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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Talisman of Dominance
: Add .
: Add or . Talisman of Dominance deals 1 damage to you.
6 days ago
Dimir Signet, Mind Stone, Prismatic Lens, Arcane Signet, Charcoal Diamond, Coldsteel Heart, Corrupted Grafstone, Ebony Fly, Fellwar Stone, Fractured Powerstone, Guardian Idol, Liquimetal Torque, Obsidian Obelisk, Sky Diamond, Star Compass, Talisman of Dominance, Thought Vessel - Those are the viable 2 cmc mana rocks (Everflowing Chalice could also be played for 2 mana, but also scales more into the later stages due to Multikicker) Moonsnare Prototype and Springleaf Drum are 1 cmc but require a creature/artifact which you could tap to produce 1 mana. Sol Talisman and Mox Tantalite are also relative cheap in price.
For Land ramp, there arent that many options in Dimir, but here are the ones I would consider - Lantern of Revealing: 3 cmc Rock, that can ramp later Wayfarer's Bauble: The classic Dreamscape Artist: 2 CMC creature, that turns each card in your hand into Harrow Druidic Satchel: Not guarantees a land but not completely without value Navigation Orb: Bauble but slower Myriad Landscape: Land that fetches 2 Lands
1 week ago
When I was testing out your deck, I definitely noticed mana issues, you probably want a mix of a couple more lands and some mana rocks. There is the odd mana dork you could use, none generally as good as a Green one. I always like Dreamscape Artist in a Dimir deck that makes use of the graveyard, it's actual Harrow so the lands are entering untapped, making the ramp a bit better than it might usually be. With a 5 mana Commander I think I would run Sol Ring, especially without Green, there is also Talisman of Dominance and Dimir Signet that are solid. A really solid 3 mana rock is Skyclave Relic, it can be a 3 drop or a big (and versatile) efficient 6 drop. Not sure if you need all of those, but I think you want some of those ramp options. TBH, you might also lower your average Mana Value, you're well over 3, which might be a tad high for 33 lands in a reasonably competitive deck. A couple handy utility lands that are nice with Voltron decks include Witch's Clinic, Shizo, Death's Storehouse, and Tyrite Sanctum. Sanctum is a bit weird, but getting Indestructible on your Commander will probably feel pretty good. There are also some MDFCs that aren't bad in Black, you could replace one of your 2 mana Black removal creature removal with Hagra Mauling Flip, risking 4 mana to remove something (with no restriction though) is harsh, but it's also a land which feels incredible in a lower land count deck. I hear Malakir Rebirth Flip is also very good, especially with a Voltron Commander.
I also noticed that the deck seemed to not excel at clearing the board of threats/problems, this can include combo pieces or Voltron creatures. From a competitive standpoint, if you expect to play against decks that are 7s or above you probably want at least a couple more solid counters, it's hard to know which to run because actual Counterspell costs UU, which is hard to hold up obviously, but Swan Song and Negate might not be versatile enough, but I think any or all of those would make the deck more functional. Niche removal like Ravenform, Resculpt and Feed the Swarm are also worth a look, you never know when you'll need to tutor up an answer for either of those types, and being able to hit a creature is also useful, fwiw Black isn't great at exiling creatures. I see you only have 1 Planeswalker in here, have you thought about Liliana, Death's Majesty? She's got some synergy with Zombies for sure, and offers a potential wipe.
A tutor that might fit in here that you're not running is Final Parting, which is clunky at 5 mana but it also offers a two for 1 tutor, so even if it's a lot of mana it does a lot of work. I'm not sure how many cards you're that desperate to get into the graveyard, but Final Parting finds 2 of 3 pieces for Gravecrawler combos in my Meren deck, very handy if I have one in hand already.
