multimedia, Thanks for your suggestions on the deck. I agree with pretty much all your suggestions. I wanted to preserve some support for the reanimation aspect of Scarab God. The idea of my scarab god deck was to have the zombie tribal combos as the main theme, with reanimator as a fun and powerful backup plan to help spice up games by getting cool creatures back. I know the 2 main paths people go on with scarab god is usually full on zombie tribal, or full on reanimator without zombie tribal, so I was just trying to meld the two ideas, while still preserving the combo strategy. The cards mesmeric orb, training grounds, overseer of the damned, mikaeus the unhallowed, necromantic selection, sidisi, grave titan, monastery siege are all intended to be cards to support that reanimator backup plan, thats why i'm guessing they dont seem too impressive with regards to the zombie combo shenanigans. I think I would rather get rid of mesmeric orb than training grounds, since training grounds has been absurdly powerful with Scarab god every time I resolve it. Mesmeric Orb can also be kinda awkward if it mills too many my good non-permanents, so im kinda on the fence about it. Your feedback was mainly focused on the zombie related combos, id be interested if you have card suggestions for the reanimation plan that I had mentioned, obviously, not a lot of cards can be devoted to support the reanimator plan so these cards have to be pretty high impact.
July 21, 2021 9:29 a.m.
Hey man. I went ahead and uploaded the list im using over to Moxfield, should be easier for you to give me feedback and let me know your thoughts. I'm wondering what cards to take out/replace.
If i'm already using Phyrexian Altar, do i need Ashnods and altar of dementia as well, or should i only play 2 of them? Right now im playing Phyrexian altar and Altar of dementia without Ashnods. I believe phyrexian altar lets me do every combo that ashnods would have enabled and more? Altar of dementia helps mill them out so that might be useful. Thanks.
July 13, 2021 7:41 a.m.
Hey, thank you so much for the suggestions on my deck! I played with the deck for the first time yesterday, and it already worked quite well. If I may ask, do you have any suggestions for cheap board wipes in Dimir that don't "target" creatures? The group I play with is notorious for hexproofing their strong creatures, which makes it difficult to deal with only using the single removal spells I currently have in the deck.
July 7, 2021 4:25 a.m.
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Hey, welcome to TappedOut. What is your budget for making upgrades? Once I know what your budget is then I can give you some advice.
July 30, 2021 3:30 a.m.
Hey, your deck looks good, except the manabase, it looks neglected.
My suggestions are how to improve the manabase on a budget. Some upgrades to consider:
- Exotic Orchard --> Stone Quarry
- Haven of the Spirit Dragon --> Tranquil Expanse
- Battlefield Forge --> Wind-Scarred Crag
- Cinder Glade --> Rugged Highlands
- Canopy Vista --> Temple of Plenty
- Alpine Meadow --> Temple of Triumph
- Game Trail --> Temple of Abandon
- Fortified Village --> 1x Forest
- Furycalm Snarl --> 1x Mountain
- Naya Panorama --> 1x Mountain
- Opal Palace --> 1x Forest
- Ash Barrens --> 1x Plains
- Command Beacon --> 1x Mountain
By adding Glade, Vista and Meadow then Farseek could replace Rampant Growth as a land ramp spell upgrade since Farseek can search for a dual land to help color fixing. Glade and Vista will also make Skyshroud Claim better.
Good luck with your deck.
July 29, 2021 8:56 p.m.
Hey, Shared Summons is an instant speed budget tutor to get Sage and Plaxmanta to protect the combo or any other pair of creatures. Siren Stormtamer is another budget creature who can protect the combo. Vedalken AEthermage instant wizardcycling can get Sage or Fathom or any other Wizard. Neoform is a powerful budget spell, it consistently will not be able to get Sage, but it can tutor for another creature and cheat it onto the battlefield.
By adding Rimewood Falls than Farseek, Lore and Visits have a Simic dual land to search for. Yavimaya Coast , Vineglimmer Snarl , Ash Barrens , Bant Panorama are more budget lands to consider adding especially Coast since it can ETB turn one to cast Birds.
When I build two color decks I allocate much of the budget within reason to lands. If this means I don't play a few expensive price cards such as Arachnogenesis then that's fine. Arachnogenesis is not a bad card, it's actually quite good and can be a blowout against opponents infinite attacking token army, but it isn't worth $34 when budget is a concern. For example, if I was building this deck on the budget you have I would play a Breeding Pool , Flooded Grove and Hinterland Harbor instead of Arachnogenesis.
