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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Landfall — Whenever a land enters the battlefield under your control, exile the top card of your library. You may play that card as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with Valakut Exploration, put them into their owner's graveyard, then Valakut Exploration deals that much damage to each opponent.
1 month ago
I personally really like sticking to a theme or gimmick even if it means sacrificing the decks quality just because I have more fun with it. If I wanted to make this deck more competitive a Sol Ring would definitely make the cut tho.
Valakut Exploration looks very fun for this deck!
Wilt can probably go out for a Nature's Claim, I'm pretty sure I've got one lying around
Thanks again for the ideas Profet93! Draw well :)
1 month ago
I'm glad you enjoyed some of my suggestions. Regarding Sol Ring, is the theme of the deck more important than a huge turn 1 play? Its just hard for me to wrap my head around personally.
Also, I've seen my friend GO OFF in his Mina and Den deck with Valakut Exploration, it was scary how efficient it was. With all your lands and ramp, you can cast most cards and the damage is still on theme.
Stone-Seeder Hierophant - What does this target in the deck? I don't see cradle, nykthos or another important utility land target?
1 month ago
Honestly, the blue mid range archetypes that happen to be the most powerful in the format are also the hands down most difficult to pilot. For less highly competitive metas I typically tend to recommend a simpler race oriented deck, like Yisan, K'rrik, Godo, Teshar, etc. Generally most players will find more success with these archetypes as the ease of execution of those strategies is a big benefit. There aren't very many complicated decisions to make, the game plans are very straight forward, these race archetypes just do the one thing, they put the pedal to the metal and try not to blow the engine block.
The control oriented decks, in edh, are crazy complicated to pilot by comparison and minute errors in judgement or game state evaluation can lead to massive consequences that may not be entirely obvious. When playing the control role it's critical that the pilot properly identify exactly and precisely the game state the game is in at all times. You need to know what the biggest threat is, how you intend to stop it, and how to profit from the position afterward. You'll need extensive knowledge of every possible combo that can be utilized in the format from the entirety of MtG's history. You'll need exacting knowledge of your own deck and the lines of play that best suit the particular game state you find yourself in. You'll need exacting knowledge of each opponents deck and how those decks play so that you can anticipate your opponents' lines before they begin to travel down those roads. Playing blue in EDH is a suicide mission, for the most part, if a player steps into those shoes unprepared, because the typical blue play pattern of spending a card to deny an opponent's card is counterproductive in multiplayer settings (you and that one opponent are now both down a card compared to the other 2 players and are therefore at a disadvantage compared to both of them, you're both less likely to win from a fundamental theory perspective because you're both down resources compared to the opponents who invested no mana or cards in the interaction). This means your 1 for 1 permission and interaction elements need to be spent sparingly and ONLY on critical game winning threats, never for value. Yes, it's good to Mental Misstep an opponent's Sol Ring, unless the next player in turn priority plays a Sensei's Divining Top, for example. The Sol Ring certainly had some potential to put a player into an advantageous position, but the SDT has the potential to outright win the game and is much, much, much more difficult to remove from the board than a Sol Ring. Just tapping the incorrect land once can lead to catastrophic consequences.
In a pod with Krark/Sakashima, Tymna/Malcom, and Godo the first thing to do, on turn 0, before the game has even started, is to identify the fastest threats at the table. These are your priority considerations as these are typically going to be decks that are consistently faster than you to deploy a combo win line. However, these decks are usually not good at recovering. So looking for an opening hand that can trump the standard Godo play pattern (ramp with rocks, maybe an ogre, cast Godo, search up Helm, equip, swing for the win) is a priority. An opening hand with Swords to Plowshares is going to be much stronger in this type of situation than it might otherwise be because it will slow the Godo deck down, perhaps even eliminate it from contending entirely until turn 5 or 6, for the low investment cost of 1 card and to stuff their line of play that will require significantly more mana and card investment. This will create a situation where you profit since the resources you've invested were minimal, while the Godo deck has already shot it's one real bullet and spent most of the resources available to it to do so, only to have the attempt stuffed.
That should be priority one, not anything your deck can do, but rather stopping the opponent's first bullet because reloading that gun is a difficult and time consuming task.
