Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Thriving Grove enters the battlefield tapped.
As Thriving Grove enters the battlefield, choose a colour other than green.
: Add or one mana of the chosen colour.
4 months ago
ideally most of your cards should be playsets (4-ofs). By running soo many cards as 1-ofs and 2-ofs, your deck is going to be super inconsistent and overall much weaker. A good deckbuilding tip for newer players is to pick 9 cards, and run playsets of each of those (making 36 cards) alongside 24 lands (for a 60 card deck).
Your mana curve is also very high. Generally decks can’t justify running more than 4 cards costing 4 mana, and run nothing above this cost. Even decks very heavy on ramp effects (a LOT more than what this deck is currently running) generally can’t justify having more than 6-8 cards costing 4-or-more mana (and generally don’t go above 6-7 mana).
the above mentioned issue is going to be made a lot worse due to you having nothing to do on turn 1, meaning that you’re always starting a full turn behind your opponent - a really dangerous place to be.
4 months ago
Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.
Part 1: Ramp
In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.
Part 2: Card draw
Just as important as ramp is card draw: Galea won't always be available to you.
Part 3: Removal
Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.
The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.
Part 4: Boardwipes
In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.
Part 5: Protection and Evasion
In Voltron, tempo is crucial.
- In: Negate and Delay are inconditional and cheap counters mana-wise.
- Out: Calculated Dismissal and Frilled Mystic aren't.
Now to the Auras:
- In: Spirit Mantle, Unquestioned Authority and Mask of Law and Grace are protection and evasion at the same time (protection also means it can't be blocked).
- Out: Favor of the Overbeing, Observant Alseid and Leafcrown Dryad.
Following the same logic as with removal, I'm using auras over instants to protect the Voltron.
- In: Shield of the Oversoul, Alpha Authority, Canopy Cover.
- Out: Benevolent Blessing, Shielding Plax, Karametra's Blessing. (I believe proactive protection goes miles farther than a reactive one.)
Part 6: Tutors
Part 7: Win Conditions
Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.
Part 8: Lands
- You might consider more lands that fix your colors and manipulate the top of your library at will: Terramorphic Expanse, Temple of Plenty, Temple of Enlightenment, Temple of Mystery, Cabaretti Courtyard, Brokers Hideout, Obscura Storefront, Naya Panorama, Esper Panorama.
- Rogue's Passage is great evasion on a land.
- Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
- Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
- Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
- Azorius Chancery, because you don't run the other two bouncelands.
- Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
- Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
- Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.
If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!
10 months ago
a couple ideas - seems like any thriving land Thriving Isle or Thriving Grove would be strictly better than uncharted haven.
I don't quite understand why you have drownyard temple and isolated watchtower. those lands are not very impactful and in 3 colors it is way better to consistently have all your colors. you could consider budget-friendly Tolaria West which can tutor inkmoth nexus or karns bastion. or a very impactful, budget friendly colorless land is Scavenger Grounds, but i would probbably still prefer Reflecting Pool.
you might consider Topiary Stomper over ondu champion.
also void mirror seems super niche unless your playgroup has someone who always plays a colorless commander deck. i would not run this and would instead run some other form of interaction like Arcane Denial, Beast Within, or Reality Shift.
anyway, just some thoughts, hope it helps, cheers and have fun!!!
1 year ago
Hey, you're welcome. Lets keep Olivia as Commander.
- First, cut all the green cards, moving each green card to the maybeboard. Doing this we can see how many cards have to be added to fill the rest of the deck.
- Second, cut all the basic Forests, Jungle Hollow, Racers' Ring, Thriving Grove since lands that have a symbol in the tap activation cost can't be played with Olivia as Commander.
- Third, add in more basic Swamps and basic Mountains until you have 36 total lands. 36 lands is a good starting point for an amount of lands you'll need for gameplay. We will add more Rakdos dual lands later replacing some basic lands, but for now you just want 36 lands to help with deck building so that we can see how many deck spots are left to fill with nonland cards.
After you do these steps and you're still interested I offer more advice in another comment. Good luck.
1 year ago
Cool deck you've got going here :)
I have made a Sythis deck myself, but to be honest, Im not completely into what people usually play with Sythis. I could however provide some initial thoughts I have based on your decklist.
First of I would recommend that you structure your deck with categories. I know a lot of people on tappedout doesnt use them, but they are very useful when building decks or providing feedback.
You play a lot of lands that enter the battlefield tapped, but as a two color deck containing green, Im not sure if you need to. Some of them might be handy, like Path of Ancestry and Temple of Plenty which gives scry. But I dont think you need the rest, and could swap them out with lands that dont enter tapped (like just basics). The lands are: Arctic Treeline, Blossoming Sands, Graypelt Refuge, Path of Ancestry, Scattered Groves, Selesnya Guildgate, Selesnya Sanctuary, Temple of Plenty, Thriving Grove, Vivid Grove, and Vivid Meadow
I've tried to play Crystal Chimes myself, and didnt like it that much. If I were you, I would probably take out both the chimes and the Cloud Key. They seem slow. Cards like the chimes and Resurgent Belief are very telegraphed, meaning your opponents will know what you can do before you do them, this is often quite a disadvantage.
Otherwise I think your composition is pretty nice with lots of good cards. But it might get better if you cut some of the larger mana cost cards. If you get to draw a lot from your commander, you might as well play a lot of cards. And if that is the case, mana is what is holding you back. I think cards like Celestial Mantle, Eldrazi Conscription, Epic Proportions, Gigantiform, Indrik Umbra, Martyr's Bond, and Prodigious Growth are a bit too mana expensive. (However, if you treat some of these as wincon, you should keep those)
As I mentioned, Im not quite sure what is common to play with Sythis, but as you have many spells with mana cost 3 or less, you could try Sun Titan. Otherwise, enchantment recursion is really nice in these kinds of decks (against bordwipes and such). Cards like Replenish, Retether, and Brilliant Restoration.
Finally, as mentioned by others commenters, I think removal is really important. I think Swords to Plowshares and Path to Exile are natural fits, but if you want play more enchatments, you could also try Journey to Nowhere, Borrowed Time, or Oblivion Ring. My deck Riders on the Storm has a removal category if you want to take another look.
1 year ago
1 year ago
First round of updates is on a 25$ budget. Swaps I am testing and in no particular order of swapping:
Kodama's Reach --> Daemogoth Woe-Eater
Thriving Grove --> Demonlord Belzenlok
Lifecrafter's Bestiary --> Gamekeeper
The Beamtown Bullies --> Elemental Bond
Bellowing Mauler --> Greater Good
Artisan of Kozilek --> Riveteers Ascendancy
Deathbringer Regent --> Feldon of the Third Path
Migration Path --> Hornet Queen
Mosswort Bridge --> Jaxis, the Troublemaker
Spinerock Knoll --> Workshop Warchief
Dodgy Jalopy --> Gadrak, the Crown-Scourge
Swamp --> Ognis, the Dragon's Lash
Thriving Moor --> Professional Face-Breaker
Thriving Bluff --> Rampant Rejuvenator
Commander's Sphere --> Cultivate
Woodfall Primus --> Junji, the Midnight Sky
Caldaia Guardian --> Underworld Sentinel
Mezzio Mugger --> Kardur, Doomscourge
Turf War --> Ravenous Chupacabra
Next of Kin --> Blessed Respite
Wave of Rats --> Kazuul's Fury Flip
Grime Gorger --> Acidic Slime
Stalking Vengeance --> Llanowar Wastes