Pretty tough finding stuff that sticks out for being suboptimal in this list! Here are a few I suspect could be upgraded: Reassembling Skeleton is a Skeleton. The recursion aspect is not particularly good at 2 mana for a non-Zombie body, with a max of one on board at a time. Undead Alchemist might do something sometimes, but I feel like it's a bad interaction with a lot of your deck, it's terrible with Living Death type stuff obviously, and if someone is close to death, this gives them way more life. Call to the Grave seems potentially iffy, you run some very good non-Zombies, and you can't sac a token instead to it, it eats only non-Zombies. Kindred Discovery seems questionable potentially, it negatively interacts with any combo that uses a zombie entering or dying repeatedly since you have to draw, this can also make you unable to swing with a huge zombie army, which seems agonizing without at least throwing in something like Capsize. More curious than certain, but do you often have 1 toughness things to work with Skullclamp? Any Zombie at 1 toughness is buffed by your lords, and the tokens you make are 2/2s iirc? If you ask me, unless you have a source of 1 toughness bodies I'm missing, you could instead run Mask of Griselbrand, it can draw cards too (sometimes way more), both require a sac outlet, and it offers real utility in combo by offering evasion and lifelink. I would run any of the removal I mentioned over Doom Blade and Go for the Throat, I feel like the versatility and some offering exile has an edge. For Tragic Slip, do you get stuck without a sac outlet very often, this seems like an unnecessary complication to have on your removal, but at least it can hit Indestructibles? IMHO if you can afford it run Deadly Rollick, this will also exile stuff without as harsh a requirement (I'd rather have the downside of 4 mana vs removing only x/1s).
1 week ago
Hey, good upgrades to the precon, what you've done so far.
How do you want to win? Determining the main strategy you want to play can help to keep good cards for that strategy and cut unnecessary cards. If you're wanting to keep precon level budget then doing combat damage with Constructs and Commander damage with Urza are directions to consider. Research Thief and Bident of Thassa are excellent budget cards if you want to be attacking with Constructs. Making Urza an artifact makes him a reliable source of Commander damage, but this means including effects to make Urza an artifact.
You have Urza, Lord High Artificer, he's a combo wincon, but to use him as a wincon you'll want to add other cards and more ways to assemble the combo. Drawing cards from Constructs doing combat damage to opponents is a good alternative to playing expensive price tutors to get combo pieces in your hand.
You have Tezzeret, Master of the Bridge, you don't really need Mycosynth Golem especially not for it's price tag. You don't need this Tezzeret either, but if you have it might as well play it. The first cuts to consider are lands since 41 lands is a lot when the strategy here are artifacts. Consider cutting 6 lands? Lands that always ETB tapped and are worse then others that also do this. If you feel you need more mana then add mana sources (rocks, dorks) not lands.
- Orzhov Basilica, Azorius Chancery, Dimir Aqueduct
- Temple of Silence, Temple of Deceit, Temple of Enlightenment
The Bounce lands and Scry lands are worse always ETB tapped lands then Tri lands, Bridges, etc.
Some advice for more cuts is choose the top 20 creatures here, top 10 artifacts and top 10 other nonland cards. By choosing the best cards then you can cut a huge chunk away of lesser cards.
- Urza, Lord High Artificer
- Research Thief
- Losheel, Clockwork Scholar
- Thought Monitor, Ethersworn Sphinx
- Ornithopter of Paradise, Etherium Sculptor
- Phyrexian Metamorph
- Spellskite, Padeem, Consul of Innovation
- Ethersworn Canonist
- Baleful Strix
- Hangarback Walker, Sai, Master Thopterist
- Steel Overseer
- Armix, Filigree Thrasher
- Emry, Lurker of the Loch, Sharuum the Hegemon
- The Reality Chip, Lion Sash
- Sol Ring
- Arcane Signet, Chromatic Lantern
- Liquimetal Torque
- Talisman of Dominance, Talisman of Hierarchy
- Swiftfoot Boots
- Cranial Plating, Shadowspear
- Strionic Resonator
- Their Name is Death, Phyrexian Scriptures
- The Flesh is Weak
- Tezzeret, Master of the Bridge
- Artificer Class
- Austere Command
- Void Rend
- Swords to Plowshares
- Dovin's Veto
For upgrading it's easier to get an established list that's not 99 cards then have a list that's way over 99 cards. Really any 0-3 drop artifact creature who can make some value to take advantage of Urza artifact creature affinity or any 0-2 drop mana rock for more ramp can fill unfilled deck spots.