The Krakishima deck would be the next fastest deck, and the typical play pattern involves some ramping with artifacts (notice the weaknesses both of these first two archetypes have? A heavy reliance on artifact ramp to play their strategy reliant commanders) into dropping Krark and a non legendary clone of Krark, potentially with a thumb alongside it. The main priority here is to just make sure they can't assemble the whole squad and have them in play all at the same time. If Krark hits the board then it becomes a priority to prevent the Sakashima cast or copy effect, and again, that Swords to Plowshares is going to do a lot of work here. But you can't use the Swords (or your interaction piece of choice for this particular example) for them both, now can you? So you need to judge which one is presenting the faster threat and use the Swords as needed, you'll have to find a separate solution to the other issue. Fortunately the deck has a game plan in mind for this that is consistently deployable in the opening turns. One of those opponents will present a faster threat, typically, and the other will present a slower threat. It's very rare both decks will ramp out super hard at the same time, usually one might and the other will have more average opening turn development. In this spot it tends to be best to spend the mana denial game plan resources (ie, the Strip Mine style lines of play) on the slower developing opponent and prevent them from doing much of anything while you handle the faster opponent first. Then you can swap to using the attrition gameplan on the faster opponent once their initial combo win attempt has been stuffed to prevent them from being able to recover effectively. And you basically juggle these responsibilities for the rest of the game until you secure an overwhelming board and game state advantage when you will finally begin to deploy your own game winning assets. If you aren't playing the consistently fastest deck at the table then trying to force an aggressive combo line attempt is generally going to be the fundamentally wrong choice, those decks do that better than blue midrange decks, but the blue midrange decks grind out wins better in games that go longer than 3 turns by an absolutely massive margin. So your priorities are first to stop the fastest opponent from winning, then to stop the second fastest opponent from winning, then to begin to edge them out in the battle of attrition for resources (cards in hand, cards in play, cards in the yard you might want access to), and THEN to position for a win attempt yourself. It's some of the most common mistakes I see from players with a blue deck in a pod, they try to force a race (which they will lose due to deck construction play pattern issues) and they spend their interaction on the first spells any random opponent casts without regard for what lines of play actually present a threat to win the game.
With so much cheap and effective interaction in the format it's nearly impossible for the first player who attempts a combo win line to succeed with that attempt in true competitive settings as long as the correct game state evaluations are being made by the interacting players and they aren't wasting critical spells on non critical issues. Essentially, when playing the interactive deck in the pod, the ONLY things you want to spend your interaction on are critical threats that represent an immediate potential to win the game. The strength of the Bloom concept lies in the fact that the pilot is able to spend their mana and card resources on nothing but developing their board state and stuffing opposing win attempts while the mana base development handles pruning opponents' board states.
As for Valakut Exploration as part of the Bloom combo line, this is a fine iteration of the combo to utilize and one I've tried out myself. It fits rather nicely into the Temur shells that utilize the concept to help enhance it, but isn't a critical component of the combo line as there are a multitude of options in those colors that represent the ability to return Bloom to a zone it can be cast from. Any of these options (draw a card, return directly to hand, play Bloom from the top, etc) can work, and the best bet to know which is best for you in your meta is to test out the options and find out which ones succeeded the most often and how difficult that success was to achieve. Valakut might not be the best option if you expect to face a Drannith Magistrate, but it might be a terrific option if you expect to face a Narset, Parter of Veils, for example. If you have advance knowledge of the meta game, use it to your advantage, if you don't, then build in some flexibility so the deck can handle a wide range of game state situations.
1 month ago
Well I've sleeved up the Najeela list on jaymc1130 's profile, and took it to my playgroup. Disclaimer, I'm one of the casuals dipping their toes encouraged by Play to Win and sorts. I've had a little success with a Marwyn, the Nurturer list from the cEDH decklists database, but never played anything blue before. I haven't been able to come close to comboing, which is probably a limitation of me, not of the deck, but I got wrecked by Krarkashima and Godo without much effort. Only the Tymna&Malcolm midrange player was doing consistently worse '^^.
It looks like a fun engine to build your deck around though, I'm definitely keeping it, but I haven't been able to see why it's as powerful as you keep advertising. Which, again, is probably my fault. But if I can't make it work, I'll have a hard time "abusing the setup while having the chance".
I might just tinker around with a shell a bit more, to adapt to what's actually being played at the tables I'm at. How do you feel about Valakut Exploration as a way to recast the Summer Bloom after the Mystic Sanctuary etb, and effectively drawing your deck in the process? It would win the game too, if you have more cards in deck than opponents have life total.
1 month ago
i picked Arboreal Grazer over Sakura-Tribe Scout cause STS suffers from summoning sickness. However you did mention something I didnt think about which was if she does stick around, her land drop ability can be used to make lands into instant speed removal. Also the increased card advantage with Valakut Exploration, STS generates a lot more value as the game goes on than it would in the variant
Definitely something worth testing out.
1 month ago
For this deck, Valakut Exploration is the main motivator behind this concept of Gitrog. Its great card advantage that allows very explosive turns, especially if Heartless Summoning is on board so Dryad of the Ilysian Grove only costs , allowing us to play even more lands. Then everything hits the graveyard which is awesome if we have The Gitrog Monster on the battlefield, as all the lands will have us draw cards. Throwing cards such as Raven's Crime, Life from the Loam, or any of our utility lands into the GY would be considered card advantage as well.
For other decks, I really cant say
1 month ago
Has Valakut Exploration been a good addition? I have a Gruul Landfall deck that is a little lower curve than this deck, but I have considered using it as a card-advantage engine in the late game.
3 months ago
My first attempt to make a Gitrog deck utilized Primeval Titan and some to abuse Valakut, the Molten Pinnacle but felt too clunky. Turning everything into mountains was way too dependent on having Dryad of the Ilysian Grove down so I feel more comfortable going hard on the Dread Presence+swamp synergy. Valakut Exploration actually looks very strong in this deck & would be my biggest motivator to splash if I did. I would feel fine replacing VE for Slogurk, the Overslime for my 3cmc slot but doesnt offer us any good T1 plays in replacement of Otherworldly Gaze. Also as I playtest more & more, I find Otherworldly Gaze to surprisingly good.