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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Solemn Simulacrum
Artifact Creature — Golem
When Solemn SImulacrum enters the battlefield, you may search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
When Solemn Simulacrum dies, you may draw a card. (Dying is being put into the graveyard from the battlefield.)
Soulus101 on
Goldmane... The Other Brother
1 week ago
This is a great high-power deck. All the heavy hitters seem to be present.
I would be very nervous playing so few lands; you have top-drawer artifact ramp and Smothering Tithe but you are vulnerable to a well timed Vandalblast and at real risk of missing land drops, and with very little card draw aggressive mulliganning seems ill-advised. I think you can afford to drop a couple of your least favourite creatures in order to accommodate more lands and maybe some land-based ramp (Solemn Simulacrum, Archaeomancer's Map, Keeper of the Accord etc.)
Otherwise, Paladin Class? I dunno, seems on theme but not sure it's better than anything else in your deck. Have fun!
slasherturtle on
Equip Me Daddy
1 month ago
This will be long, probably.
The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.
I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.
I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.
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Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:
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Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor
- Sickleslicer, which just feels a bit underwhelming
- Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
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Strandwalker, which is also very steep
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There are also some cards which I think either hurt more than they help or don't do you much at all:
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Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.
- Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
- Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
- Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
- I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
- As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
- You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
- Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
- Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
- The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
- I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
- Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
- Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
- Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
- Wrath of God may be better than Vanquish the Horde. That's just my opinion though.
All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.
Hi_diddly_ho_neighbor on
Sekki, Ghost Piñata
1 month ago
Sorry for the double post, but this idea occurred to me while I was out walking my dog. So I think Solemn Simulacrum is a low-key great include here. Normally I wouldn't advocate for Solemn in a non-artifact, green deck, but it simultaneously addresses both of your issues. It ramps to you into Sekki and draws you a card. There are a lot of times where people will attack in another direction just because Solemn is sitting there, threatening to draw a card.
Gilver on
Tetsuo Rageblade
1 month ago
haydensmith423 Looks nice!
I would cut Bloodthirster. It doesn't untap Tetsuo and is a wasted slot for 6 mana imo. You already have enough extra combat cards. Jin-Gitaxias, Progress Tyrant is also too expensive, yes the payoff is great but you would be better off to run something like Propaganda for more protection from go-wide decks, after all, you are not running lots of creatures and are going to be open for attackers. I am also not sure about Kaldra Compleat, sounds good on paper but has an high equipment cost and 7 CMC. You could slot in Blackblade Reforged, which can make him real strong.
Chandra's Ignition is a must-have card, can finish off opponnents when tetsuo has infect or you can end up gaining lots of life if he has lifelink.
Also have a look at Kediss, Emberclaw Familiar. Why not hurt the whole table if you are at it?
Another crucial card you are missing in this deck is Hammer of Nazahn. Not only does tetsuo gain indestructibe, but you ignore equipment costs. It is a huuuge advantage.
You can also go infinite with Sword of Hearth and Home if you have Akki Battle Squad out, it is a great equipment and one of the cheaper "Sword of X and Y" cards.
Inevitable Betrayal is also one of those suspend casts which you can cast for "free". It is a fun card so definitely include it if you find the space. Imagine stealing a Blightsteel Colossus from someone or an Eldrazi.
I am also not sure if Sword of Truth and Justice is a good idea to run in this deck. The card gives you protection from red, which makes it unable to be equiped with cards like Embercleave. The payoff is decent, can make tetsuo pretty beefy in the long run.
Finally, Jhoira, Ageless Innovator and Pact Weapon are nice to haves in this deck. Cheat out equipment and cheat death. Also maybe cut Solemn Simulacrum and slot in Sword of the Animist. You are playing an equipment deck so why not go for an equipment for ramp instead.
You can check out my list if you feel like it, would appreciate your opinion! I went for cheap equipments and try to win through commander damage and/or infect. Not really that much different from your list. If you have questions, feel free to hit me up :D.
https://tappedout.net/mtg-decks/tatami-gaeshi/
Arrzarrina on
Roon Shenanigans
1 month ago
Planned Land Changes
- Treetop Village -> Branchloft Pathway  Flip
- Vesuva -> Spara's Headquarters
- Dryad Arbor -> Seaside Citadel
Planned Flicker Changes
- Green Sun's Zenith -> Wall of Omens
- Threats Undetected -> Wall of Blossoms
- Gilded Lotus -> Farhaven Elf
- Yavimaya Elder -> Wood Elves
- Explore -> Mystical Tutor
- Turnabout -> Preston, the Vanisher
- Stroke of Genius -> Solemn Simulacrum
- Angel of Serenity -> Sun Titan
- Turnabout -> Emiel the Blessed
- Acidic Slime -> Reclamation Sage
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These changes are intended to streamline the deck by reducing the overall average cmc of the deck or reducing coloured pips in low cost spells. There's also a shift towards more ETB creatures rather than instants or sorceries for bread and butter effects.
Arrzarrina on
Roon Shenanigans
1 month ago
Planned Land Changes
- Treetop Village -> Branchloft Pathway  Flip
- Vesuva -> Spara's Headquarters
- Dryad Arbor -> Seaside Citadel
Planned Flicker Changes
- Green Sun's Zenith -> Wall of Omens
- Threats Undetected -> Wall of Blossoms
- Gilded Lotus -> Farhaven Elf
- Yavimaya Elder -> Wood Elves
- Explore -> Mystical Tutor
- Turnabout -> Preston, the Vanisher
- Stroke of Genius -> Sun Titan
- Angel of Serenity -> Sun Titan
- Blue Sun's Zenith -> Solemn Simulacrum
- Turnabout -> Emiel the Blessed
- Acidic Slime -> Reclamation Sage
-
These changes are intended to streamline the deck by reducing the
DarlekSec on
Standard Sad-pod
1 month ago
Welcome to nostalgia.
Basic ramp with Avacyn's Pilgrim and Llanowar Elves, but should be replaced with Birds of Paradise. Objective to get Birthing Pod to get board presence advantage. Glissa, the Traitor and Solemn Simulacrum to get more value.
Side board it to slow down aggro and spell caster decks
Spirits on
2 months ago
Hey Zorke,
Ok based on your comment about the combo, I'm basing these recommendations on a:
Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.
-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway  Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island
--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season
--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)
--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance
--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman
--Control-- +Beast Within -Fog
I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist
Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)
Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.
Hopefully you find some useful ideas here.
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