Vedalken Orrery

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Vedalken Orrery

Artifact

You may play nonland cards as though they had flash.

SufferFromEDHD on The Little Brother of Eldrazi Titans

6 days ago

I know you already have the Plate... Hence why I said it was neat tech! I will be adding it to my future colorless commanders.

Erratic Portal won't set you behind? 1/4 of your deck is colorless creatures. That's a potential double cascade trigger once per turn. I misremembered the Eldrazi. They aren't ETB, they are "when cast".

Meteor Golem yes it is lackluster in stats but it offers precious removal to the colorless strategy. You are already running the few colorless removal spells. The double cascade trigger doesn't tip the scales in its favor?

Vedalken Orrery won't get the Zhulodok cascade trigger like the other Orrery but it is the OG flash speed.

Seanxofthedead on Oops, All Ajanis

1 week ago

KongMing Great suggestion, was also thinking Vedalken Orrery I'll update the lands as well Thank you!

RangerOfPower on Omnath locus of mana (opinions needed)

2 weeks ago

Hi there, Omnath was my first deck that I seriously optimized so I think I can give some good insight.

There are some card choices I love, some I question, and some that make me want to flip over a table.

First, I love your inclusion of mana doublers. Seedborn Muse is by far the most powerful card in the deck followed closely by Nyxbloom Ancient and it seems like you know that. You have a good density of these big mana generation cards already, so just be careful to not go overboard by adding too many of these effects.

As previous commenters suggested, your deck lacks a focused strategy on what you want to do with all that mana. Many builds focus on getting Omnath big and winning with commander damage, but I think using the mana on other resources as a way to win is better. My advice is to question how each individual card interacts with your specific game plan, and if it doesn't advance your plan in the way you desire, then consider replacing it with something that does.

Your card draw choices are questionable. Eye of Vecna for example is very below rate, and we can do much better than just drawing one card a turn. Omnath is a VERY explosive commander, and its card draw should reflect that. Typically, I can expect to draw 10+ cards with a single spell, which usually gives me the gas to win on the next turn. Tutors are also incredibly powerful in Omnath builds because they allow you to more reliably find Seedborn Muse et.al.

If your card draw and tutor package are good enough, you can also cut down on big bombs. This helps consistency by increasing the odds of ramp and draw showing up in your starting hand, which of course is what you want to see. After all, Kozilek, Butcher of Truth does nothing if you can't get to 10 mana.

One other thing I learned when playtesting Omnath is how important protection spells are. In most games, Omnath is the first legitimitely threatening thing to hit the board and is the first thing opponents want to spend removal on. I like running instant speed, one time protection spells like Gaea's Gift so I can get removal out of opponents hands, but cards like Steely Resolve or Lightning Greaves also does the trick. And giving Omnath flash via Vedalken Orrery, Yeva, Nature's Herald, etc. is a more resilient way to make sure your mana pool never empties.

Also, Solidarity of Heroes doesn't work like you think. Omnath give itself +1/+1, but does not use +1/+1 counters.

Be sure to check out my build to see the specific card choices I used. It's not perfect, but the deck has come a long way from when I first built it. I hope some of the lessons I learned here help your deck out too. Happy brewing!


OMNATH I: 9000 Volt Battery

Commander / EDH* RangerOfPower

SCORE: 2 | 537 VIEWS | IN 1 FOLDER


_Kane_ on Damia mill

2 weeks ago

This list looks nasty and I hope to never play against it! Plus One on the Upvote. :)

Potentials:

An Offer You Can't Refuse for those counter battles? Downside may not be worth it unless you're stopping or ending the game.

Breach the Multiverse would give a similar effect to Villainous Wealth for each opponent albeit at higher mana value.

Drown in the Loch for a cheap and versatile counter/removal spell.

Syr Konrad, the Grim would be great for ping down your opponents with each milling of a creature. Random mill ability tacked on as well.

Mindcrank

Zellix, Sanity Flayer

Potential Replacements? (IDK this list seems perfect):

Vedalken Orrery this Josh Lee Kwai favorite maybe worth a cut? I see what you're going for with holding up your counter-spells and then flashing in something of value if nothing worth a card is cast.

Yeva, Nature's Herald only 9 targets counting the commander.

Leyline of Anticipation I guess what I am suggesting is to try the deck with the counter-spells but without the 3 flash enablers.

Thought Scour hard to find anything to replace so I choose this smoother.

You do have ~53 piece of land/ramp; Maybe a one card wiggle room with the nice curve you have going.

Anyways decklist is already 10/10.

DemonDragonJ on Is the New Heliod Justified …

1 month ago

Heliod, the Radiant Dawn  Flip is quite nice, since he can return an enchantment to his controller's hand, and then become a creature with the same ability as Vedalken Orrery and Leyline of Anticipation, so I am contemplating putting him into my EDH decks that contain blue and white, but I am not certain if those decks contains a sufficient number of enchantments to justify him being included in them, since costs 4 mana to summon and then another 4 before he provides his additional benefit.

I am contemplating putting the new Heliod into these four decks, but I am not certain if each of those decks contains a sufficient number of enchantments to justify me putting him into those decks.

What does everyone else say about this subject? Should I put Heliod, the Radiant Dawn  Flip into those decks?

Profet93 on 「̵̺̰͖͍̚A̸̰̪̝̍W̸̭̱͑A̸̮͎̾̊͝K̶̜̣̈́͘͜͜E̸̛̟̔̇̃N̶̨̮̱̟̿͝」̶

2 months ago

Oh wow, yeah, so many shiny artifacts made it hard to see the plate.

I get that analysis, makes sense. If you want a way to preserve your info, Vedalken Orrery or its cheaper counterpart Shimmer Myr are potential inclusions. This will allow you to not overextend (as easily) into a boardwipe such as Oblivion stone, Vandablast, etc.... Plus, it feels cool to pretend to be the blue player. The only considerations that give me a slight pause is the fact that you can't utilize your equipment, notably, greaves for haste.

Why run helm of awakening? You have plenty of other cards that are cost reducers that don't help your opponents. I understand the combo potential + ramp but you already have better combos and ramp, that don't help your opponents.

Regarding Spatial Contortion, I understand. If you feel you don't necessarily need the removal because it doesn't provide enough value that s fine. I just wanted to make sure you were aware of it. Should your games require a bit more spot removal, it might be worth to reconsider down the line.

Profet93 on Existential Dread

3 months ago

How has Horizon stone worked for you? Seems a bit expensive for what it does. Have you considered swapping it with another utility spell that might be more beneficial towards your needs? Vedalken Orrery allows you to respond rather than be responded to. Helps deter interaction spells in your meta, leaves opponents guessing. You're playing the Eldrazi that can counter spells, if you're gonna act like a blue player, might as well go all the way with it. Neither Horizon stone nor Orrery are necessary towards your plan, you'd probably be better off with something else entirely, but Orrery has put in some serious work in more casual- semicompetitive games which it seems like this deck is built for.

Another card to consider is Commander's Plate.

Why do you have 4 wastes, are there cards that draw basics from the deck that I'm missing? It seems like ..... a waste slow clap .... Urza's Mine, Urza's Power Plant and Urza's Tower can be swapped in for ramp. I'm sure theres some synergy with the artifact cards that deal with land mana abilities. Bonders' Enclave could be the 4th land swap should you feel you need more draw in a pinch that doesn't anti-synergize with your pay life for mana abilities card (not that it's a huge difference one way or the other, but redundancy is nice)

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