Good luck with your deck.
Last_Laugh on Fae
1 week ago
I would recommend running a lot more draw engines... fortunately there's a LOT of budget(ish) friendly options in these colors.
Reconnaissance Mission, Bident of Thassa, and Coastal Piracy are some of your best options here. Skullclamp, Court of Grace, Plumb the Forbidden, Tocasia's Welcome, and Mystic Remora are all options that fit your theme. A few creatures that draw cards but are outside your tribe worth considering include Starscream, Power Hungry Flip, Aerial Extortionist, and Welcoming Vampire.
Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Crash Course
2 weeks ago
This looks like fun but it also looks a bit (too) slow as most cards in your deck have an average CMC of 5+ and it will take on average five turns to summon your commander in order to cheat your creatures into play. I think there are ways to keep your deck budget, while still increasing its speed. First off, I think adding the talismans (Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress) would help.
Second, a few cheap scrying/draw resources like Portent, Esper Charm, Index, Telling Time, Otherworldly Gaze, Opt, Dream Cache, Serum Visions and Sphinx's Revelation can really help you find the cards you need a bit quicker.
Hope this helps.
3 weeks ago
No Sol Ring, Orzhov Signet, Azorius Signet, Dimir Signet, Talisman of Hierarchy, Talisman of Dominance, Talisman of Progress, Fellwar Stone, or Arcane Signet? 32 lands with a 3.63 avg. cmc isn't going to consistently work. 32 lands needs a cmc at least 3.0 and under and it still needs about 10+ pieces of ramp still.
I'd suggest running ALL of these to help smooth out your curve and lower your cmc a bit. You'll notice a significant uptick in consistency.
I have an Esper deck built (different commanders) but it may give you some ideas still. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Crash Course
2 months ago
Hey, you're welcome.
If you wanted to a couple of lesser lands here could be upgraded within the budget?
- Glimmervoid --> Skycloud Expanse
- Shipwreck Marsh --> River of Tears
- Path of Ancestry --> Evolving Wilds
Other options are to replace them for some less expensive utility lands?
- Phyrexia's Core --> Skycloud Expanse
- Tyrite Sanctum --> River of Tears
- Castle Vantress --> Evolving Wilds
The Talismans in the sideboard could replace some of the Signets?
- Talisman of Dominance --> Dimir Signet
- Talisman of Progress --> Azorius Signet
- Talisman of Hierarchy --> Orzhov Signet
You're light here with low mana cost ramp and have a pretty high mana curve. More ramp could help gameplay. These are better ramp options specifically with Urza as Commander than the other Signets/mana rocks. The 2 drop artifact creature mana dorks can be helpful to cast Urza quicker since they count towards his artifact creature affinity and can make colored mana.
- Ornithopter of Paradise, Silver Myr, Leaden Myr, Gold Myr
- Etherium Sculptor, Foundry Inspector
- Sol Ring, Arcane Signet, Liquimetal Torque
- Talisman of Dominance, Talisman of Progress, Talisman of Hierarchy
- Sculpting Steel
- Urza, Lord High Artificer, Forsaken Monument
- Tezzeret, Master of the Bridge
This is a ramp package to consider? It's 16 sources, most important 14 sources of low mana cost ramp with Urza, Monument and Tezz at high end. Thought Vessel is a good card, but it turns off discarding hand down to 7 cards which can fuel artifact reanimation. Solemn Simulacrum is another good card, but I think it's too much mana here since there's better 4 drops for power and/or help more Urza and Constructs. Sculpting Steel is excellent in multiplayer Commander and it can count towards ramp because it can become an artifact ramp source.
2 months ago
Haha ya I figured that's what you meant when you suggested Talisman of Dominance, aholder7. I thought Disintegrate was a pretty decent suggestion too actually, but I can see how Terminate is just better.