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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Skysovereign, Consul Flagship
Legendary Artifact — Vehicle
Whenever this enters the battlefield or attacks, this deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of other creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Barbarian_Sun_Pope on Greasefang Carfire
2 months ago
Nice deck (+1), I wonder if Trash for Treasure or Skysovereign, Consul Flagship would work here as a one of.
kirbysan on [Primer] Helming the Host of Heaven *Update*
3 months ago
Buddies cancelled so I played 3 pub games instead:
Starting hand: Emeria, The Sky Ruin, Plains, Plains, Path to Exile, Angelic Page, Archangel of Tithes, Sanctuary Warden
As we played through the game it became clear that Esix was the big threat. The board was wiped twice, once with N'ghathrod's Hex and a second time with Sigarda's Day of Judgment. Archangel of Tithes helped get a few early attacks in against Esix as they usually tapped out to play some bigger spells.
I was able to keep Esix in check a few times by using Path to Exile on their commander when they were about to pop off. I also used Oblation again on Esix when they cast a Pest Infestation destroying my Crucible of Worlds and Vanquisher's Banner but netting 12 pests. Finally, I had a Kabira Takedown Flip but only 2 creatures on the field so it couldn't deal with anything on Esix's board so I used it on Sigarda's Soul Warden.
At the final turn I had Sanctuary Warden equipped to Sword of Feast and Famine, Righteous Valkyrie and Angelic Field Marshal. In my hand I had Avacyn, Angel of Hope, Emeria Shepherd, Sword of Hearth and Home and a Seraph Sanctuary. Giada had been removed 3 times this game so she cost 8. Esix was at 6 but also had a Sublime Epiphany with open mana and a Craterhoof Behemoth in hand with 19 creatures, mostly 1/1 tokens on board.
As I'm writing this I realized I had the answer but didn't realize it at the time. If I had casted Sword of Hearth and Home Esix would have countered it and bounced my Sanctuary Warden forcing it out of their hand. I could then equip the Sword of Feast and Famine to another angel and swung for lethal since they had no flying blockers. I could have also moved to equip Sword of Feast and Famine to another angel which they could've countered once, but I had open mana to do it again. Despite losing this round let's count it as a win due to my misplay.
Starting hand: Windswept Heath, Sol Ring, Pearl Medallion, Angel of Vitality, Mangara, the Diplomat, Soul Warden
Perhaps this was a risky hand to keep but with the Sol Ring and Pearl Medallion I could literally play everything in my hand if not disrupted so I kept it.
Kraum also kept a risky hand but it paid off for them in the short term. They cast a Show and Tell which let me only drop Angel of Vitality but they dropped an Omniscience and proceeded to play out their hand giving themselves an immense board state on turn 3.
Kraum made a serious misplay here as they used a Cyclonic Rift on my Sol Ring and a bounce spell that returned all creatures with power less than 5. This was supposed to wipe the board but Angel of Vitality was a 5/5. They followed this up with a Wheel of Misfortune paying 35 life expecting us to bet high life totals so they wouldn't get the wheel. Unfortunately for them we bid pretty low numbers and Kraum took the full 35. With no flying blockers on board they were dead next turn.
With Kraum out of the game and a fresh 7 card hand I ended up dominating the board. Some nice synergies were using Sword of Hearth and Home on Sanctuary Warden to 2 cards a turn, one for ETB, one for swinging. Bishop of Wings with Resplendent Angel and Angelic Accord gave me double angels on my end steps. Finally, having Emeria, The Sky Ruin and 7 plains let me fill my boardstate quickly. While the game took longer I never hit another board wipe and closed it out with 64 life.
Starting Hand: Flooded Strand, Path of Ancestry, Soul Warden, Luminarch Ascension, Pyre of Heroes, Folk Hero, Angelic Curator
I was excited about this hand because it had 2 new cards that hadn't come up in the last couple games I played so I wanted to test it out. While it should have curved out pretty nicely, having only Folk Hero as the draw card with a single angel should've been a warning sign. My early board state included Giada, Font of Hope, Soul Warden and Luminarch Ascension. As predicted, Luminarch Ascension was able to get 3 counters on it after a single turn.
However I was hit by a board wipe early on and had to decide whether to use Luminarch's ability or recast Giada. I foolishly recast Giada only to have her removed again with Skysovereign, Consul Flagship. When Sigarda went to blow up Luminarch I produced 3 4/4 angels with 6 mana to give me some blockers. I had also drawn into The Ozolith but it was only able to add 1 counter on it.
For the rest of the game Kykar solely targeted me with their growing vehicle board state. Since Giada now cost 6 and Skysovereign was pinging for 3 every turn I couldn't waste the mana to recast her which turned off Folk Hero. I cast Angelic Curator just for a blocker since it would be hugely advantageous against vehicles but it was promptly removed with Dispatch by Kykar. I was also able to draw into a Mask of Memory but was stalled out since Kykar had Spirit token blockers, Atraxa had their commander and Sigarda also had their commander. I was the first to be knocked out and this was a definite loss. I did cast Pyre of Heroes but didn't draw into any angels until late game so it had no effect.
Luminarch Ascension is a great card but also a lightning rod. In the third game it presented a threat early on and if Giada hadn't been removed twice so early it could've helped end the game. Not getting those +1/+1 counters on the angels hurt my game plan quite a lot.
