Vedalken Orrery

Vedalken Orrery

Artifact

You may play nonland cards as though they had flash.

Latest Decks as Commander

Vedalken Orrery Discussion

KBK7101 on Satsuki, the Living Lore - Into the Story (v1.0)

2 days ago

Thanks for the kind words! Much appreciated!!

Setessan Champion is a card that I actually thought I had in the deck... and then realized it's in my Arena version of this deck and not my paper one. lol Probably the first addition whenever I make tweaks!

Vedalken Orrery is a great card and one I've been meaning to get for a long time... once it gets a reprint. That card is pretty expensive at the moment. :/ Cast Out was a card that I hadn't really considered due to it's higher mana cost than my other "removal" spells but having flash does make it pretty enticing... Maybeboard for now! Skybind does sound really interesting and could lead to some pretty interesting shenanigans. I think I even have a foil one somewhere. I'll have to add it to the maybeboard for consideration later. Swift Reconfiguration also sounds like a great idea. I'll have to add that one to the maybeboard, as well!

I would also have loved if Satsuki had a third color. Blue would've been great, red or black would also have been nice. Maybe we'll get another saga commander from Dominaria United/Brother's War later in the year? Hopefully more sagas, too!

Niko9 on Satsuki, the Living Lore - Into the Story (v1.0)

2 days ago

This looks like a really awesome deck, and I do love enchantress builds. When they work, they work so well : ) This looks super synergistic as is, and the only recommendations I might have are ones I used in an enchantress deck, but it also wasn't sagas, so may not work. Just figured I'd throw a few oddballs out there : )

Setessan Champion can sometimes just be another enchantress and sometimes she can be a big, bad enchantress.

Skybind is one of those, can steal games or do not much at all cards, but I love it : ) With flash enchantments like Swift Reconfiguration or a flash enabler like Vedalken Orrery you can use it to double down on your constellation effects, or offensively to blink your opponent's creatures at instant speed. A Blightsteel Colossus is only scary if it isn't getting blinked every turn. Plus, controlling games with a set up Skybind feels like a definite win.

Cast Out is one that I'm keen on, just because of the versatility. Hitting anything at instant speed is great, but also being able to cycle it makes it always do exactly what you need in a game. I like Prison Term, I play Skyclave Apparition but I always use Cast Out : ) And my favorite is to have something like Moon-Blessed Cleric or Heliod's Pilgrim that can tutor out enchantments like Prison Term to deal with threats when you really need them.

But it looks awesome to me! The proliferate and saga synergy seems really strong, and it would be great to have blue for Flux Channeler and things, but for this commander, this build seems really solid to me : ) Nice one!

Yesterday on Worldgorger Combo + ETBs?

6 days ago

Oh jeez, I just realised that I completely misunderstood what you were trying to do.

Yes, if you are constantly flickering your own The Beamtown Bullies as part of a Worldgorger Dragon combo, you can respond to the Woldgorger exile trigger to tap Beamtown Bullies to reanimate a Bronze Bombshell under you opponent's control. Your opponent will be made to sacrifice the Bombshell before your Worldgorger flickers everything again, and then you can rinse and repeat this.

In-colour for Beamtown Bullies as a commander, you could do this with Emergence Zone, Necromancy, Vedalken Orrery, or Vernal Equinox.

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

1 week ago
The first major update to the deck has been completed, the major theme being more draw. All of my initial testing showed that this deck goldfishes very quickly, but is hungry for resources, and that just drawing one extra card per turn, which it was consistently able to do, wasn't enough to feel like we had options and could easily rebuild after a blow out. Burst card draw pieces like Well of Lost Dreams and Thorough Investigation (which builds up tokens to be used as burst draw later) have been the powerhouse pieces. As such, the idea with this update is to add either more of those, or more one card per turn pieces so that it is likely we can have two of them out most games. Below are the lists of cuts and adds with justification.

