Back:Spires of Orazca
, : Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
At the beginning of your end step, if you control seven or more lands, transform Thaumatic Compass.
|Have (5)||metalmagic , fourcleftcandles , NineNotesKnives , lorddarkstar , gildan_bladeborn|
|Want (3)||TheWooba , Pats2020 , hkobrinetz|
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|Promo Set (000)||Rare|
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|Commander / EDH||Legal|
Thaumatic Compass occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
Thaumatic Compass Discussion
1 week ago
You just gotta read through a few forum threads. Or go the hardcore route and just scour Gatherer to find the gems
Arcane Encyclopedia is sorta the bar that I evaluate draw engines against. It's not a bad card, but that's basically the bar. Anything that's worse should not be played but anything that's as good or better is probably ok. I played a lot of mono white, so the context is largely the same. When draw engines get cheaper than Arcane Encyclopedia they also get more restrictive, so just pick a few of the ones that fit your deck.
Jar of Eyeballs, Mazemind Tome, Phyrexian Portal, Endless Atlas, Treasure Map Flip, Azor's Gateway Flip, Journeyer's Kite, Thaumatic Compass Flip, Temple Bell, Liar's Pendulum, Bonder's Ornament, Eye of Yawgmoth, Icon of Ancestry, Phyrexian Grimoire and prolly a bunch more I missed.
Remember that when you play red you have access to cards like Faithless Looting, so just getting lands is fine.
Alternatively, theres always the option of just doubling down on Skullclamp and play equipment tutors to always have it, but if it were me I would try to utilize your cool commander ;)
Lastly, I noticed you run a lot of tapped lands. Since you are playing a heavy artifact deck, mana fixing actually becomes a lot less of an issue, so I would actually advise you to just run more basics. This deck should run totally fine with three plains or three mountains in your starting hand. But you lose a lot of tempo from playing Stone Quarry and friends.
Hope this helps, and good luck with the deck!
1 week ago
Upon reading your comments:
2) I agree with you about Altar of Dementia. I initially failed to realize that it was included as part of the token package. Once the token package was removed, Altar of Dementia was ineffective and a waste of a card slot. Without a bunch of token creatures and Craterhoof Behemoth, Altar of Dementia is easily expendable in this deck.
4) I don't want to be "that guy" with this deck. I do have a copy of Blightsteel Colossus for the purposes of eliminating any unfair or unfun players from the table. I once had the Savage Ventmaw and Aggravated Assault combo in this deck, but took it out. I didn't want to go infinite with this deck.
I also did not have a copy of Nylea, Keen-Eyed. I was bummed-out about that, but once I acquire a copy she'll fly right into Xenagos's waiting arms!
I play-tested the following ten changes:
This was the biggest difference for me during the initial play-testing of these changes. Godo, Bandit Warlord fetched Embercleave every time. Once, I entwined Tooth and Nail to put onto the battlefield Godo, Bandit Warlord and Worldspine Wurm. The Embercleave came into play and then was equipped to Worldspine Wurm. At combat, Xenagos, God of Revels gave Worldspine Wurm +16 +16 to enable a 32/32 trampling and double-striking beat-down. In another game, Xenagos, God of Revels was cast on turn four followed by Godo, Bandit Warlord on turn five. After he fetched Embercleave and it was equipped to him, combat ensued and Godo, Bandit Warlord got +4 +4 and haste, enabling an 8/8 trampling, double-striking and hasty attacker. Then, after the additional combat phase, Godo, Bandit Warlord attacked as a 16/16 trampling double-striker. This 48 damage knocked the opponent right out of the game. Godo, Bandit Warlord is awesome in this deck!
As hoped, I was always able to cast Ghalta, Primal Hunger for a handful of mana, and often for just . With a couple of bigguns in front of him, getting Ghalta, Primal Hunger into play with Xenagos, God of Revels on the battlefield was game-ending.
I did not draw Giant Adephage once. I did not tutor for it either.
5) Here's where it gets a little complicated. I failed to record a change I made to this deck list when I swapped out Malignus for Rampaging Brontodon prior to posting on tappedout. So, technically, Malignus was not in the deck and Rampaging Brontodon was. It just wasn't reflected in the deck list. As play-testing began, I decided to leave Gaea's Cradle in the deck and not make a change. However, after multiple times of putting into a play a useless Gaea's Cradle (that hurts to say!) or one that only taps for , I decided this card deserved a deck more fitting for its level of power. So, I eventually replaced Gaea's Cradle with Malignus and was happy I did. During one of the games I Malignused one of my opponents out of the game on turn five. Malignus is back!
