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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Untaidake, the Cloud Keeper
Untaidake, the Cloud Keeper enters the battlefield tapped.
Tap, Pay 2 life: Add (2) to your mana pool. Spend this mana only to play legendary spells.
4 months ago
I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.
I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.
These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.
There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.
Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.
Hope this helped!
10 months ago
You realize you have to ban a crap ton of stuff, right? Mox Amber , Mox Opal , Mox Diamond and Chrome Mox all mean that everyone has 2 mana turn one every single game. Also, most decks are running Skullclamp in the equipment slot anyways, especially as that's basically the only equipment worth playing in high tier play. Other than that, you'd have Lightning Greaves . That's two equipment that you'll see.
The vehicle is always Smuggler's Copter . There's nothing else good enough to see play in high power, and everything else is a gimmick.
On lands, most decks will probably just run Boseiju, Who Shelters All , and the ones that don't get crap like Gaea's Cradle, Eye of Ugin , Phyrexian Tower , or The Tabernacle at Pendrell Vale . Maybe the occasional Untaidake, the Cloud Keeper to power out big commanders.
Planeswalker? Hmmmm. . . . Oko, T3f, Wallet Sculpter, LotV mean anything to you? Between them, the only cards worth playing will be sorceries and enchantments . . . oh wait, Serra's Sanctum for the Sythis player.
It's an unplayable format because nobody can cast instants, nobody can keep a creature or artifact around because it's an Elk, nobody has a hand, all of that starts on turn one, and oh by the way you also get a Copter that you might bother to cast. You can crew it with the Mox you got to use twice before it got Elked! That's fun. Then the Elves player with 400 Cradle mana and the Enchantress player who staxed the table out while drawing 40 cards a turn will take over the game.
While it could be fun, the first couple turns will play out exactly the same every game. Everybody either gets overly explosive starts or overly staxxy starts. You could ban stuff, yes . . . but what happens when you ban the cards worth running in those slots? You get a bunch of Copters. Cards that are played because they're objectively good but you'll never cast them because almost anything else is better in this format. And then where are you? Back to commander, but with a larger banlist and everybody gets several extra useless cards in hand.
TL;DR, Interesting idea but I wouldn't touch it with a ten foot pole, and I enjoy degenerate piles of stax like the filthy grinch I am.
1 year ago
I think you're trying to push too many ideas here and so your deck feels jumbled. You have infinite mana on your commander, however you can't pay generic costs with said mana menaing that Umbral Mantle doesn't work here. You also have Freed from the Real meaning that the blue mana you do produce is going to be consumed in the generation portion of the loop (so you won't have it for things like card draw).
You need to make sure you have a clear win condition, preferably with some sort of redundancy on each of the pieces. Also, just cramming all 10 talismans seems bad, especially since your commander can't pay for any of them. And Untaidake, the Cloud Keeper is not a good card, period.
1 year ago
You've got 19 ramp cards, which with a 5 color deck is fairly high. You could turn a couple of signets into Nature's Lore and maybe Skyshroud Claim as they both can tutor up dual lands into play. Your curve's upper arch is at 3, and with your ramp I could see you possibly having a working deck at somewhere around 34-36 lands. Assuming you want to add 6 lands, I'd recommend Untaidake, the Cloud Keeper, Reflecting Pool, City of Brass, Karn's Bastion, Tarnished Citadel, and Ancient Tomb. Orochi Leafcaller, Heroes' Podium, Blackblade Reforged, Fyndhorn Elves, Elvish Mystic, and Avacyn's Pilgrim. If you want a more control deck, you are gonna have to make further cuts for removal and counter spells, as well as some hate cards, but that decision is up to you. It looks great for a first EDH deck, +1
2 years ago
If your playing Untaidake, the Cloud Keeper just play ancient tomb
2 years ago
so i have finally finished this deck me thinks, i ended up throwing some more low cost creatures with life-link, flying or extort(or a combination of two or more of these), especially since extort pays for itself in 3-4 player games! i also recently added
Nykthos, Shrine to Nyx
Untaidake, the Cloud Keeper
though may take the latter back out depending on how useful it ends up being and i may swap it out for
Temple of the False God
Commander / EDH*
SCORE: 5 | 7 COMMENTS | 468 VIEWS
2 years ago
Have you looked at Untaidake, the Cloud Keeper ?
2 years ago
Welcome to the best format imo. I've got a couple of tips for additions and cuts.
To start out, you'll want the new Kethis, the Hidden Hand . Great abilities for your deck. In commander, you also typically want board wipes, and the best one for this deck is Urza's Ruinous Blast . Primevals' Glorious Rebirth will help you get your grave back. Lastly, to help with your colors: Kodama's Reach , Cultivate , Rampant Growth , and Farseek will all help you out, as could Birds of Paradise .
Now for what I'd cut. Untaidake, the Cloud Keeper isn't as useful as it looks, just cause you're going to want to be sure you have all your colors. Time of Need is less useful than you'd think in this deck, because your commander searches legends, as does Captain Sisay . Combat tricks aren't usually helpful in commander unless you're running infect, so I'd cut Blessing of Belzenlok . Iwamori of the Open Fist will probably end up helping your opponents more than you. Eiganjo Castle is arguably worse than a plains, since it can't be fetched by cards like Cultivate , and preventing 2 damage won't matter that often. Sword of the Chosen just doesn't feel worth it to me. And I get why you're running Maelstrom Archangel , but it's not legendary so I wouldn't really bother.