Good luck with your deck.
July 29, 2021 9:01 a.m. Edited.
Hey, you're welcome.
Draconic Rage Upgraded to Scion (Budget) is a budget example I made of taking the Draconic Rage precon and adapting it to play five colors with Scion of the Ur-Dragon as Commander instead. Scion is not Ur-Dragon, but he's also a five color Dragon who cares about Dragons and he's not $40.00. The budget manabase in my version is built around a package of land ramp spells: Farseek , Nature's Lore , Three Visits , Into the North , Wood Elves and Skyshroud Claim that can search for a Tango land or Snow dual land to help with color fixing.
To further help with color fixing on a budget I've also included several 2 CMC mana sources that can make any color of mana: Arcane Signet , Paradise Druid , Ornithopter of Paradise and Fertile Ground . Because of the low budget I've dedicated quite a lot of deck spots to ramp, but I feel I need to do this for the deck to function with five colors. Low CMC ramp is what I want to be consistently casting in the early game to have mana for Dragons or Scion activations for the mid and late game.
July 29, 2021 4:05 a.m.
Hey, much improved version, good job.
Aesi looks like she belongs as the Commander of this version. You have several excellent cards, much more than the other version, but you forgot Sol Ring . What this version needs now is consider more low CMC ramp?
The creatures who can put a land from your hand onto the battlefield are good, but they're only ramp if you have lands in your hand making them some times inconsistent sources. You want reliable ramp sources to be able to consistently cast Aesi and other higher CMC cards as well as cards with X mana costs which you want to pay a lot of mana for them. Land ramp spells have interaction with Aesi because it puts a land onto the battlefield.
- Sol Ring --> Scute Mob
- Arcane Signet --> Eternity Vessel
- Farseek --> Beacon of Tomorrows
- Nature's Lore --> Path of Discovery
- Three Visits --> Mass Manipulation
- Lotus Cobra --> Hooded Hydra
- Sakura-Tribe Elder --> Gelatinous Genesis
In my last comment, at your other version, I suggested that low CMC ramp could replace little creatures to have more overall interaction with Aesi. These suggestions are examples, they're low CMC ramp sources that you can hopefully cast early. By adding Rimewood Falls then Farseek, Lore, Visits can search for a Simic dual land to help ramp and color fixing. Breeding Pool is the more expensive price Shock land that can also be searched for.
In the above suggestions I've also suggested cards that could be cut. The majority of the cards to cut are higher CMC than the ramp sources. Most of the suggested cuts are worse cards than other cards, they're redundancy that's not needed or have effects that are subpar.
A process that should be a big part of deck building is streamlining. Streamlining is keeping all the best cards at each CMC and cutting the lesser cards. Another name for this process is "cutting the fat" meaning you're cutting out unnecessary cards because you have better cards that do the same thing or are just much more powerful no matter the CMC.
The process also is meant to help the mana curve by cutting redundancy, many high CMC cards which reduces the average CMC of the deck that will make gameplay better. At higher budgets it's easier to streamline because you have access to more cards, but at lower budget you sometimes need to use some lesser cards as filler. Filler is not needed when you have a $400+ budget.
An example of a streamlined creature base using cards already in your version and some cards I've suggested.
- Sakura-Tribe Scout
- Sylvan Safekeeper
- Genesis Hydra
- Llanowar Scout
- Lotus Cobra
- Sakura-Tribe Elder
- Steelbane Hydra
- Azusa, Lost but Seeking
- Courser of Kruphix
- Dryad of the Ilysian Grove
- Scute Swarm
- Altered Ego
- Tatyova, Benthic Druid
- Ancient Greenwarden
- Hydra Broodmaster
- Rampaging Baloths
- Roil Elemental
- Avenger of Zendikar
Example of streamlined enchantments.
- Druid Class
- Elfhame Sanctuary
- Mana Breach
- Rhystic Study
- Teferi's Ageless Insight
Cards that were cut from these examples.
- Hooded Hydra
- Primordial Hydra
- Cosima, God of the Voyage
- Guardian of Tazeem
- Archetype of Endurance
- Liege of the Tangle
- Dissipation Field
- Path of Discovery
- Court of Bounty
Good luck with your deck.
July 29, 2021 3:10 a.m.
Hey, you're welcome, nice changes.