I did not draw Momentous Fall once during play-testing.
I did not draw Return of the Wildspeaker once during play-testing.
I did not draw Reap the Past once during play-testing.
As predicted, The Great Henge is bonkers in this deck. In one game, I was able to cast The Great Henge for and then cast Ghalta, Primal Hunger for on the same turn! Having Ghalta, Primal Hunger enter the battlefield with a +1 +1 counter and drawing a card was awesome. Aside from Godo, Bandit Warlord, The Great Henge was the most noticeable game-changing addition made to the deck during this initial phase of play-testing.
As mentioned earlier, fetching-out Stomping Ground and Cinder Glade with Skyshroud Claim felt good. It felt really, really good. These lands are unfetchable with Thaumatic Compass Flip or Migration Path. Good suggestion!
Additionally, the overall speed of the deck was noticeable as well. I was threatening opponents by turn four or five every game.
I plan to continue play-testing until I have been able to play with all of the potential new inclusions. I appreciate your suggestions and your kind words regarding my responses. The Magic Community is important to me and it becomes stronger with positive communication. Thank you for being a part of that.
2 weeks ago
Yes, definitely. I don't want to be misunderstood. I know eliminating one higher CMC creature (Moldgraf Monstrosity) and replacing it with a lesser CMC creature (Quartzwood Crasher) will not lower the overall CMC of a deck in any noticeable way. That potential swap was in conjunction with the other suggestions made for the purposes of lowering the overall CMC of this deck.
I like the suggestion of Bonders' Enclave. Every creature in the deck has power four of greater, so activating this land to draw a card should be easy.
Lifeblood Hydra is an awesome card. I've wanted it for a while but it's forever out of stock.
Nylea, Keen-Eyed seems like a great addition. Reducing the CMC of creatures and digging through the top of a library are aces!
The Great Henge is an automatic inclusion.
I hadn't thought of Godo, Bandit Warlord. It makes sense to include him in order to fetch Embercleave, equip it to him, activate Xenagos's ability, attack, activate Xenagos's ability again and then attack again. Godo, Bandit Warlord curves from Xenagos, God of Revels perfectly. At , under the scenario mentioned above, Godo, Bandit Warlord can attack for a total of 48 damage in one turn. With early ramp that's an early turn knock-out of an opponent. Great suggestion!
I plan to task myself with attempting to include the following cards:
The Great Henge (card draw and ramp)
Migration Path (card draw or ramp)
Bonders' Enclave (card draw)
Nylea, Keen-Eyed (card draw and ramp)
Reap the Past (graveyard recursion)
Quartzwood Crasher (big trampler, makes other tramplers)
Giant Adephage (big trampler, makes other tramplers)
Ghalta, Primal Hunger (really big trampler)
My initial thoughts are to eliminate the following ten cards in order to include the aforementioned ones:
If some of the creatures utilized for the token package are going to be eliminated, might as well eliminate the entire package.
Again, these are my initial thoughts. I'd like to play-test in order to realize the benefits of these changes. If we proceed with these lists, the potential swaps would look something like this:
Adding another trampling creature that can create other trampling creatures seems like an improvement. Additionally, the mana investment is reduced by two.
Without an army of tokens and/or other creatures, Chancellor of the Forge is weak. Godo, Bandit Warlord is a great fit for Xenagos, God of Revels and Embercleave. Plus, we save a little on the CMC. This is a lethal addition!
Without an army of tokens and/or other creatures, Craterhoof Behemoth is not as effective. Choosing Ghalta, Primal Hunger as a replacement seems acceptable. A 12/12 trampler that will most likely never cost is a great addition to the deck. With almost any of our creatures under our control, Ghalta, Primal Hunger will cost less than Craterhoof Behemoth. Another reduction in CMC.
Living Hive was another piece of the token package that seems out of place without the rest of the pieces. This change provides another slight reduction in CMC. Giant Adephage also can create big copies of itself with trample.
This is maintaining some form of graveyard recursion while reducing the overall CMC of the deck.
Migration Path provides quicker ramp and the potential for card draw if it's cycled.
