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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
The Great Aurora
Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.
DreadKhan on Fear of The Deep
2 months ago
Here are a few ideas, maybe something will work for you?
One of my favorite cards in Tatyova is Oboro Breezecaller, this can easily be made mana positive, which makes it very easy to go infinite with Retreat to Coralhelm, or to just make mana for you (it helps if you can untap a land that taps for 2, be it Temple of the False God, Guildless Commons, Simic Growth Chamber, or Jungle Basin there are better lands but these untap fine. Another old favorite of mine is Soratami Mirror-Mage, this is also mana neutral at worst (1 mana per land to bounce), and you get to bounce a creature via it. For a bit more money (but you require Islands), you could try Flooded Shoreline, this card is bonkers if you can replay lands/count on hitting 2 Islands. Finally, Tatyova probably shouldn't leave home without Gush, even without Mystic Sanctuary shenanigans it's still a very strong draw spell.
I could be wrong, but I feel like Gretchen Titchwillow is a better card than Zimone? Both are decent fits, but it's very hard to combo off with Zimone in my experience as the lands enter tapped, Gretchen lets you use spare mana to ramp/draw cards at the same time. I think you could easily justify both if you wanted.
At the moment Crop Rotation is pretty cheap, it's a very good card in Tatyova, if you replace a land with a 2 mana land like Temple of the False God you actually ramp yourself (right away with Temple).
Stone-Seeder Hierophant is a really good version of Lotus Cobra if you have lands that tap for more than 1, but it's also another budget Lotus Cobra either way. This card is much better on a higher budget (with stuff like Ashaya, Soul of the Wild especially, or Lotus Field/Lotus Vale), but it should do work here too.
A few more budget fetchlands you could run include Bant Panorama, Terminal Moraine, and Warped Landscape, any of these enters untapped and can find whatever land you want if you have nothing better to do with your resources.
If you've got a lot of lands (and tend to put out some tokens, but not an infinite number), The Great Aurora offers a weird-but-useful board wipe option. As long as you've got a decent board (and run more lands), you'll get enough lands that you aren't hurt very much, spikier decks that are thin on lands get hurt badly, while decks with too many tokens just draw themselves to death.
As Tatyova decks tend to have a fair bit of mana, you might look at Curse of the Swine, and/or Mass Manipulation. Another bigger mana card that can do a huge amount of stuff (almost anything you need really) is Primal Command, I use that and Elixir of Immortality to recycle my graveyard, but I tend to end up in infinite loops pretty easily, so YMMV without strong discard outlets like Mind Over Matter.
If you want a high budget card that has ridiculous synergy, you might take a look at the aforementioned Ashaya, Soul of the Wild, this makes all your creatures into lands, meaning any non-token creature that ETBs will draw you a card, but it also forms various combos. It's hard to find a card that Tatyova wants more in my experience.
It was mentioned already, but 40 lands isn't exactly a ton in Tatyova, you've also got a lot of creatures that benefit from having extra lands in hand. At 40 lands you are at a real risk of missing your 5th land drop, let alone your 6th to draw a card. I run 45, and I often feel like I should run more (keep in mind, at 45 lands you still only 'expect' to have 3.2 lands, so if you have even 1 less than normal you almost certainly have to mulligan, 40 means even more mulligans). In my experience, many ramp spells that normally are worthwhile just aren't in Tatyova when you could just run a land instead (and not have to pay mana for your land drop).
legendofa on My cognitive dissonance around multicolor …
3 months ago
wallisface Green is super-anti-flying, but cards with flying and a green ability keep being printed. Why is red first strike + green deathtouch a bend? As far as deathstrike goes, first strike is tertiary in black and a non-ability in green, and this only appears on Glissa, the Traitor and Glissa Sunslayer.
Daveslab2022 Would you consider cards like Recoil, Lightning Helix, the guild charms like Selesnya Charm, or Putrefy bad design, boring, or unintuitive? I understand that + =/= . I'm wondering why that's the case.
I completely understand that there's an active effort to prevent color pairs from feeling too samey, and in interest of completion, I feel obligated to say that Voracious Cobra exists. But I still have some questions.
Is there an absolute prohibition on red-green deathstrike? If so, what distinguishes red-green deathstrike from black-green flying/vigilance?
Is there simply too much overlap between 's dedicated removal and deathstrike?
With Ambush Viper, Ice-Fang Coatl, Winged Coatl, and Fleetfeather Cockatrice, is instant-speed creature spot removal more acceptable in than in ?
What makes Golgari Death Swarm a better creative choice than Warrant / Warden, and why did that get printed if it's an inferior choice?