Is the +1/+1 counter theme worth it here? Bane is a good card in multiplayer, but it doesn't need a +1/+1 counter theme to be good, it just happens to use +1/+1 counters. Champion of Lambholt also uses counters, but she gets counters from creating creature tokens, interaction with Twincasters. Fractals also have counters, but that's just how they're created, the additional +1/+1 counter theme isn't really helping Fractals. +1/+1 counters don't have interaction with making token copies of creatures since the token copy doesn't get the counters when it's created.
A good counter interaction here is Primal Empathy + Fathom Mage , but how consistent is it that you get both these cards without having tutors to get them? Not sure if Fathom is worth playing as a draw source when it wants a more expanded counter theme to get the most out of it. Empathy, you don't have a consistent high power creature to take advantage of the draw.
Fae Offering has a good token effect with Twincasters, but only if you can trigger it which consistently seems too difficult here. Khalni Ambush Flip, fight is good with Hornet Nest , but I don't think I would play a card that all it does is fight just to have this interaction. You don't really have powerful enough creatures until later in the game that can fight an opponents creature, kill it while also having your creature survive.
Some budget changes to consider based on my last comment:
- Tireless Provisioner --> Rishkar, Peema Renegade
- Meloku the Clouded Mirror --> Deekah, Fractal Theorist
- Kodama of the East Tree --> Managorger Hydra
- Champion of Lambholt --> Master Biomancer
- Spawnwrithe --> Fae Offering
- Risen Reef --> Fathom Mage
- Double Major --> Khalni Ambush Flip
- Fierce Empath --> Nissa's Expedition
- Mystic Reflection --> Turn Aside
- Reconnaissance Mission --> Eureka Moment
July 29, 2021 1:45 a.m. Edited.
Hey, there's a new Commander product that just released called Adventures in the Forgotten Realms Commander and Draconic Rage is one of the four precons. It's two color Gruul with Dragon theme and in the precon are several cards that are upgrades for your deck.
- Arcane Signet --> Traveler's Amulet
- Nature's Lore --> Stream of Life
- Atarka, World Render --> Darigaaz Reincarnated
- Klauth, Unrivaled Ancient --> Palladia-Mors, the Ruiner
- Savage Ventmaw --> O-Kagachi, Vengeful Kami
- Vrondiss, Rage of Ancients --> Dragonlord Atarka
- Skyline Despot --> Broodmate Dragon
- Dragonborn Champion --> Verix Bladewing
- Chaos Dragon --> Boneyard Scourge
- Garruk's Uprising --> Crucible of Fire
- Return of the Wildspeaker --> You Come to the Gnoll Camp
- Beast Within --> Draconic Roar
- Haven of the Spirit Dragon --> Gateway Plaza
- Path of Ancestry --> Dimir Guildgate
- Game Trail --> Azorius Guildgate
If you want to be more competitive than the number one area for improvements to consider is the manabase. Due to budget I don't expect to see Shock lands and Fetch lands, but you could improve the manabase a lot even without them. On a budget rely more on basic lands, more Forests than others and some dual lands that have interaction with basic lands. The reason for this is basic lands always ETB untapped to make mana.
Play more Forests than others because green mana helps the most to get the other colors with land ramp spells. Mountains should be next because red is the most important color to cast Dragons. Those two colors are overall the two most important with Dragons.
Currently there's 26 of the 37 lands that always ETB tapped which makes the manabase really slow. In my opinion you're better off having the land ETB untapped and make less colors then ETB tapped and make more colors. On a budget a don't expect you to play all lands that always ETB untapped, but limit the amount of lands that don't to much less than 26. If you're going to play lands that always ETB tapped then choose Rainbow lands ( Path of Ancestry ) or the Tri lands ( Savage Lands ) since these lands can make one of five colors or one of three colors which on a budget is worth it ETB tapped.
Example of a budget five color manabase:
- 15 basic lands: more Forests and Mountains than others.
- Command Tower, Exotic Orchard, Unclaimed Territory , Haven of the Spirit Dragon , Path of Ancestry
- Ash Barrens, Evolving Wilds, Terramorphic Expanse
- The World Tree
- 4 Tri lands: Jungle Shrine, Savage Lands , Frontier Bivouac , Opulent Palace
- 5 Tango lands: Cinder Glade, Canopy Vista , Sunken Hollow , Prairie Stream , Smoldering Marsh
- 3 Pain lands: Murmuring Bosk , Yavimaya Coast , Llanowar Wastes
Tango lands can ETB tapped, but more basic lands help for them not to. By adding more Tango lands then Farseek could also be added as a land upgrade for Grow from the Ashes since Farseek can search for a Tango land.