Nylea, Keen-Eyed provides ramp and card draw on the body of an indestructible creature/enchantment. Replacing Mossfire Valley, which admittedly is one of the weaker lands in the deck, is a massive upgrade.
I will mull over these potential changes. Originally, the token package was included in order to provide an additional win condition (Comet Storm). Eliminating this option will put the onus of victory through combat in nearly every game, aside from Altar of Dementia. Perhaps these changes will be effective and additional win conditions are unnecessary. I want to learn more through play-testing before making any official changes to the deck list. We shall see.
Thank you again for your suggestions! I appreciate your time and effort!
4 weeks ago
Rri's Greasy Suggestions
My understanding of the deck is that it's essentially a Sneak Attack style deck - put creatures in and muck face. The main goal with these suggestions is to get Kaalia of the Vast out by turn 2 or 3 and put more relevant threats down! Apologies if this isn't the most organized, but hope it helps.
Akroma, Angel of Fury - literally a 6/6 with firebreathing 90% of the time
Emeria Shepherd - even you complain about this one.
Kaalia, Zenith Seeker - Yes flavour, but fricken goofy card
Kambal, Consul of Allocation - What does gaining life do for you? I would only run him if you ran necropotence or equivalent
Mana-Charged Dragon - Nobody is paying into that lmao
Rakdos the Defiler - I get that you have big balls, but he's pretty much single use - I enjoy the meme though.
Iroas, God of Victory - I understand that he lets Kaalia get through, but that wouldn't be a problem if you could just get her out earlier.
Angel of Deliverance - If you're getting delirium with this deck at it's present state I'm super impressed.
Sorin, Grim Nemesis - There is better ways to draw cards and you can't cheat him into play
Karoo Lands: They are decent, but you're missing out on precious early mana when you run them.
Nephalia Academy - This is the most Cam card I have ever seen, run Rogue's Passage if you want colourless utility.
Vivid Meadow: Again slow, run a City of Ass in this slot
Armillary Sphere - If you are hell bent on this effect, run a Thaumatic Compass
Darksteel Ingot - 2 mana artifacts are way better for a turn 3 Kaalia.
Sunforger - Personally this doesn't do it for me, super mana intensive for the effect, especially when you have black for tutoring/card draw.
Instant and Sorceries
Ghostly Prison - You have fatties to smack people in face, if they swing at you, swing at them harder - or block :^)
Aura of Silence - You aren't on the stax path my son and you can find more efficient instant speed removal!
Akroma's Vengeance - Austere Command
Diabolic Tutor - Demonic Tutor
Orim's Thunder & Return to Dust - I would suggest just running a less expensive removal, or more flexible removal eg. Disenchant or Chaos Warp
I would suggest cards that more aggressively use your life total, you're playing an agro strategy and want to be firing on all cylinders!!
Card Draw and Tutoring
Necropotence - Draw a shit ton of cards, and more selection of what you want to put down with Kaalia.
Painful Truths, Sign in Blood, Night's Whisper - Efficient card draw!
Faithless Looting, Tormenting Voice, Thrill of Possibility - Slot in these if you are planning on going a stronger recursion route.
Wishclaw Talisman - Fun tutor!
Enlightened Tutor - Finds you boots, sword, or whatever else you may need.
Demonic Tutor, Vampiric Tutor - Need I say more?
Gamble - Put all your money on red lmao
Mausoleum Secrets & Diabolic Intent – Conditional Tutors which seem decent in this deck.
Vilis, Broker of Blood - This card is insane, especially when you get to cheat him out.
Razaketh, the Foulblooded - Turns Kaalia into a huge toolbox, also really strong in the recursion route.
Archfiend of Despair - Doubles damage!!
Rakdos, Lord of Riots - Reduces the cost of your big creatures, letting you actually play them after you swing.
Sire Of Insanity - Discarding everyone's hand is pretty good for you, as this deck should be pretty good at top decking.
Scourge of the Throne & Hellkite Charger - More combat - wins with Sword of Feast and Famine!!
Resolute Archangel - A lot of the cards I'm suggesting are pretty hard your life total, resetting to 40 with a Necropotence out is pretty gross.
Sneak Attack - Does pretty much the same thing as Kaalia.
