fellow Arena player here using the site! +1 just for that!
9 months ago
Usually, when I think about tokens, I think of instants and sorceries. That said, I did put together a build recently that synergizes Tocasia's Welcome with creatures that can T: make a token. You might find some token ideas there (or not?) Halo, and Welcome!.
Ossification is a decent spell, but most the other enchantments aren't worth it. Classic spells are hard to beat. Path to Exile. Oblivion Ring. If there are threats those don't cover, Generous Gift covers everything. Since it looks like you're running a Poison counter wincon, if you're going to pump, instants are the best way to do it. This is because you should only need one or two spells to hit lethal. If you enchant, your opponent will know which to block, but if you instant a buff, you can dodge the blocker.
I think you should try to run 22 lands.
Try to reduce the number of different creatures you include to about 6, increasing the number of each so the total creature count is close to the same.
9 months ago
mostly what wallisface said but
Soulless Jailer is cute but i think i'd rather just use rest in peace. harder to remove and ends all graveyard nonsense.
Against All Odds seems expensive but also worth noting, it being a sorcery instead of an instant is a big deal
Ossification is a but interesting but too narrow. for creatures i would rather use On Thin Ice or Skyclave Apparition. Other than that March of Otherworldly Light would be my go to more general removal
9 months ago
I’ve playtested Soulless Jailer a bit in my own taxes shell and it feels… awkward. It does stop some things the opponent can do but not everything you’d expect (they can still cast Gravecrawler or Kroxa, Titan of Death's Hunger from the graveyard, for example). Personally I was disappointed by this card - there’s better things we can do for 2 mana.
Against All Odds looks terrible/unplayable just due to its mana cost.