If interested I offer more advice. Would you like more advice? Good luck with your deck.
July 28, 2021 3:59 p.m.
Hey, I'm sorry, but I don't see many changes that reflect why you're using Aesi as Commander. Path of Discovery is the right idea since little creatures can potentially reveal a land with explore. It looks like you've added a +1/+1 counter strategy to make all the little creatures better which is fine, but why this theme with Aesi? The main strategies here don't benefit Aesi or get enough benefits from other cards for Aesi to be Commander.
Currently your strategy is to develop a creature board presence early with little creatures, but with Aesi instead of creatures early you want lands or other mana sources. This is called ramp and ramp will help to cast six mana Aesi faster. Then after you control Aesi the more lands you get onto the battlefield during a turn the more draw you get. Once you control Aesi little creatures aren't doing enough instead you want to cast spells that get you more lands or higher power creatures/spells that cost more mana to utilize all the lands you have and mana you can make. Your main goal should to be to get Aesi onto the battlefield which little unblockable and deathtouch creatures aren't helping with.
Sol Ring is an example of a one drop that's going to do more with Aesi as Commander than Sedge Scorpion . Sol is ramp, is considered the best card in Commander and it's excellent when your Commander has a higher mana cost.
You can get lands from little creatures who have more interaction with Aesi: Sakura-Tribe Elder and Coiling Oracle . Who can be cast early for ramp or later in the game and still have interaction with Aesi because they can or potentially can put a land onto the battlefield. Sakura-Tribe Scout and Llanowar Scout are little creatures who let you put a land from your hand onto the battlefield. This effect can be repeatable and done at any point of the game at instant speed to trigger Aesi during an opponent's turn.
Tireless Provisioner is an example of ramp that's a creature who has interaction with lands to create treasures which can be saced to make mana. As a three drop it would do more with Aesi then Vedalken Infiltrator . The nice thing about treasures as ramp is they don't go away until you use them letting you store up a lot of mana for a big turn.
Rampaging Baloths is an example of a higher power creature to spend mana from ramp on that can do more with Aesi as Commander than Oko, the Trickster . When you control Rampaging then it can create an army just by playing lands which has good interaction with Aesi by getting lands onto the battlefield.
In multiplayer Commander where each opponent starts with 40 life then it's difficult to do much damage early game with attacking little creatures. This is why I suggested Edric, Spymaster of Trest because then attacking has another purpose then just doing damage and that other purpose is drawing cards. You see with Edric you don't care about how much damage you do early game with little creatures all you want is to have your creatures do damage to opponents to draw cards.
Unblockable and deathtouch really help since these creatures are not going to be blocked by an opponent because they're not enough of a threat for an opponent to worry about, but this is what you want since then you're drawing cards. The drawing of cards because of little creatures positions you to have a lead in the game which makes it worth it to play many little creatures especially one drops to attack.
July 28, 2021 12:02 a.m.
Hey, with so many small deathtouch and unblockable creatures consider Edric, Spymaster of Trest as Commander? Like Aesi, Edric is also a repeatable source of drawing cards, but the way you draw cards is better with your deck's overall strategy attacking. With Edric you want little creatures who have evasion to attack to make it easier to do combat damage to opponents to draw cards.
Your deck name is Land Rush, but there's a disconnect between that name and what's in your deck. You only have four cards that care about landfall and you don't have any repeatable ways to get lands from your hand onto the battlefield. Lands isn't the strategy here.
Aesi is six mana before it does anything and that's too much mana compared to the rest of the cards in your deck. You would be off playing a lower mana cost Commander and use mana when you might cast Aesi to instead cast Beastmaster Ascension or Walk the Aeons or other cards that can make your army of little creatures much more powerful attackers.
Very little is needed to change your deck to be good with Edric, but a lot is needed to have Aesi as Commander.
If interested I offer more advice including help with the change to Edric or if you want to still use Aesi then I also offer more advice. Good luck with your deck.
July 26, 2021 7:31 p.m. Edited.
Hey, with so much equipment consider Puresteel Paladin and Sigarda's Aid to free equip? Grand Architect lets you tap himself and other blue creatures to pay for equip costs or to cast artifacts. Alela and the Faeries she creates are blue. Shimmer Myr lets you cast artifacts at instant speed. Cranial Plating can make Alela because she has flying an attacking threat to do lethal Commander damage.