1) Burnished Hart OUT Pearl Medallion IN

Hart is a great card, and research suggests it's one of the winningest cards in EDH, so naturally in a monowhite deck that a land ramp piece like this would seem to be great. I think the issue for it here is it just isn't fast enough for the deck. Giada doesn't need to ramp a lot to be relevant, and in testing I've found that we often have something more urgent to do cast it initially or sac it to get the lands. It's still a great card, but likely better suited to more controlling decks. What is amazing in this deck, however, are cards that discount creature spells like Herald's Horn, as we can use them to more easily put out multiple pieces in a turn at discount. Making your four drops three drops is incredible acceleration that suits our gameplan just fine. And Medallion does this not just for our creature spells, but any spell in white. It's fabulous!

2) Cosmos Elixir OUT Vanquisher's Banner IN

Elixir is theoretically a good card in this deck as it can draw cards off life-gain or gain life. The problem is it never does both, it draws one extra card per turn at most, and costs 4 mana for the privilege. It's equivalent card would be Sigarda's Splendor, but that always gains us life, and is simply based on not having lost life from the last noted turn, which is more reliable. Banner costs more, but its floor is replacing every angel we cast with a card, and its ceiling is drawing several cards in a turn, so it's better all around. The anthem is just gravy.

3) Welcoming Vampire OUT Mask of Memory IN

While a fabulous card, Giada's ability ensures that we won't draw cards with angels off of vampire. It will definitely find a home in a new deck. Mask of Memory, however, is great. It costs two and equips for one, meaning an easy early line of play would be to cast it turn three, attack it to Giada, and get an engine going. We get to draw two cards and then discard the one in our hand we need least, which allows us to be up a card while moving through the deck to what we need. Sometimes we might even discard a good card only to recur it with another later, so there are lots of nice little possibilities with this one.

4) Mirror Entity OUT Sanctuary Warden IN

So far we've replaced subpar draw with better draw, but no we are upping our count. I've never like entity, but I thought it might be better here since Giada gives it counters that make it more resilient when not being pumped. Still though, like all changelings, its an angel that doesn't fly, which is wicked annoying. Moreover, while its ability is a powerhouse with 1/1 tokens which can be turned to 4 power with 4 mana, it's not so great when the average power of an angel is already 3/3 or 4/4. It will weaken some of your angels, and where it improve them it takes a monstrous amount of mana to do so. Finally, while one might be tempted to add Reveillark to complete the combo with entity and Karmic Guide, we have to remember that Giada shuts entity off from killing the board, effectively shutting down the combo. It's just bad, trust me. This is where a lot of online deck tech's fail. They just throw it in because its an "angel" and a generically good card without thinking through the consequences! Meanwhile, while costly Sanctuary Warden is an absolute powerhouse. It immediately replaces itself, and can draw cards more cards this way for free by being blinked with Sword of Hearth and Home. It's an engine that draws us cards every turn, and we can use our plentiful supply of +1/+1 counters to power it, leaving the shield counters to protect it from most removal and board wipes. It's an all-star card.

5) Plains OUT Tome of Legends IN

I'm hoping I don't regret going down to 35 lands, but I think the deck can sustain it, especially when we are upping the draw. Tome is an amazingly good and underrated card. It can net us an extra card the turn we cast it, and can draw one every turn as long as we attack with out commmander, something that isn't too hard to do here. Keep in mind, Giada has vigilance, so even if we want to tap her to cast an angel we can always do so on our second main phase! The best part of this card is that it costs only two mana, allowing us often to ramp it out turn three with another angel or put it out early with another two drop. It's been great in other decks and I expect no less here!

6) Archaeomancer's Map OUT Eye of Vecna IN

This might be a more controversial cut, but I don't think I need the ramp map theoretically provides, and it can be a tricky card to play here. Ideally you'd want to get this down turn three, in order to ramp lands based upon your opponent's turns, but you'll have to discard if you do unless you played a one drop turn one. It's not as great late game, and the ramp is conditional based on having the extra land in hand and not missing a land drop, which can happen without enough draw. Eye immediately replaces itself and draws one card every turn for the low cost of 2 life, which we aren't worried about at all here. The only downside is that Angel of Jubilation shuts it down, but that is a narrow enough case that it isn't worth not playing a 2cmc draw spell over.

7) Disenchant OUT Together Forever IN

We have plenty of removal and I think we can afford to cut our least relevant piece. Together Forever is amazing, cheap, efficient protection for our entire board, including Giada. It can save our stuff from being destroyed by removal or damage, and has value as repeatable single-target protection and board wipe protection. I expect this to be an all-star piece.

