Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Otawara, Soaring City
: Add .
Channel — , Discard this: Return target artifact, creature, enchantment or planeswalker to its owner's hand. This ability costs less to activate for each legendary creature you control.
Nehon_Djinn on Biosurge: Bride of Swamp Thing
1 week ago
Yes, primal surge gets to jace straight away if it's still in the library and primal surge resolves, winning on the uptick of jace.
I prefer poison tip archer for the additional power/toughness, plus deathtouch and reach. I've found myself needing more defensive creatures in my playgroups, and it's a little less conspicuous as a combo piece than zulaport or blood artist.
Yes, you have to cast augmenter from hand to get echoing equation. If I hit primal surge I'm usually not trying to win with biovisionary, or I would need Seal of Removal on board, or Otawara, Soaring City in hand.
Ive been working on this deck for over a year; it was the first commander deck I built, and my entryway into the game as a whole. Think of each wincon individually; depending on how the draws go during a game, I'm trying to win by way of one of those strategies, which reflects in the playstyle. Basically everything else in the deck is trying to be a "worthy draw", or something that doesnt sit in my hand for too long. There are several smaller combo moves as well, like Pernicious Deed into Gerrard's Hourglass Pendant.
When I sort the deck into piles of removal/self-defense, ramp/fixing, draw/filtering, and wincons/goodstuff, I find that i have about 23-25 of each, and a LOT of overlap across all of the categories.
Khurgar on Modern Lands
2 weeks ago
Allright, so here's the "how the fk does it work?" part.
The deck is a prett slow one that takes some time before it really activates, so several cards both in the main deck and side board are there to mitigate the pressure that we might suffer from early plays. Lightning Bolt, Fire / Ice and Arboreal Grazer fills these slots in the main deck.
What the deck wants to do is generally to discard lands with Seismic Assault to deal damage to the enemy, then use cards such as Wrenn and Six, Life from the Loam and Slogurk, the Overslime to recur those lands to your hand again.
Trade Routes is used for 3 reasons. The first is pretty straight forwards, use your land cards in hand to generate new cards. Second use is to be able to play your channel lands early in the game to give mana while being able to pick them up later in the game to use their channel effect. And the third one is to make Slogurk, the Overslime to grow rapidly. If you discard a land and opt to dredge a Life from the Loam, Slogurk, the Overslime can grow anywhere between +1 to +4 +1/+1 counters for a single mana, ontop of digging for utility lands that you can return later.
Sadly I have not had a lot of time playtesting it, and I think that the sideboard needs a lot of work. First and foremost I feel like I have doubled down a bit too hard on artifact hate, albeit with a lot of cards with multi purpose.
Anyways, the rundown of why I included the cards are as follows: Damping Sphere was included to stop decks such as tron and titan, and it also works well versus decks such as breach or storm or other more jank combos such as neobrand.
Pithing Needle and Relic of Progenitus dont need explaining.
Brotherhood's End was included to deal with asmo decks, affinity, prison tron, goblins, merfolk and other similar decks to these.
Force of Vigor is in the deck solely because I have no way to stop a turn 2 kill from hammer, other than blocking with an Arboreal Grazer. I am strongly considering cutting it though.
Haywire Mite is included to stop Kaldra Compleat, but will probably see play in the same games that my other artifact and enchantment hate cards.
Otawara, Soaring City is just so that you are more likely to draw them, especially in matchups where they run pithing needle to stop Boseiju, Who Endures, but is also really good for returning combo pieces to hand, or just big beaters like murktide. Its also really good vs tokens.
Boseiju, Who Endures just a really solid card, deals with most problems the deck faces, such as graveyard hate and blood moon effects.
Bojuka Bog is a fantastic card in this deck. With this card and Trade Routes you can exile your opponents graveyard every turn if you'd like, although it is only in sorcery speed.
Cards that I would like to experiment with: Expressive Iteration is a card that I am gonna experiment with in place of Fire / Ice. I think that Fire / Ice is much better at stalling out the game, but expressive is such a valuable card to have in the mid game.
Academy Ruins and Buried Ruin to be able to get artifacts back from the graveyard.
Shadowspear to deal with agressive matchups where the opponent have no good way of dealing with my constructs or Slogurk, the Overslime.
Orvar, the All-Form versus decks that enjoy discarding your hand, so generally versus decks that runs archong or liliana.
I hope you enjoyed the read, give me some thoughts in the comments if you have any =)
Necramus on Baral, Chief of No
2 months ago
Sea Gate Restoration Flip - this can double as either a land or a phat ass draw spell, depending on how you want to use it, and options are always good!