Grand Architect is good ramp for the Thopter Assembly + Time Sieve extra turn combo. With Alela this combo is lots of Faeries equal to the amount of extra turns you want to take. The win condition is attacking with Faeries at each opponent at each extra turn.
Tap Architect + Alela + 1 Faerie for 6 colorless mana to cast Assembly. Each extra turn Assembly is bounced back to your hand to create 5 artifact Thopters, you then have to cast Assembly again and next you sac those 5 Thopters with Sieve to take an extra turn to repeat. Casting Assembly at each extra turn is what creates the Faeries.
If attacking with Alela and Faerie tokens is something you want to do then because of flying consider Bident of Thassa and Reconnaissance Mission ? These are for repeatable draw which lets you draw for each creature who does combat damage to a player.
Some land upgrades to consider:
- Exotic Orchard --> Archway Commons
- Spire of Industry --> Transguild Promenade
- Arcane Sanctum --> Boreal Shelf
- Vault of Champions --> Frost Marsh
- Caves of Koilos --> Orzhov Guildgate
- Prairie Stream --> Azorius Guildgate
- Sunken Hollow --> Dimir Guildgate
- Shineshadow Snarl --> Scoured Barrens
- Port Town --> Tranquil Cove
- Seat of the Synod --> Dismal Backwater
Good luck with your deck.
July 26, 2021 6:38 a.m. Edited.
Hey, another allstar one drop is Phyrexian Reclamation . It combos with Radiant Solar 's discard activated ability and Sefris to venture into the dungeon two times each turn for three mana. Reclamation can also help to setup Tortured Existence by recurring a creature to your hand to discard. Moon-Blessed Cleric can tutor for either of these enchantments as well as Rooftop Storm and when she dies get her back with these enchantments.
Use Master of Death as a creature for continuous discard with Existence and it can return to your hand from graveyard at your upkeep to keep rolling with Existence or other effects. Equip Sefris with Zephyr Boots to give him flying evasion and with Master of Death a way to venture on your turn when you discard it. Giving flying to Sefris can make him a potential source of threating Commander damage especially if you keep going into "Storeroom" room to make Sefris bigger.
Viscera Seer combos with Reassembling Skeleton and Sefris for two mana to venture on each players turn. Can also use Seer + Skeleton with Radiant Solar for lots of venturing. Compulsion with Sefris costs two mana to potentially venture on each players turn.
Good luck with your deck.
July 26, 2021 3:20 a.m.
Hey, well done so far with a budget upgrade of the precon.
Meloku the Clouded Mirror would be good here because it can be a repeatable source of tokens for Twincasters as well as a landfall enabler. Pair Meloku with Kodama of the East Tree + a basic land for infinite 1/1 Illusions and infinite landfall at instant speed. Tap a basic land to pay to activate Meloku to return that basic land to your hand and create a 1/1 Illusion token that triggers Kodama. Put that basic land from hand onto the battlefield, tap it to activate Meloku and repeat. When the basic land returns to your hand from Meloku it's a new object that has no connection to the basic land that was previously on the battlefield thus Kodama doesn't recognize it as being put onto the battlefield with it's ability.
Kodama also combos with Rampaging Baloths + Simic Growth Chamber as the land enabler for infinite landfall for infinite 4/4 Beasts since Chamber can return itself back to your hand and Kodama can put it back onto the battlefield to repeat. Fierce Empath can search for Kodama or Rampaging and it's a creature to make a token copy of. Add Garruk's Uprising for a draw engine as well as trample source.
Champion of Lambholt cares about +1/+1 counters and she triggers whenever a creature token is created. She can get big quick which makes all creatures you control unblockable. Pair Lambholt with Spawnwrithe + Twincasters to make an out of control army of Spawnwrithes who when each does combat damage to an opponent makes two copies of itself which grows Lambholt. Giant Adephage could replace Spawnwrithe since they do the same thing just one is three mana and other is seven mana. Add Curiosity Crafter or Reconnaissance Mission for a draw engine.
Tireless Provisioner is a repeatable source of treasures making it good repeatable ramp since it has interaction with Twincasters. Mimic Vat is powerful repeatable token source in multiplayer Commander since you can imprint an opponent's creature who dies, but sadly the additional token that Twincaster makes also gets exiled.
Cackling Counterpart is an instant to create a token of a creature you control. Mystic Reflection can create many copies of a nonlegendary creature of your choice when a creature or many creatures at the same time ETB. Double Major can make a token copy of a creature if you cast it while that creature spell is on the stack.
