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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Enchantment — Aura
When Unquestioned Authority enters the battlefield, draw a card.
Enchanted creature has protection from creatures. ((Remember the acronym debt.) This creature can't be damaged, enchanted, equipped, blocked or targeted by creatures.)
3 days ago
I like using Devout Witness and Viashino Heretic to help deal with artifacts/enchantments, and Jaya Ballard, Task Mage is pretty hilarious if you're already using Basilisk Collar (she can also remove any Blue Commander, which is hilarious I find). Brass Knuckles might do nothing when you double it up on most Commanders, but Wyleth will draw 2 cards each swing for 6 mana, not too shabby, and you can throw it onto some other creature in a pinch. I know you come with Trample, but Unquestioned Authority is a nice budget card for Voltron, draws on ETB and makes your Commander unblockable.
A bit pricier, but Mother of Runes can do a lot of work in a Voltron deck, letting you protect Wyleth, or letting Wyleth get past blockers, which is a lot of work for a 1 drop. If you use Brash Taunter, which is cheap ATM but will go back up, you can also run Pariah and Guilty Conscience, both cards are just stupid with Taunter. If you run Pariah, you could run something like Shielded by Faith, then anyone can be a great Pariah. Pariah is also good with any Theros Gods, or otherwise indestructible creatures, but most are pricey. Pyrohemia is another nice card, it's especially good if people tend to have smaller creatures than Wyleth, and lots of them. As long as you don't kill Wyleth, the card stays around as well. Pyrohemia gets a lot better if your Fiendlash is on Wyleth, each R lets him wallop an opposing player. You can also use Resourceful Defense or Nesting Grounds to put a Lifelink counter on Pyrohemia, there are a few white sources of those counters.
Cool deck, Wyleth does good work on a budget.
SaltySpecula on Uril
3 months ago
A fair chunk of this deck seems to be devoted to creatures. Uril is not a creature deck.
I would recommend stripping out most of the creatures and other 'creatures matters' cards like Collected Company and all the cards that focus on making token creatures.
Probably best to double down on Uril, protecting Uril and creating an aura/card draw engine. That means including more cards with effects like Sram, Senior Edificer. Others you may want include Satyr Enchanter Mesa Enchantress. You will also need additional tutors. Three Dreams is a good place to start. You'll want additional protection in the form of Greater Auramancy and Sigarda, Host of Herons.
Also, I don't know what kind of decks your friend plays with or what decks they use, but a lot of the auras included are... Niche use at best. I'd recommend including more indestructible and unblockable ones instead. Timely Ward, Indestructibility, Shield of the Oversoul, Inviolability, Holy Mantle, Unquestioned Authority.
3 months ago
Fantastic brew, I've never seen an Arahbo deck with Kaheera in the loop so this is really neat. I have some card suggestions but you may have thought of these before. I typically don't play Selesnya either, but there are some real bangers that change games IMO. It just depends on how specific you want the direction of the deck to be, since I see you like running enchantments and instants as your pump instead of equipment.
Defense of the Heart a creature tutor, that yeah, depends on the opponents board but completely changes the tempo of a game.
Hunting Grounds filthy if you find yourself with the Threshold trigger early.
Heroic Intervention solid protection
Arachnogenesis more solid protection
Akroma's Will provides indestructible and more--a flexible card
Return of the Wildspeaker is pump or card draw
Congregation at Dawn nifty tutor?
Berserk nasty pump
Unquestioned Authority pro-creatures!
Shield of the Oversoul filthy
Again, I'm not saying all of these should go in--just suggestions that popped in my head while looking at your list and cards you may have very well thought if already. Great job with this--I think Arahbo in particular is a great commander!
