Eldrazi Titans!
Commander / EDH
SCORE: 1 | 225 VIEWS
Revisions —Feb. 27, 2020
Out:
Arcane Lighthouse: I think I can do better than taking away anti-targeting privileges from my opponents.
Darksteel Citadel: Just a tougher basic land, nothing special.
Phyrexia's Core: I'd rather not sacrifice any artifacts for just 1 life.
High Market: Willingly sacrificing my buff creatures for a measly 1 life makes this card worthless.
Ash Barrens: No basic lands basically turns this land into a basic land.
Scroll Rack: This card has been only helpful sometimes. Most of the time I just get a bunch of cards I'd rather not see and then draw the same cards that I wanted to replace. Newer cards have more value than this one.
Tormod's Crypt: Without Paradox Engine the free cast cost makes this card weaker. The graveyard hate is good, but not good enough to keep.
Burnished Hart: No basic lands makes this card useless.
Solemn Simulacrum: No basic lands makes this guy pretty useless.
Artisan of Kozilek: There are bigger, badder things out there and 95% of the time when I cast it I had nothing in the graveyard to pull back.
Vedalken Orrery: I've no need to flash cast anything in.
Paradox Engine: Got banned, unfortunately.
Winter Orb: Slows the game to a halt. I hate it. My playgroup hates it. Everyone hates it.
All 6 Wastes: Basic lands should be replaced with something that does more than just tap for mana.
In:
Deserted Temple: Untapping other lands is always a plus. It gives me more options for more situations.
Command Beacon: This card can function as a protection for Kozilek, Butcher of Truth and also allow me to draw more cards, gaining a huge advantage.
Crystal Vein: An extra mana in a pinch might come in handy when I really need to summon a buff creature or have a good starting hand but need a little extra juice.
Sea Gate Wreckage: Drawing cards is always a plus. With the amount of mana that this deck can generate, games aren't too often where I don't have a hand.
Arch of Orazca: I generally have tons of permanents on the battlefield because of all of the artifacts, so drawing an extra card shouldn't be too hard.
Zhalfirin Void: Seeing what is coming is always pretty good.
Blast Zone: This can be a good way to rid the board of nuisances if need be. If I have Darksteel Forge out then I definitely don't have to be careful.
Wasteland: Targeted land hate can be crucial in slowing another deck down just enough to catch a breather. It also doesn't piss everyone off by destroying all of the lands.
Inkmoth Nexus: Little poisonous pokes here and there can be pretty devastating. It also might help me finish what Blightsteel Colossus was starting if he got blocked.
Gemstone Caverns: A chance at starting the game with a land on the battlefield is pretty awesome and worth trying out.
Mirage Mirror: Super utility! Can't be said enough with all of the artifacts and buff creatures in this deck, not to mention copying whatever my opponent puts down.
Staff of Domination: I can go infinite with Rings of Brighthearth and Basalt Monolith and then use the staff to its absolute full potential.
Manifold Key: With Paradox Engine being banned I needed more options for untapping my junk. The added effect of making a creature unblockable is nice.
Ugin, the Ineffable: Cheaper spells is always welcome, especially when the cost is reduced by 2. This can really help me pump out my artifacts.
Conduit of Ruin: Same reason as above except with the added benefit of choosing which threat I wanna put out next.
Geode Golem: This guy can be a life saver when the cost of my commander gets super high and I stop drawing artifacts for a bit. It also helps me cheat him out early.
Mystic Forge: This extends my hand by a large margin. If I can keep top decking some cheaper cards then the game will be much smoother sooner.
Temple of the False God: An Ancient Tomb without the pain, but with the land requirement is a fair trade. This card may be switched out later depending on how well it does.
Sanctum of Eternity: Added protection for Kozilek, Butcher of Truth. I can cast him, draw the cards, return him, and cast again for another 4 cards. Typically he provides his own fuel with the card draw.