8) Desert of the True and Drifting Meadow OUT War Room and Bonders' Enclave IN

I hated these cycling lands in early testing because they are just not worth having the lands come into play tapped. War Room and Enclave actually draw us cards, and come into play untapped. Sure, 4 mana is a lot for a single card, but there are times we will be happy for it, and in a monocolored deck the colorless nature isn't too much of a drawback.

9) 2x Plains OUT Emergence Zone and Seraph Sanctuary IN

Why not attack lifegain to a land? Sanctuary is just an obvious card for this build that I somehow missed the first time around. Zone is a deeply underrated card that allows you once in a game to get the jump on your opponents by becoming a one turn Vedalken Orrery. The element of surprise is what often wins you games in aggressive decks, and this card allows for that!

So that's the first update! I'll have updates to the primer coming later today or tomorrow. Hope this helps all of you as you build and play the deck!

Guerric on Oloro's Gambit

1 week ago

The other approach is to win with combos or alternate win cons. A favorite combo is Sanguine Bond/Vito, Thorn of the Dusk Rose + Exquisite Blood to drain everyone's life totals. A second way is to flash out Test of Endurance or Felidar Sovereign on your opponents' end step with Leyline of Anticipation or Vedalken Orrery and win with an alternate win con. A third way is to cast and quickly re-draw into Approach of the Second Sun and win that way. Along the way you can hold up mana for counterspells to protect your win cons from disruption.

Of course, these approaches can be combined as well! It's just about getting the right shell, finding which win con approach wins for you, and building your deck with that in mind. If you want to connect with some other veteran Oloro players, ladypickleton has been playing for some time, could definitely give you some advice, and you can check out their decklist here- Life: Gains & Pains. You could also reference one of the top primers on Oloro over the years on tappedout here- The Immortal King: The Fable of Oloro [cEDH]. This primer is more geared towards cEDH and a higher budget, but it hasn't always been that way, and it is a great guide that should help out as well.

Guerric on Life: Gains & Pains

1 week ago

Hi ladypickleton! This looks like fun! Oloro is what drew me into commander, and I always envisioned myself building him, though strangely I never did! Since you're running Sanguine Bond and Exquisite Blood I am guessing you aren't averse to combos. I know you've run this for awhile, so maybe you tried flashing out Test of Endurance or Felidar Guardian with Leyline of Anticipation, Vedalken Orrery, or, in the latter case, Teferi, Mage of Zhalfir. I always thought that would be a fun alternative win con. I'd also think that Propaganda and Norn's Annex could be good complements to Crawlspace and Ghostly Prison if you need more pillowfort elements. Beyond that Teferi's Ageless Insight and Alhammarret's Archive can be good draw more pieces, and Sigarda's Splendor and Cosmos Elixir, while pricey in mana, can be great draw engines in a lifegain deck.

Guerric on Faeries

3 weeks ago

I'd also add that you have great artifact and enchantment-based removal like Darksteel Mutation and Imprisoned in the Moon. I've found this super powerful in my Tuvasa enchantress deck, and prefer it to spell removal in the case of all but the most efficient cards (such as Swords to Plowshares and Path to Exile). These are especially good when you can use them at instant speed, which you can here with Leyline of Anticipation and Vedalken Orrery. One that I'd recommend that works even without these out is Stasis Snare, as you can flash it out at instant speed. I'd also add Coastal Piracy as a replacement for one of your less impactful draw spells. I'd personally replace Windfall unless you are running it to disrupt your opponents' tutoring, in which case it makes sense to keep it in. If you are just using it as a draw spell though, something like Piracy would be a good replacement.

This looks like a great deck and I look forward to hearing how you destroy your opponents with it!

DemonDragonJ on 100 Shades of Gray

3 weeks ago

I have replaced Commander's Plate with Vedalken Orrery, which unfortunately increased the average converted mana cost of this deck frokm3.95 to 4.00, but the plate did not contribute to this deck's overall theme, and I have the orrery in every EDH deck that I build (I am embarrassed that I forgot to include it when I was initially building this deck, so I have included it, now).

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