Risen Reef is a creature you want to make a token copy of because each Risen triggers itself as well as all other Risens you control. With Twincasters and one Risen in your control, if you make a token copy of Risen then you get six Risen triggers since both token copies ETB at the same time and see each other. Each token sees each other when they ETB which is four triggers and each token Risen also triggers Risen already on the battlefield for two more triggers for a total of six Risen triggers.
If interested in any of these suggestions then I offer more advice including cuts to consider. Good luck with your deck.
July 24, 2021 8:47 a.m.
Hey, nice casual budget version of Tuvasa. You have overall good card sense on a budget, but the manabase looks neglected compared to the rest of the deck.
Vanishing and new Robe of Stars can be powerful repeatable protection for Tuvasa since phasing also affects all auras or equipment attached to Tuvasa including Vanishing or Robe. Phasing saves Tuvasa and everything attached to her from removal and this kind of protection is really good against board wipes. The wipe will affect all players, but you save Tuvasa and all auras attached to her which all return at your next untap step to attack with a huge Tuvasa where as your opponents may not have creatures.
Whip Silk is a unique aura because it can return itself to your hand from the battlefield for only one mana even at instant speed. This interaction is excellent with enchantresses to draw, having a one drop enchantment to repeatedly cast. Pair Whip with Sigarda's Aid which lets you cast auras at instant speed and Tuvasa can trigger to draw once on each player's turn. Pair Whip with Sanctum Weaver and an enchantress to make Whip a draw engine depending on how much green mana Weaver can make.
Ethereal Armor and Ancestral Mask can help to make Tuvasa huge. The first strike from Ethereal makes Tuvasa literally unblockable and Mask counts all enchantments on the battlefield including opponents. Favor of the Overbeing gives Tuvasa +2/+2 and two good abilities for two mana: flying evasion and vigilance to use her as a big blocker.
Pair Sterling Grove and new Moon-Blessed Cleric with Sun Titan for repeatable enchantment tutors. Titan is versatile repeatable reanimation since he can reanimate Tuvasa or tons of other 3 CMC or less permanents.
Some budget land upgrades to consider:
- Exotic Orchard --> Simic Guildgate
- Yavimaya Coast --> Woodland Stream
- Prairie Stream --> Tranquil Cove
- Canopy Vista --> Blossoming Sands
- Vineglimmer Snarl --> Thornwood Falls
- Fortified Village --> Temple of Enlightenment
- Port Town --> Nimbus Maze
I offer more advice including cuts to consider. Good luck with your deck.
July 24, 2021 7:03 a.m.
Rule of Law can be powerful to cheat onto the battlefield with Zur. It will slow down your opponents more than you because you have a repeatable source of tutoring for enchantments. Vanishing can repeatedly protect Zur from anything and all auras/equipment that's with him. When he phase out all cards that are with him also phase out and all don't return until your next untap step.
Profane Tutor can tutor for any card, just have to wait two turns with suspend. Moon-Blessed Cleric can tutor for any enchantment and Heliod's Pilgrim can tutor for an any aura. Archon of Sun's Grace is an upgrade for Ajani's Chosen . Sovereigns of Lost Alara is another way to tutor for and cheat Eldrazi Conscription onto the battlefield.
Some budget land upgrades to consider:
- Exotic Orchard --> Thriving Isle
- Path of Ancestry --> Thriving Moor
- Caves of Koilos --> Scoured Barrens
- Sunken Hollow --> Temple of Deceit
- Port Town --> Tranquil Cove
- Shineshadow Snarl --> Temple of Enlightenment
Good luck with your deck.
July 23, 2021 8:09 a.m.
Hey, good budget upgrade of the precon.
You're best line of play here is Ranar + Felidar Guardian + Restoration Angel which equals infinite 1/1 Spirits. Guardian and Restoration infinite blink each other and each time one of them blinks it's one instance of exile to trigger Ranar. Because Restoration has flash then you can do this combo at instant speed on your last opponent's turn to create infinite Spirits to then attack with them on your next turn as a win condition.
Flickerwisp also combos with Restoration Angel and this combo is different since it's delayed. At each player's end step Ranar + Flickerwisp + Restoration creates two Spirits. With Flickerwisp in your control blink it with Restoration; Flickerwisp ETB and blinks Restoration. Restoration doesn't return to the battlefield from exile until the next player's end step. At the end step Restoration ETB to blink Flickerwisp, Flickerwisp ETB to blink Restoration and repeat on the next player's end step. At each end step you get two separate exiles for two triggers of Ranar.
