Tolaria West enters the battlefield tapped.
: Add .
Transmute (, Discard this card: Search your library for a card with mana value 0, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
|Have (2)||, CompleteWaste|
|Want (2)||GrandeKhan , SkipBalis|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Tolaria West Discussion
2 weeks ago
Hey Myr_wlk, thx for your answer!
I'm actually working hard to pay for some cards like solitude and path to exile. I will update this deck as soon as i get my cards and try it to some low contests!
3 weeks ago
Why not include the third changeling champion, Changeling Hero? It allows for infinite damage alongside Changeling Berserker, Changeling Titan, and Purphoros.
You might like these too: Pir's Whim, Reap and Sow, Tempt with Discovery, Ulvenwald Hydra, Tolaria West, Wargate, Nylea's Intervention, Knight of the Reliquary, Elvish Reclaimer, Scapeshift, Reshape the Earth
1 month ago
If you're concerned you won't often have Urborg out, you could run some cards to find Urborg more consistently, Expedition Map is one, Tolaria West can also find a land for you. The way I see it, getting Urborg is almost always good, and if you've already got Urborg you can find Coffers, which is amazing together when you need to ramp to get your fairly expensive Commander out, let alone recast. You could also run other black tutors, which could also find Kormus Bell, which is arguably the best thing you can be doing in Toxrill. If you wanted to up your power level at some point, just running more black tutors makes this deck more aggressive, which would be a meta call, and you know your meta. Once you've wiped people's lands, most people are beaten, and at least Toxrill can't be accused of coming out too early as it's 7 mana.
3 months ago
Thanks sir for the advices.
Tolaria West will go in for sure.
Urza's Saga i'm not sure yet. I don't have much cards I can get from stage 3, and stade 2 is kinda useless in the deck imo. It's sure that getting Zuran Orb or The Ozolith can be pretty dope as they are 2 cards that synergize with a lot of other cards. But I don't own one and i'm not sure if it's really worth the price in this specific deck.
3 months ago
4 months ago
5 months ago
The Ramp, the Lands and Topdeck Manipulation
The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:
Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!
Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .
The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .
This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.
The Aura Selection
Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.
The Hidden Gems
Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.
Dowsing Dagger Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !
Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .
Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .
Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.
Fierce Guardianship means that you always might have a counterspell :)
Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!
7 months ago
Thanks Albogrease you raise a couple of very good points. I realised that my win con of the Exquisite Blood + Sanguine Bond combo wasnt in yet as one part is still in the post (and thus not yet in the deck). But this made me think more: what else am I using to win by, rather than durdle round and play cards?
So far I have:
The previously mentioned combo
Exsanguinate for a big wipe out, and protect its casting with counterspells (fragile I know).
Felidar Sovreign plus any lifegain pieces I have to win of its trigger.
If you have any ideas on this I would very much appreciate the suggestions!