Tolaria West enters the battlefield tapped.
: Add to your mana pool.
Transmute (, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.)
|Want (2)||booradleypwns , Chaosfalcon|
Combos Browse all
|Commander / EDH||Legal|
Tolaria West occurrence in decks from the last year
Latest Decks as Commander
Tolaria West Discussion
1 month ago
1 month ago
Halls of Mist is fun, Maze of Ith, Mystifying Maze, Labyrinth of Skophos all deal with attackers. Another way to deal with creatures is with removal: enter Quicksand and Mouth of Ronom. When protecting your own creatures Yavimaya Hollow is the best. With your general being a 6/6 Arena will kill quite a few unfortunate souls.
Soldevi Excavations is good filtering on a land, Search for Azcanta Flip is great for finding noncreature spells; however, note that it also cannot get lands. Halimar Depths is a one time top deck filter, you have to decide whether entering tapped is small enough to ignore. Castle Vantress is going to be the best land for this, four mana plus a tap is expensive though.
All creature lands are great, but given enough mana Urza's Factory is even better, just pumping out creatures. Hostile Desert takes advantage of all the lands that will undoubtedly be entering your graveyard. Of course the aforementioned Field of the Dead is the best at generating blockers and possibly attackers.
3 months ago
Hey Balaam, this is a neat combo deck! I have never seen a competitive deck utilizing Grand Architect and Pili-Pala. I think this build has a lot of potential. I have some initial comments for your consideration:
First of all, in Modern, I would argue that there are 3 primary deck archetypes, based on the amount of turns it takes for a deck to get going: Aggro decks lead with lots of damage potential in the early turns and often expect to win by turns 3-5. I frequently play against a friend who has a green stompy deck, and that deck deals over 20 damage by turn 4 consistently via mana ramping and powerful creatures. I like to use that example as a good benchmark for deck building. Midrange decks rely on counterspells, disruption, and removal to allow the deck to develop and secure a turn 4-6 victory. Control decks utilize similar tactics but have a longer gameplan, and stall until sealing the deal after turn 6 with large creatures or one/two-hit kill spells.
I think this deck falls under the midrange category, since you are trying to keep your mana costs low and execute your combo as fast as possible. The problem I see in this build is that if you don’t pull off the combo by turn 3, you have no blockers on the field, and you are relying on reactive counterspells to protect you until you can pull off the combo. Thus you will have an inherent problem against very fast aggro decks. Another issue is that the mana curve of this deck is a tad bit too high. You are running 0 1-drops, so on turn 1 you will always have a wasted turn. Furthermore, most competitive Modern decks rarely miss a land-drop and avoid lands that come into play tapped (unless the lands are very necessary). I think Tolaria West is too slow for that reason. Although it is useful for transmute, you are running plenty of other transmute cards and you should be able to pull off your combo without slowing down your mana development.
To remedy these issues, first I suggest swapping out the Tolaria Wests for Polluted Delta. Fetchlands help search for Watery Grave when necessary and help thin and shuffle the deck, so it’s more likely you’ll get your combo pieces.
(more comments to follow...)
4 months ago
Lowenstein - I honestly have only been able to use Halimar Depths if it's in my opening hand, in which case it's very good, because I'm not really doing much but setting up my hand anyway in the early turns, and it's nice to be able to set up natural draws or a cantrip draw, and it helps inform which cantrip is best at a given juncture. But I probably would never want more than 1. Evermind is weird. It's a nice thing to have in hand as an insurance policy to avoid fizzling by assuring a lot of draw power, let's me take an extra draw if I see something with Serum Visions I don't want to chuck to Sleight of Hand, and as long as you're making plenty of mana through Psychic Puppetry, the high cost just isn't relevant that often, but the extra draws are. I still haven't gotten when to use Evermind down to a science though, and have certainly spent mana on it when it probably wasn't needed, and have been hesitant to use it, then fizzled. I am thinking of splitting between Tolaria West and Sylvan Scrying though. Tolaria's speed is too often an issue, and forces me to survive by Twiddling opposing creatures more than I'd like. I also think Sylvan Scrying would make Peer Through Depths a lot more useful for setting up early, and would probably run it as a 4-of with Scrying in the mix.
Just made some updates to test.
4 months ago
Nice. I run Tolaria West in my list, 2-3. I'm a fan because it's harder to interact with than Sylvan Scrying, and can find my 1-of Pact of Negation. Just food for thought. Sea Gate Stormcaller is interesting, will have to play around with that one.
4 months ago
zapyourtumor Thanks for +1. Yeah I think a weakness of this deck is that you absolutely need 2 lands, including a Tolaria West or Lotus Field plus at least one cantrip to not mulligan. It's also something of an issue to have to play 20 lands in a Storm deck - but to make Lotus work, you have to hit your first two land drops. There are 20 cantrips and 12 Twiddles, so I'm surprised you had more than 1 draw without any draw power (though Ideas Unbound is not an ideal play before you start going off, and Peer Through Depths is no help if you need a land). The math on what you should see in an opening hand is sound, but math is one thing and actually drawing is another. I believe you are better off keeping a bad hand with 2 cantrips than taking a mulligan, which is dangerous with this deck. Thanks for having a look!
4 months ago
Have you considered Tolaria West? It can help against mana screw, deck thin, and tutor restore balance. Probably worth considering as a 2 of in my opinion.
4 months ago
After screwing around a little, here's what I ended up with as a start, happy to get feedback: Dig for Fire 2.0 (Twiddle Storm)
I like Tolaria West over Sylvan Scrying for starters, though it's slower, because it's more consistent (harder to counter and easier to fit 3-of). It also helps fit a solid counter into the maindeck, Pact of Negation, because it can tutor for it easily once you get going. I think that's probably good enough protection for game 1, where you're likely to go off T3. Plus, the deck is good enough at making mana that you can easily use Pact when you aren't ready to go off if you need it to survive to T4 or something. Still haven't totally figured out how I want to sideboard, but I'm curious why Empty the Warrens doesn't seem favored here. I've seen lists with alternate wincons from Madcap Experiment and Platinum Emperion to Polymorph and Progenitus to the Kiki combo. I do like the ideas behind both Aria of Flame and Thing in the Ice Flip. Not sure I would want sets of both in the sideboard though (which I've seen in some people's lists).
My ultimate take after a couple days looking at it is that this deck can be very good if it can consistently produce a counterspell on time, and deal with Blood Moon and Damping Sphere relatively smoothly. I don't think it's there yet, may need an extra an Merchant Scroll or an extra bounce spell maindeck, or just more basic Islands to consistently do the latter. Again, I really think mainboard Remand is primarily what makes UR Gifts Storm stronger in the current field, but I'm just coming back from not playing for a while, so I could be way off base.