Reconnaissance Mission is good repeatable draw with 1/1 flying Spirits since each one that does combat damage to an opponent you draw a card. Mentor of the Meek can trigger to draw for one mana each time a 1/1 Spirit or 2/2 Spirit is created.
Palace Jailer is powerful repeatable opponent creature exile with blink especially with Soulherder . When Jailer ETB you become the monarch which is at your end step you draw a card. Only one player can be the monarch at one time and how a player becomes the monarch is they do combat damage to the player who's the monarch or they play a card that makes them the monarch.
What makes Jailer powerful with blink is that creatures he exiles don't return to their owners unless you lose the monarch to an opponent. When Jailer leaves the battlefield from being blinked all the creatures he has exiled stay exiled. Then when Jailer ETB you become the monarch which makes it difficult to lose the monarch. 1/1 Spirits are also good flying blockers to help you to keep the monarch as well as Ghostly Prison and other cards like it make it more difficult for an opponent to attack you to do combat damage to you.
Nimbus Maze , Port Town , Prairie Stream , Skycloud Expanse , Temple of Enlightenment , Irrigated Farmland , Ash Barrens are some budget land upgrades that could replace some basic lands, Azorius Guildgate and Meandering River .
Good luck with your deck.
July 23, 2021 7:30 a.m.
Hey, you're welcome. If you want more advice from me I would rather give it here.
Some changes to consider based on the card suggestions in my last comment.
- Ardenn, Intrepid Archaeologist --> Flickerwisp
- Toggo, Goblin Weaponsmith --> Ironclad Slayer
- Fighter Class --> Faith Unbroken
- Open the Armory --> Introduction to Prophecy
- Akiri, Fearless Voyager --> Venerable Warsinger
- Colossus Hammer --> Bonesplitter
- Empyrial Plate --> Haunted Cloak
- Zephyr Boots --> Mask of Avacyn
- Arcane Signet --> Liquimetal Torque
- Sun Titan --> Late to Dinner
- Thought Vessel --> Pressure Point
- Mistveil Plains --> Plains
- Battlefield Forge --> Mountain
- Furycalm Snarl --> Plains
- Axgard Armory --> Plains
These changes would increase interactions with equipment, include equipment tutors, more ramp and better reanimation.
July 21, 2021 12:44 a.m. Edited.
Hey, you're welcome. Good update.
You could cut one of the artifacts that draw when it ETB such as Alchemist's Vial since you have a lot of them and replace it with Knight of the White Orchid . It's also helpful for color fixing that Orchid can get Plains dual lands. I would play both Solemn and Orchid to give you more sources of ramp that are not artifacts. Relying primarily on artifacts for ramp can be problematic where as land ramp is more difficult to disrupt because an opponent has to remove a land to stop ramp. Some color combinations of course have to rely on all mana rocks for ramp, but Azorius is not one of them.
Felidar Guardian is a budget card that gives you another blink of any permanent you control after Brago blinks it. There's also cards that combo with Guardian for infinite effects which could be a direction to go, more blink combos, if you wanted to increase the power level of your deck.
July 21, 2021 12:28 a.m.
Hey, nice overall upgrade of the precon on a very low budget.
Wyleth is much better as a Commander than Bruenor because Wyleth can draw cards which is more powerful as a repeatable ability than Bruenor's pump as well as only being able to equip once for free. Drawing cards in Boros can be more difficult than with other colors thus if your Commander can repeatedly draw then that's an advantage that Boros can really benefit from. You can get reduced equip costs or even free equip from other cards.
With Ardenn, Intrepid Archaeologist at combat on your turn you can equip all equipment you control for free to Wyleth which is nice with Colossus Hammer . Ardenn has excellent interaction with Toggo, Goblin Weaponsmith 's Rocks which are equipment that's created when a land you control ETB. Toggo creates free equipment and Ardenn lets you equip it all to Wyleth for free.
Fighter Class is first an equipment tutor and then you can pay three mana for level 2 which reduces all equipment equip cost by two mana. Level 2 and Level 3 effects are static, after you pay mana the first time. With Level 2 you can pay three mana again to further reduce the cost of equipment another two mana, etc. If you pay five mana for level 3 then you don't lose the effects of level 2. Level 3 can be repeatable creature removal of your choice of opponent blocker when Wyleth attacks.