Finale of Revelation - again, can be a phat spell or a more modest one, depending on what you need. You have several ways to discount spells, though, and so you can kinda cheat your way towards the high end of this spell.
Sapphire Medallion - don't need to explain this one.
Solve the Equation - excellent tutor for this deck and a budget option to Mystical Tutor, though, I'd suggest both.
Consuming Tide and Cyclonic Rift are both mono blue pseudo wipes that you'll probably want to help keep the battle field in your favor.
Rhystic Study - don't need to explain this one.
Mystic Sanctuary and Otawara, Soaring City are both free for you to play and are better than basics when you have so many.
As for additional counterspells I'd suggest Mana Leak, Tale's End, Force of Will, and Delay.
Since you're on the discount game, I'd also suggest Bribery and Mass Manipulation too!
And one last piece of removal: Imprisoned in the Moon
Hope this helps! I like that your curve is almost down to 3. Your deck building skills are getting keener!
Chasmolinker on Chasmolinker
4 months ago
Here’s a section from my recent budget Merfolk deck.
===accordion ===panel:Islands ![Islands](https://product-images.tcgplayer.com/237588.jpg "enter image title here") #### [[card:Cavern of Souls]] With a heavy representation of [[symbol:U]] decks in the current Modern Meta, this powerful land is worth it's weight in Platinum. (Literally) Unfortunately this high price tag limits us to 1 copy. <hr> #### [[card:Otawara, Soaring City]] An un-counterable bounce spell on a land is hard to not include. This land is still a reasonable price and offers the deck an added utility with which to steal victory. Play it untapped as a [[symbol:U]] source, pitch it to bounce a permanent for soft removal, or bounce your own permanent for protection. Keep in mind that this hits artifact creature and enchantment lands if needed. <hr> #### [[card:Mutavault]] While not an island, an honorary merfolk that can receive a boost from your [[card:Lord of Atlantis (LEB) | Lords]] and provide a threat that can be tough to interact with against certain decks. <hr> #### [[card:Waterlogged Grove]] / [[card:Fiery Islet]] Running out of gas in an aggressive deck is the worst thing you can have happen. With an empty board and an empty hand, the top of your library is your last resource in Merfolk. The ability to double dip in a pinch makes this untapped land a welcome addition to the archetype. Be careful with the pain taken from this land as it can add up against other aggro decks. <hr> ===endpanel ===endaccordion
multimedia on Budget Death's Shadow Help!
4 months ago
Hey, the Pain lands, Underground River, Shivan Reef and Sulfurous Springs were just reprinted making them budget land options. They ETB untapped and can be another source of making yourself lose life to make mana. They could replace basic lands or add a lot of them for the price of one Otawara, Soaring City.
Plunge into Darkness can be risky, but it's 2 mana to lose as much life as you want while also potentially finding a Shadow. Apostle's Blessing can protect for 1 mana + 2 life.
SolidSnek on Drafna's Artifact Trampoline
4 months ago
Thanks! I didn't have an artifacts deck yet and wanted to, so when I opened Drafna, Founder of Lat-Nam at prerelease I knew what I had to do. xD
Academy Ruins, Minamo, School at Water's Edge and Otawara, Soaring City are all great inclusions! They are absent here because I don't have copies.
I don't have an Arcbound Ravager, seems like a good include if you have one to spare.
I'm not sure the Urza lands are worth it in singleton without green . I'd rather just have the blue mana than 4 lands that almost always will just tap for a C.
SufferFromEDHD on Drafna's Artifact Trampoline
4 months ago
This set is filled with so many good commanders. I'm slowly making it around to brewing Drafna. Your build is solid! I will definitely be using Access Denied and Spell Swindle in my list. Mirran Spy is some spicy tech.
Arcbound Ravager always good in a deck full of artifacts.
Would Urza's Workshop and the other Urza's lands be useful in this artifact strategy?
Cut 3 islands and add Academy Ruins, Minamo, School at Water's Edge and Otawara, Soaring City.
SufferFromEDHD on Esika Ad Nauseam Gate Win
4 months ago
Boseiju, Who Endures/Otawara, Soaring City much needed spot removal.
Slaughter Pact is not as clutch as that Pact of Negation but the power creep is real and there are many creatures that can thwart this strategy.
|Have (4)||TheRealSpecialK , Azdranax , Galdelonian , gildan_bladeborn|
|Want (8)||jw560211_magic , TechNoble , Hiasei , OrcishMetal , GravyTheBoi , Amaterasu312 , devtor360 , Luminous_Lamp|