4 months ago
Monomanamaniac No worries! Your feedback is welcome and helpful. I really like the Crashing Drawbridge rec, Swiftfoot Boots I could end up adding to if Lightning Greaves doesn't do enough work. Doubling up on that may not be a bad idea in the end. It'll mostly depend if I will have a slot for it. Cheers
freezerboy hey thanks for taking the time to play-test and comment! I'm pleased to hear the land grabbing works as I planned it too. Your question is the main trouble I've had so far in creating this angle for the deck... I really just have Basri Ket and Elspeth, Sun's Champion for offense. My other idea was to use Armored Ascension and Unquestioned Authority on Mageta to go in for lethal commander since the idea is Mageta would be the only creature left on the board. Other than that, if I'm outlasting my opponents I figure I would just get in damage slowly but surely. It's a crappy strategy, so I'm game for more recs regarding firepower. I don't think there are any Hail Marys in the direction of lands matter for white other than Admonition Angel, Emeria Shepherd and Trove Warden. I did have a few really janky ideas like Ondu Greathorn and Retreat to Emeria to pump or go wide. I also found a Reaping the Rewards in my cards yesterday which coukd be fun to pull off before Armageddon resolves.
5 months ago
As you're playing on a budget, I'd recommend building the deck in 2 or 3 main colors (including green) while using specific ramp & lands like the 'vivid' cycle to hit all five colors for your commander.
You seem to be wanting to play an aura voltron deck, did I get that right? If so, I'd recommend looking at selesnya enchantress decks for a solid basis for card draw & some value enchantments. Many also got a lot cheaper since modern horizons 2! Those won't interrupt with your plan for The Prismatic Bridge and help count towards powerful enchantments like Ethereal Armor.
With your 'slower' gameplan (I don't know how your playgroup is, but this deck seems to want to play the prismatic bridge before it's able to become a threat) it might be valuable to use cards like Ghostly Prison to help protect you.
I understand you're passionate about using Evershrike as your 'actual commander', but with your current decklist The Prismatic Bridge will only do one thing, once. That seems a little tough. In addition to 'always having protection for it in hand for exile' as you mentioned, you'd also need protection from edict effects like Plaguecrafter. Because of this, I'd strongly recommend running not just one, but a few creatures that all support the aura voltron strategy as strong as evershrike does. A few suggestions for those, with reasoning:
Uril, the Miststalker has hexproof and gets bigger fast, helping speed up the voltron aura strategy
Sigarda, Host of Herons has hexproof and completely protects you from edict effects.
Bruna, Light of Alabaster is in itself an amazing recursion engine for all auras that could end up in your graveyard.
Of these, I'd definitely recommend Sigarda and Light-paws. With a selesnya manabase, those two and Evershrike can easily be cast if they ever end up in your hand, and really support the aura voltron strategy, while still making sure you have Evershrike in at most three turns after resolving The Prismatic Bridge.
Other cards that would help you survive, give time for you to deploy your game plan and help control the board would be boardwipes. There are several that allow you to save 1 creature from it, and even if you destroy all creatures your Evershrike can be easily returned to the battlefield.
I also see you have a lot of low mana value auras. Those are nice and cost efficient, but I don't think they fit very well with a deck that has at least WUBRG mana available before it has it's first aura target on the board. I'd advise to lean into the more 'effective' cards, that either allow you to draw (Unquestioned Authority, Keen Sense, Snake Umbra) or provide significant benefits (Bear Umbra, Daybreak Coronet).
I understand that some of these suggestions may be a bit high in the budget range, but you could ask your playgroup if they're fine with you proxying a few cards.
8 months ago
Working on a draw package for you in red:
So…,any of these wheel effects while mainboarding:
Some draw choices in white:
8 months ago
It looks pretty solid all in all, and the only thing that jumped out at me was Blade of Selves Because why not goad everyone at everyone when you can? It might not be super budget anymore, but it seems like it goes with the deck so well.
Oh, and there are a few other Pacifism type effects that have been printed in recent sets that are usually slight upgrades. Trapped in the Tower Bound in Gold Skyclave Apparition Fiend Hunter or there are the classic removal stuff like Darksteel Mutation or Generous Gift
Just a few minor tweaks because really, it looks quite nailed down. How much removal does Marisi draw? I feel like all of my commander decks would try to remove him as fast as I possibly could :) That might be the mark of a pretty sweet deck.
1 year 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!