(1): Return target land you control to its owner's hand.
(1), Discard a land card: Draw a card.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Trade Routes Discussion
3 months ago
i think you could get some use out of some of the better Moonfolk that return a land to your hand, combined with things that you have like Ayula's Influence. Meloku the Clouded Mirror and Uyo, Silent Prophet are probably the best but a couple other cool ones are Soratami Mirror-Mage and Soratami Savant. some other useful tricks to return lands to your hands are Vapor Snare, Deprive and Tragic Lesson. Trench Behemoth could also be an alternate win condition along the same vein. a few other land discard cards are Trade Routes and Compulsive Research. Greenseeker would also be very useful here. sweet deck overall and probably not room to add all of this but a few more tweaks could really make this shine.
4 months ago
This post is going a bit long, but I wanted to give some constructive feedback, and this is an archetype I love to play around with.
Infinite Turns is probably the best thing you can set up in your build with almost no changes, most cEDH decks run that as their primary win con. You can easily tutor for the lands needed (people use Strip Mine I understand), and blue tutors can find the infinite turns spell, making it pretty easy to set up. Because you need so many Islands out to make Sanctuary work, I feel like the oddball cards like Cultivate/Kodama's Reach make sense, as a land in hand is very good early, and you will almost never be stuck on 2 mana, the main weakness of those 3 mana ramp spells. With Aesi, you automatically get a bonus land drop, so you just need a way to bounce Mystic Sanctuary and you're ready to combo. I think Trade Routes is about the best option, but Meloku the Clouded Mirror is decent, giving you flyers to win with if he's bouncing Sanctuary. Bounce also dodges graveyard hate like Rest in Peace that would otherwise neutralize your combo, not sure if you face such decks.
Aesi wants ramp rocks compared to Tatyova, with 5 feeling much cheaper. Jeweled Lotus is worth considering for the speed, and you're right, Mana Crypt and Vault should both likely be in to rush out your Commander.
I could be completely wrong on this, but I feel like you probably want more lands, I run 45 in my Tatyova deck, and I do not feel like it's too many. I honestly suspect the deck would play more smoothly with even more, since I like opening hands with 4 or more lands, and despise ones with 2. Aesi will probably need to play 5 lands (and have played ramp) before getting a card, and from my math you should expect to hit 5 lands at 12 cards. Aesi feels pretty clunky if you can't pretty much guarantee an extra land drop the turn you play it, but I admit 42 sounds like a lot. To double check, I recommend running it through a hypergeometric calculator, that's how I figure out my land count for more optimized decks.
Gush is generally a good card at higher levels. In your deck, I guess Gush is going to be good for 4 cards, and perhaps 2 extra mana that turn. That is good enough to run I'd say, and you shouldn't struggle to get out 2 islands to bounce.
Cursed Totem is a reasonable card (and worth running), and Collector Ouphe is a big nuisance for sure. You might consider Energy Flux as it's sometimes a bit better, though other times worse. A stax card I've always wanted to try out in Tatyova is Freyalise's Winds, which hopefully won't affect you as much as other people since you are putting extra lands into play. Most higher level decks set up a ton of mana at once, and Winds will make that a bad strategy arguably, giving opponents many dead turns if they can't hit land drops consistently. I never have tried it because my Tatyova deck cannot handle the attention that card would attract, and I don't have any other decks that can really make it work. Not really sure if it'll work for you or not. Mana Web is pretty interesting, it could be good enough, especially if people like to hold up instant speed interaction and run duals, they likely will have to choose.
Well, I feel like looking through your deck has helped give me some good ideas for my own Tatyova deck, so thanks for posting this! Infinitely Inevitable Combo is my work-in-progress infinite combo deck, and it mostly uses land bounce, if you want to see how that works.
4 months ago
I just wanna say that Slogurk, the Overslime is shaping up to be a new favorite Simic commander of mine due to how he flips the conventional playstyle of Simic land ramp on its head.
Like, you probably still wanna be able to tutor for lands, but instead of putting them on the battlefield, you probably just wanna put them into your hand to discard via Ayula's Influence or Trade Routes or something.
This also opens up room for a graveyard-centric Simic deck, something that the color combo isn't really known for specializing in previously, especially in Commander.
5 months ago
Named_Tawyny Yeah you keep actively misreading what jaymc1130 writes, like I've consistently won games from dark ritual into oppo and it's been wayy too easy. Last time I had 3 mana one card combos that instantly won Trade Secrets was still legal, and at least that didn't work when opponents had proper interaction or played properly. Oppo can steal another copy of itself so when you shut down the table until they kill it you flash in another copy when the next tutor is played (Oppo chaining as they call it).
5 months ago
Looks like you really want to have lands to play for free when you hit a token. Do you have enough card draw to stay ahead of this? Would Journeyer's Kite be a good card?
9 months ago
Now that I think of it, if you've got anything that can fetch one, and you're already running Field of the Dead, it might not be a bad idea to run a single Wastes as another differently named basic land you can tutor up/fetch.
If you want some budget ramp options that can do some work, Dreamscape Artist is criminally underrated in non-infinite Tatyova, where it's a blue Harrow on a stick, which is insanely good in Tatyova landfall. Similarly, Silverglade Pathfinder is quite reasonable, as is Parcelbeast. None of these require a high land count to be useful cards, and with your untap effects they get even better. Dreamscape is nearly free to use, as long as you've still got lands in deck (and can discard a card).
I would consider more Moonfolk, maybe Soratami Mirror-Mage. It is a shock to opponents when they see you use it, it is pretty janky looking. The effect is pretty strong, and if you can cheat lands into play, it can be a free bounce effect (super strong with Retreat to Coralhelm based combo). Even if you can't cheat lands in, instant speed bounce is really strong. Also strong and an honourary Moonfolk is Trade Routes, which can nab landfalls or dig if you're desperate. The dig ability is a huge pay off when you need it, and if you've got a Ramunap Excavator type card out you are in good shape indeed.
Very cool deck, fun to play around with!
10 months ago
Hey Weird_Frisbee! Haha glad you like it! Yeah ramp would be good, but the problem is that for Seismic and Swans you would have to have some form of ramp twice, requiring extra nonlands.
The deck is all-in combo, but can actually play out in a grindy midrangy way, so cards like Anger of the Gods and Trade Routes can be really huge when you either don’t draw the combo or it gets disrupted. Adding addition nonlands for ramp would be really tight, because the deck just needs the lands to work haha.
But it is definitely a blast to play.
11 months ago
Ignore Trade Secrets from previous comment. I meant -> Trade Routes