As an additional cost to cast Titan's Presence, reveal a colorless creature card from your hand.
Exile target creature if its power is less than or equal to the revealed card's power.
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|Commander / EDH||Legal|
Latest Decks as Commander
Titan's Presence Discussion
6 months ago
KorgK No problem! Titan's Presence is a good rate for colorless removal, but it's so situational that it's not likely to work out often. You're only running 23 creatures, and 4 of those are 2/2s that probably won't work to exile what you need.
6 months ago
Thanks for the suggestions! I changed it accordingly. abby315 Why wouldn't you play Titan's Presence? Isn't it a pretty cheap removal for colorless? I added some of your cheaper suggestions. I'll wait how much it will be and maybe I'll put some of the more expensive ones in too :)
6 months ago
Second, are you focusing on a Voltron-style Commander damage win with Kozilek? I can tell you it doesn't happen very often since he's actually quite vulnerable to removal. I also started with a build that had a lot of unblockable effects, but it turns out that Kozilek isn't the best attacker compared to your other Eldrazi. I'd focus more on using Kozilek for card advantage and digging for your other Eldrazi to win the game.
Finally, a few upgrades to consider: Manifold Key is strictly better than Voltaic Key. Platinum Angel and Platinum Emperion are both super helpful and more impactful than Reality Smasher and Sandstone Oracle. Doubling Cube is pretty fun ramp and probably better than Gilded Lotus. Commander's Plate is going to be much better than Whispersilk Cloak, though it's decently expensive rn.
Here's my list that I've been running for a few years, if you want more ideas: Kozi Kozi Commander (Colorless Eldrazi EDH)
Have fun, it's a super fun deck to play with!
8 months ago
9 months ago
You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.
What do you wan this deck to do? Examples/ideas:
Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.
But there are some cuts you should do no matter what goal you have:
-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.
For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;
+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.
Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:
Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.
Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.
1 year ago
Platinum Emperion Meteor Golem Hedron Crawler Walker of the Wastes Desolation Twin Reality Smasher Warden of Geometries Ugin, the Ineffable Artisan of Kozilek Worn Powerstone Hedron Archive All Is Dust Titan's Presence Geode Golem Void Winnower Palladium Myr It That Betrays Pathrazer of Ulamog Ulamog, the Infinite Gyre Deceiver of Form Spawnsire of Ulamog Crashing Drawbridge Manakin Warping Wail Not of This World Mystic Forge Lightning Greaves Planar Bridge Quicksilver Amulet Mirage Mirror Urza's Incubator The Immortal Sun Helm of the Host Herald's Horn Hedron Matrix Vedalken Orrery Eldrazi Conscription
Lands Shrine of the Forsaken Gods Sanctum of Ugin Eye of Ugin Rogue's Passage Zhalfirin Void Tomb of the Spirit Dragon Spawning Bed Mage-Ring Network Nephalia Academy Sanctum of Eternity Wastes Mirrorpool Mikokoro, Center of the Sea Geier Reach Sanitarium Endless Sands Everflowing Chalice Labyrinth of Skophos
1 year ago
Have you thought about removing Gilded Goose for more removal, i.e Titan's Presence or Spatial Contortions mainboard? because Gilded Goose only give you one mana and is not generally a good investment.
1 year ago
Cards I would consider throwing in:
Minion Reflector - In a colorless deck with so many mana rocks, paying 2 extra mana to get some big fatties you're running would be great, in my opinion. Maybe even Thran Temporal Gateway to cheat, lets say, Blightsteel Colossus, make a copy of it by Minion Reflector for 2 mana with haste a possibly insantly take someone out? Pretty good if you ask me.
Mimic Vat - One of my most favorite artifacts. Being able to imprint anyone's creature and play it every turn just for 3 mana? Heck yea! In combination with Mirror Gallery, you could do some sick plays. Imprint Ulamog, the Ceaseless Hunger to Mimic Vat, pay 3 and tap it to create a token, when you activate Mimic Vat, it triggers Rings of Brighthearth, pay 2 to create another copy of Ulamog. If you use Strionic Resonator, it gets triggered on triggering Rings of Brighthearth. Or just forget about Mirror Gallery and Ulamog and use It That Betrays instead.
Field of Ruin - Another non-basic land removal and fetches a basic land for everyone. It might be worth running, since you can easily replay it by Crucible of Worlds. Maybe take out Urborg, Tomb of Yawgmoth, unless you combine it with Mana Web.
Soul-Guide Lantern / Tormod's Crypt - cheap and effective graveyard hate.
tron lands: Urza's Tower, Urza's Power Plant, Urza's Mine - not the greatest lands to use in EDH, but unless you've an effective way to fetch Wastes from your deck, tron lands might be worth running.
Oblivion Sower - Very decent Eldrazi to use. Gets you ANY land an opponent's own in exile. Attack few times with Ulamog, cast Oblivion Sower and you're good. It also helps you to get rid off opponent's top deck card if they somehow manipulated it (Vampiric Tutor, Insidious Dreams, etc.). You can even double it's cast effect with Strionic Resonator!
Emergence Zone - Sneaky land that gives your cards flash. Nice way to dump your mana at the opponent's end of turn and finish them on your turn.
Mycosynth Lattice - This is just a dumb combination with Darksteel Forge. But gives your opponents acces to all colors, so watch out for that.
Titan's Presence - Fairly easy creature removal.
Warping Wail - Cheap and flexible instant spell. Does any opponent have x/1 mana dork? Exile it and send them a message. Need some dumb blocker? Warping Wail got you! Is an opponent trying to board wipe you? Nope, they don't!
Cavern of Souls - Choose Eldrazi and watch your blue opponents screan,
Dark Depths - We love big, dumb creatures that win us the game, don't we? Dump in extra mana and slowly wake up Marit Lage! This also works well with Thespian's Stage. T1 Stage into Sol Ring, T2 Dark Depths, tap Sol Ring for 2 mana, use Stage, copy Dark Depths, sac Dark Depths due to legendary rule, after that sac Stage (now copy of Dark Depths but with 0 Ice counters) and get a 20/20 legendary creature token with flying and indestructible.
Void Winnower - This bad boy..or..whatever it is, might be a very nice addition aswell. Your opponents can't even, ba-dum-tss.