The Ozolith saw play but had little impact. Again, if Giada hadn't been removed early I could've dumped all those counters onto it and preserved threats.
Pyre of Heroes also saw play but had little impact. The overall flow of the game meant I was essentially stuck. Eye of Vecna would've been more impactful here but since Kykar had such an oppressive board state I would need to play much bigger threats to make a difference.
While Giada may not always be necessary to our gameplan, not having her and being unable to cast her slows us up so much that opponents can just out ramp or out threaten us pretty quickly. Dodging an entire table's board wipes and single target removals is pretty tough and makes me consider Lightning Greaves or Swiftfoot Boots again.
ReticleMouse on Masako EDH
7 months ago
you need to find more cards that have some kind of synergy with what your commander does/is trying to do.
I would try to focus more on cards that work with either the tap effects or untap effects your creatures have. A card like Throne of the God-Pharaoh would do wonders in this deck, since your goal at the end of your turn is to have every single creature on your side of the field tapped.
I would also SERIOUSLY consider adding more Vehicles. the crew mechanic is supposed to be a hindrance but with your commander, it becomes a huge strength. I don't think you are taking advantage of that enough here. Think about adding cards like Consulate Dreadnought Skysovereign, Consul Flagship Dermotaxi and Untethered Express, as well as any others you like, would be amazing in a deck like this since at the end of your turn they would also count as triggers for Throne of the God-Pharaoh
Lastly, I would think about Meekstone, its a great way to help lock down the board for you if you pair it with Drumbellower
10 months ago
wallisface thank you so much for the feedback, i greatly appreciate it. ive already begun to make some changes, i have decided to put in a basilisk collar, engineered explosives was really a bad idea for a sideboard card. i have also added a Shadowspear and a Skysovereign, Consul Flagship to the board. ive also decided to boost the number of baby karn to a full playset. i think these additions will work much better while trimming some of the fat in our sideboard which i am probably going to tick the number of everything in it down to 1.
you are absolutely right in regards to the mulliganning. Especially with the new mulligan rule. I havent really even had to sweat it thus far, not saying that i wont; that would be wishful thinking but as of right now i am very comfortable as far as discerning what starting hands to keep.
again, i appreciate your feedback, i also appreciate your interest and reading the logs. i hope you continue to do so and we can watch this what seems to be relic of a deck (it got a lot of those "wow, havent seen this in a while" comments last night) grow and flourish.
wallisface on RW Dwarf Vehicle Deck
10 months ago
I can give you some answers to your questions
1) around mana curve:
generally speaking, a modern deck can’t justify running more than 3-4 cards costing 4-mana, and often run nothing above this cost. Some decks will be able to support a higher curve, but these decks will either have lots of lands, or lots of ramp.
for a deck with 3-4 4-mana cards, 8ish 3-mana cards, and the rest being 1-2 mana, i’d expect around 23 lands.
for a deck without 4-mana cards, and less-than-4 3-mana cards, you should be able to get away with 18-22 lands, depending on how well the deck could theoretically perform on a single land.
if you’re wanting more higher-costing cards, you generally need more lands. Control decks can run 26-28 lands, and in doing so can support ~8-10 cards costing 4-5 mana. However, their play pattern is a LOT slower, so they have to control the boardstate constantly until they can reach a high-enough land total.
For your deck, I think your mana curve is too high. Personally i’d ditch 4 of your 4-mana cards, and replace them with cards costing 1-2 mana. I’d also add 1 more land.
2) around vehicles:
the first thing to note that theSmuggler's Buggy in your sideboard isn’t modern legal (its a commander card), so i’d ditch that.
Good vehicles are cheap to cast, and easy to crew. The strongest vehicle (at least pre-Kamigawa) is Smuggler's Copter, because its very easy to cast & activate. Plus, with flying it’s evasive, and its ability lets you fix your hand.
After Copter, the next-best colourless vehicle is probably Aethersphere Harvester, again because its easy to cast/crew, and hard to immediately deal with.
it might be worth considering adding 1-2 copies of Skysovereign, Consul Flagship. While it’s painful to cast, it can quickly win a game if left uninterrupted. To compensate for its high cost, you’d probably want to run some Lightning Bolt to help stall out the game long enough to use it.
2) around legendary creatures:
- i wouldn’t be afraid to run multiple copies of a legendary card. There’s usually no cost to running multiple copies of these types, if you draw multiple its a case of having “backup” if one dies. The worst that will happen is occasionally having to mulligan hands because you draw too many of the same legendary card.
Carrot_cake on Vehicular Opponentslaughter│Azorius Pioneer
1 year ago
RebelGenius Thanks for the great suggestions!! In all honesty, I completely forgot to look at KLD while making this deck lol. Skysovereign, Consul Flagship is now in the deck, and I'm thinking I'll put in Smuggler's Copter and take out Mnemonic Sphere.
RebelGenius on Vehicular Opponentslaughter│Azorius Pioneer
1 year ago
Cool deck! Skysovereign, Consul Flagship could be a nice 1 or 2 of in the deck, and Smuggler's Copter could also be nice.
GrimlockVIII on Copysaurus
1 year ago
Would you consider running vehicles to help tap Kalamax without relying on him to attack?
Stuff like Smuggler's Copter and Skysovereign, Consul Flagship can provide some neat utility while they help tap your commander.
Also the idea of a Stegasaurus piloting a tiny helicopter would look hilarious.
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