Is there any potential for a card like Warp World or The Great Aurora to be made in ? Why or why not?
legendofa on What is Gruul to you?
3 months ago
Big, aggressive mana into big, aggressive creatures, like TypicalTimmy said. Anti-hate and forcing effects through, like SteelSentry said, to which I would add that Gruul is good at punishing stall and non-combat effects (Burning-Tree Shaman, Mage Slayer, etc.)
It doesn't have especially deep combo potential, with something like Nature's Will/Bear Umbra + Aggravated Assault/Hellkite Charger, or something with Scapeshift, being more or less the standard. Control is possible, with a good suite of damage-based creature removal, a huge variety of targeted and mass artifact and enchantment destruction, and targeted land destruction, but the win condition will generally come back to big creatures or damage over time. It can't set any hard locks, but it can find a way to punish an opponent for doing just about anything, even tapping or not tapping lands, even if it's not for mana.
I'd like to see more trickery from the color pair. Red has a very good selection of redirection and randomization effects, and green is good at maximizing its resources, through ramp, draw, and recursion. I can imagine a commander that's all about changing the battlefield and rules, messing up everyone else's strategy while accumulating resources and opportunities. Something that The Great Aurora and Warp World, for example, can fit into.
carpecanum on It's About Mushrooms
4 months ago
Pollenbright Wings and Contagion Engine (you have more than a dozen cards that would benefit from any Proliferate)
Nahiri's Machinations has a Red mana symbol and is illegal with this commander (but deck shows as legal? Did they change that rule while I wasn't looking?)
If you find yourself getting a big numerical superiority you can take advantage of that with The Great Aurora. You will end up with a huge land advantage and a full hand of cards. Dolmen Gate (or Bubble Matrix) is also a strong choice, so your little guys can attack without dying but they aren't as budget friendly as the other cards
Icaruskid on Azusa, Lost but Seeking Cthulu [Primer]
4 months ago
Thank you for the insightful advice, Spells! I used to run a landfall deck with Titania, Protector of Argoth and so I am leaning more into the Eldrazi theme here. That said I dropped Mind's Eye which I agree was too slow and Bane of Bala Ged which seemed the least impactful Eldrazi for Genesis Wave and The Great Aurora. I'll try to find a spot for Concordant Crossroads next as I would love another haste source that isn't the ubiquitous Lightning Greaves. I appreciate the suggestions!
carpecanum on Elf Tribal
5 months ago
Elvish Promenade can give you a lot of elves, and Sylvan Offering
Might of the Masses and Wirewood Pride can give you a one time mana boost or make a combat hit more deadly. Crown of Skemfar or Blackblade Reforged does it more permanently.
If you go token heavy you can have a big advantage in the number of permanents and that makes The Great Aurora an incredible card. You will reset the board with a massive land advantage.
Ravenrose on Her Royal Fluffness
9 months ago
I love the theme around this deck and your quotes at the end killed me XD. Have you considered playing Wave of Vitriol or The Great Aurora?
plakjekaas on Win Conditions / Near-whining Musings
1 year ago
So do you play other formats, where you should be building your deck with winning in mind?
My (re-)introduction to magic was mostly FNM with a group of people that were grinding preliminary pro tour qualifiers every other week. When other friends found out, they asked me to join their kitchen table gatherings, and after a few weeks of terribly unbalanced matches with different format magic decks, EDH was suggested as the way forward, and I had no idea how I could enjoy 100 card singleton. How do you get the cards you need? My first deck was bad, I didn't enjoy playing it, it was too easy to counter, and then I finally let go of the idea of needing to win, because every time I came close, I got ganged up on. My decks now are usually built to make a noticeable impact on the game, usually not game-winning, but almost impossible to not be impacted by. I'm talking Blind Obedience + Meekstone + Marble Titan. The Great Aurora. I'm sketching up a deck that uses Karma and Stern Judge with Urborg, Tomb of Yawgmoth. I don't need to win, seeing people in disarray over my mere presence is enough for me to enjoy.
However, I do have one or two cEDH decks that can just piece together a win out of nowhere if uninteracted with. It's more akin to the competitive environment where I got into magic, and the people I play those against, are ex-tournament grinders who got separated from their goals due to the pandemic and needed to occupy their mind in a way that was both casual multiplayer for the setting, and optimal lines of play as the way they enjoy magic the most. Both can be fun, but in different ways, and if it's not your own deck, if you're dependant on the others to finish the right tutor chains and such, it's easy to miss out on the enjoyment those decks can bring.