Karmic Guide, Reya Dawnbringer, Primevals' Glorious Rebirth, Animate Dead, Living Death, Phyrexian Reclamation - Recursion is super strong, plus you run a shit ton of legendaries for rebirth. As an aside, Leonin Relic-Warder gives infinite ETB with Animate Dead - something to keep in mind.
Legion's Initiative - Pretty flexible protection, also making Kaalia a 3/3 is pretty relevant.
Aggravated Assault - Even more combat, wins you the game with Sword of Feast and Famine.
Kaya's Ghostform - Leave it and forget it protection for Kaalia.
Talisman of Hierarchy, Talisman of Indulgence, Talisman of Conviction, Fellwar Stone - even potentially Mind Stone - 2 mana rocks are super good as they enable the turn 3 Kaalia.
Wayfarer's Bauble - An all star, also Kaalia turn 3.
Lotus Petal - SPEEDY
Nyx Lotus or Nykthos, Shrine to Nyx - A lot of your creatures have super high devotion, take advantage of that.
Caves of Koilos, Battlefield Forge, Sulfurous Springs, Sacred Foundry, Godless Shrine, Blood Crypt, Luxury Suite, Exotic Orchard, City of Brass, Rugged Prairie, Fetid Heath, Silent Clearing, Sunbaked Canyon, Tainted Field - or even more basics: Untapped coloured lands!!
1 month ago
You have most of the cards that fit here, but here are some additional cards for your consideration:
Fractured Powerstone - Another solid 2 cmc mana rock
Hedron Crawler - another decent early rock/blocker
Unstable Obelisk - ramp that can be cashed in as removal later
Scour from Existence - 7 mana is a lot, but it's extremely versitle
Soul-Guide Lantern - grave hate the spares your graveyard
Happy deck building!
2 months ago
Nitpicking - IN! (41 cards) Goblin Electromancer God-Eternal Kefnet Guttersnipe Niv-Mizzet, Parun Wavebreak Hippocamp Ral, Storm Conduit Ancient Grudge Arcane Denial Commit / Memory Conqueror's Galleon Flip Cultivator's Caravan Electrodominance Expansion / Explosion Expedite Fact or Fiction Fire / Ice Foil Fury Storm Impulse Krosan Grip Mizzix's Mastery Mystic Confluence Nature's Claim Peek Primal Amulet Flip Radical Idea Rapid Hybridization Snap Springleaf Drum Stubborn Denial Thaumatic Compass Flip Thousand-Year Storm Game Trail Holdout Settlement Mountain Valley Reliquary Tower Rogue's Passage Sheltered Thicket Survivors' Encampment Temple of Abandon Temple of Mystery
2 months ago
I have long considered building a Squee deck like this, and I think you have done it better than I would.
Also, what about Dangerous Wager? It could be total garbage, but I want to like it. If it could find use, I think this deck might be where.
2 months ago
Hey, you're welcome. Good update.
Teferi, Mage of Zhalfir lets you mutate at instant speed which can be powerful. Just as good is it also protects the creature you want to mutate to on your turn since your opponents can't cast instant removal in response. Kykar, Wind's Fury can create 1/1 Spirits who fly who can be mutate targets. Kykar triggers when an enchantment/artifact is cast by Vadrok. Spirits tokens can also be used as ramp.
Seal of Removal can be cast with Vadrok and it can be repeatable creature bounce at instant speed for the mutate pile. Waterfront Bouncer doesn't have protection, but at instant speed can bounce itself and if it's mutated the entire mutate pile.
Lightning Mauler's soulbound haste can change creatures which can be helpful when mutating. You want to be bouncing Vadrok, but when doing this you also bounce the other creatures in the mutate pile. You want to be able to cast a creature to mutate Vadrok to and cast Vadrok all on the same turn. Being able to give the mutate pile haste with Mauler can attack with the mutate pile before bouncing it again.
Cards to consider cutting:
- Souvenir Snatcher
- Armillary Sphere: is only decent if you can cast it with Vadrok and even then Wayfarer's Bauble is better overall since it's actual ramp.
- Thaumatic Compass Flip: this card is too slow for your deck and you're not going to want to leave mana free to activate it.
- Boros Locket: to draw you have to pay four mana which is only decent. Commander's Sphere and Mind Stone are better overall mana rocks for ramp and draw.
In my opinion six CMC mutate costs are too much for what you get with Arch and Snatcher. The lockets are lackluster.