Akiri, Fearless Voyager is more repeatable draw with equipped creatures as well as a repeatable way to save Wyleth for one mana from many board wipes, other removal and in combat by giving him indestructible. Arcane Signet is a staple mana rock in Commander. Sun Titan is versatile repeatable reanimation of any 3 CMC or less permanent which includes Wyleth.
Pair Empyrial Plate with Thought Vessel to make Wyleth huge and a threat to win by doing evasion Commander damage. Zephyr Boots is a one drop equipment that can give Wyleth flying evasion as well as repeatable loot.
Consider cutting a few basic lands for more Boros dual lands as well as some utility lands? Mistveil Plains combos with Sunforger to keep casting instants since Mistveil puts an instant from graveyard back into your library to then cast again with Sunforger. Battlefield Forge and Furycalm Snarl are budget duals that can ETB untapped and Axgard Armory can be an equipment tutor.
If interested I offer more advice including cuts to consider. Good luck with your deck.
July 20, 2021 10:50 a.m.
Hey, really well done on a budget.
Lavinia of the Tenth affects all opponents which can detain a lot of aggro creatures. Lavinia wrecks against Krenko, Mob Boss by detaining all Goblin tokens, most Goblins as well as Krenko and having protection from red. Stonehorn Dignitary can deny your aggro opponent from attacking. Knight of the White Orchid 's first strike can help against aggro and it's a two drop source of Plains land ramp to blink.
- Lavinia of the Tenth --> Exclusion Ritual
- Stonehorn Dignitary --> Skybind
- Knight of the White Orchid --> Alirios, Enraptured
Good luck with your deck.
July 20, 2021 1:55 a.m. Edited.
Hey, good budget upgrade of the precon and nice work in progress.
Some budget interactions to consider adding that let you trigger Sefris to venture into the dungeon on each opponents turn resulting in a lot more venturing quicker.
- Tortured Existence + Master of Death
- Reassembling Skeleton + Viscera Seer
- Phyrexian Reclamation + Radiant Solar
Tortured Existence is powerful with Sefris because you can activate it at instant speed on your opponents turns to discard which is what makes it an excellent source of repeatable venturing. Existence lets you discard a creature to then recur a creature, but you can recur the same creature you just discarded. The act of discarding the creature is part of the cost of the ability which happens first and then after that you choose a creature in your graveyard to return to your hand which can be the creature you just discarded. For one black mana on each player's turn as long as you have a creature in hand you can trigger Sefris to venture into the dungeon.
Master of Death goes well with Existence because you can return Master to your hand at your upkeep for only 1 life. As long as you do this then you have a creature to discard with Existence. Existence can also setup Sefris's second ability to reanimate a creature and do this on an opponent's turn. You can discard a creature at instant speed which triggers Sefris to venture, setup reanimation and complete a dungeon to then reanimate the creature you just discarded.
Reassembling Skeleton + Viscera Seer for two mana on each players turn trigger Sefris to venture. Seer sacs Skeleton and you pay two mana to return Skeleton to the battlefield and repeat on the next players turn. Add Pawn of Ulamog to reduce the cost of returning Skeleton to the battlefield to one black mana. Skeleton and Master of Death are both good creatures with sac outlets because you can get them back.
Pair Radiant Solar with Skeleton + Seer for more ways to venture during your opponents turns, each time Skeleton enters the battlefield.
Phyrexian Reclamation + Radiant Solar lets you venture twice on each player's turn for 2 life + three mana. You activate Solar to discard it which triggers Sefris to venture as well as venture again. Then recur Solar with Reclamation and do it again on the next player's turn. The gaining 3 life from Solar's activation helps to pay for Reclamation. Add Hama Pashar, Ruin Seeker to complete Lost Mine of Phandelver on each players turn for 2 life + three mana.
Good luck with your deck.
July 19, 2021 8:28 p.m. Edited.
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|Playing since||Revised Edition|
|Avg. deck rating||45.90|
|Favorite formats||Commander / EDH|
|Suppressed formats||Legacy, Pre-release, Unformat, Vintage, Modern, Pauper, Casual, Quest Magic RPG, Quest Magic, Block Constructed, Limited, Duel Commander, Tiny Leaders, Highlander, Penny Dreadful, Leviathan, 1v1 Commander, Pauper EDH, Canadian Highlander, Brawl, Arena, Oathbreaker, Oldschool 93/94, Pioneer, Historic, Gladiator|
|Cards suggested / good suggestions||3872 / 2420|
|Last activity||18 minutes|