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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Thriving Isle enters the battlefield tapped.
As Thriving Isle enters the battlefield, choose a colour other than blue.
: Add or one mana of the chosen colour.
eliakimras on Menacing Aura
3 weeks 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.
Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.
Part 2: Card draw
Just as important as ramp is card draw: Galea won't always be available to you.
In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.
Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.
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.
In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).
Out: Reclamation Sage, Swords to Plowshares.
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.
Out: Time Wipe (not one-sided), Plains.
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
Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.
In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros Flip (bonus that all those tutors also change your library's top card).
Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).
Part 7: Win Conditions
In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.
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!
Serinsar on In Soviet Russia, Snake Hug You!
3 months ago
It's an interesting deck for sure! I've only playtested it a few times, and 1v1 at that, so I don't have a good idea of how the deck functions in real life. I can see the politicking from forcing people to draw extra cards be useful - punch somebody when they're down, and that helps bring them back up! And maybe buys you an ally for a few turns too. Seems fun.
The card draw is certainly insane once you get it going, and it's fun generating a massive horde of snakes. I think you need more ways to benefit from it though. Also, if there's anything in Temur colors that slows down how fast your opponents can play, that might be good too. After all you don't want your opponents to be able to do too much with the cards you help them draw.
If you wanted more consistent Niv-Mizzet combo wins you could throw in Keen Sense and/or Curiosity. But I'm guessing that's merely in there as a tertiary wincon.
I'm guessing Thriving Moor is supposed to be Thriving Isle?
Grind on Does This Look Infected?
6 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!!!
chivalruse on Don't worry... I've got an enchantment for that
9 months ago
Rupture Spire and Transguild Promenade really trigger me. Those aren't lands you should be running in a constructed deck, even in 5 color I don't like it. Also I skimmed the list and didn't immediately see any payoff for putting lands in your graveyard. So Terramorphic Expanse and Evolving Wilds are probably not worth it. I find dual lands are generally just better fixing. Some replacements for the above lands that I prefer are: Path of Ancestry, Silverquill Campus, Waterfront District, Skybridge Towers, Fabled Passage, Thriving Moor, Thriving Isle, Thriving Heath, Celestial Colonnade, Creeping Tar Pit.
koylucumert on reflecting pool and thriving lands
11 months ago
so, I know that if you have 2 Reflecting Pool s and no other lands, they both can produce any color mana since they both see each other as "could" produce a mana of any color. how about thriving lands? lets say as an example Thriving Isle. lets say I have a thriving isle with the named color green, and a reflecting pool, and no other lands. can my reflecting pool produce mana of any color, since the isle "could" produce any color of mana if I named that color?
multimedia on Equip/Aura Galea
1 year ago
Hey, what you have so far is a strong start at upgrading the precon for your first deck, nice Hammer of Nazahn upgrade.
Currently you need to cut 24 cards to get to 100 cards. Some advice is start with cutting some lands because 43 lands is too much. Reduce it to 36 and if you think you need more mana then add more low converted mana cost (CMC) ramp sources or draw sources instead of lands.
Some lands to consider cutting:
All these lands always enter the battlefield (ETB) tapped and you have other lands that always do this too, but those other lands are better than these.
The next cuts to consider are some high CMC cards to reduce the mana curve.
Further cuts are some cards that are not as good as others here or have similar or the same effects.
- Battle for Bretagard
- Fall of the Impostor
- Heirloom Blade
- Reflections of Littjara
- Skyclave Cleric Flip
- Captain's Claws
- Conclave Tribunal
- Moonsilver Spear
- Shielding Plax
- Tangled Florahedron Flip
- Suppression Field
Heirloom Blade and Reflections of Littjara are tribal cards that care about only one type of creature. That's not the strategy here since you have many different creature types. Skyclave Cleric Flip and Tangled Florahedron Flip are double face cards (DFC) that can be lands or played as the front face of the card and that can be helpful. The problem is the front face of the card is not worth playing even though they might be lands. Bala Ged Recovery Flip is an example of a good DFC upgrade since front face is a good card and the bonus is that could be a land.
Suppression Field is a powerful card, but it affects equipment equip costs since that's an activated ability. Even if you control Puresteel Paladin with metalcraft activated you still have to pay 2 mana to equip the equipment to a creature you control. Puresteel will reduce the equip cost to 0, but then Field makes you pay an additional 2 mana to activate the equip ability. If an equipment is in your hand and you cast it or already on the battlefield you can't free equip if you control Field.
You have ways to get around having to pay for equip with attach. Difference is you're not equipping when you attach an equipment to a creature you control. The key word here is attach which bypasses the need to activate equip. You can free attach an equipment with Galea, Kindler of Hope, Halvar, God of Battle Flip or Hammer of Nazahn. With Galea only if you cast an equipment from the top of your library, with Halvar only if the equipment is already equipped to another creature you control and with Hammer only if you cast the equipment or the equipment ETB. Free attach has synergy with Suppression Field, but the interaction is limited.
Good luck with your deck.
Nayru_Incarnate on They are Everwhere
1 year ago
The thriving lands may be more useful than the vivid lands (Thriving Moor, Thriving Grove, Thriving Bluff, Thriving Isle, Thriving Heath) as there is an equal pool of each color right now and it’s a majority green deck. That can just make it to where your lands are not limited to 2 charges of a different color.
tindolos on Sefris Dunegons
1 year ago
Manabase upgrades from collection
- Evolving Wilds
- Terramorphic Expanse
- Dimir Aqueduct
- Orzhov Basilica
- Azorius Chancery
- Thriving Heath
- Thriving Isle
- Thriving Moor