Been silent for a while here, but I think Journey to Eternity is worth mentioning? It instantly brings back Child, and provides with an option to keep returning her later on.
Private Mod Note
():
Rollback Post to RevisionRollBack
A hobby is by defenition something you're not any good at - otherwise it'd have been your work. Magic is my biggest hobby so I mustn't be very good at it.
I've played with Nostalgic Dreams before. However, I found the card lacking. I'd rather have an engine and it's a poor card to have when you're really behind the 8-ball. It's not something that I'm looking to do with my loam engine.
The card is stupid in Edric though. 2 mana to get back x-number of Time Walks.
So before I jump in on the Journey to Eternity. Is it the truth? How did it play out in your games? Other than Child, I don't reliably have a creature in play.
Well. We dont have as many targets as a creature based BG Meren deck but I never had any problems finding a creature for my Journey to Eternity.
Good targets for Journey: Eternal Witness, Knight of the Reliquary, Sun Titan, Titania, Solemn Simulacrum.
Even if you hit other creatures Journey is it worth to enchant. The flipped side makes our live so much easier.
The sickest play I've ever made with this card was: Sun Titan gets Journey back enchanted on Titan. Sac Titan with Diamond Valley. Getting Titan back. Flipping Journey. Titan trigger gets Animate Dead + Child back.
All for 6 Mana + Diamond Valley
Yes, I'm willing to admit that Sun Titan is an awesome card!
Last year after years of playing and making additions I decided to do a revamp. Re-evaluate the card and make sure I got back to what I was trying to achieve. Overall it felt much better, like it lost weight. The deck list isn't to much different than the list in link above.
I am excited for Wayward Swordtooth and possible Arch of Orazca (spoiled at the top of this page). The Swordtooth looks like it could find a permanent home. A 3 cost extra land per turn on a thicker body isn't to bad compared to the other guys. And if you really care about the Ascend I don't believe reaching 10 permanents is difficult ever for us. The Arch of Orazca I'll test but we'll see.
I was reading the last 2 pages to catch up and saw a discussion on Yawgmoth’s Will. I'd never play without it. Won many games off the back of this guy.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
This is interesting. Powerful recursion, fits into an already amazing GSZ package, and comes back with Volrath’s Stronghold. Also a reasonable body that can stave off random chip shot damage that our other utility creatures can’t.
MULDROTHA THE GRAVETIDE
3BUG
LEGENDARY CREATURE - ELEMENTAL AVATAR
6/6
DURING EACH OF YOUR TURNS, YOU MAY PLAY UP TO ONE PERMANENT CARD OF EACH PERMANANT TYPE FROM YOUR GRAVEYARD
Wanted to share my most updated list. Included some newer additions that I hadn't talked about previously and some cuts.
Journey to Eternity has been outstanding. Wayward Sabertooth has been what it is intended to be, an extra land drop. Arch of Orazca is still in a testing phase but I like that it gives me another card to do stuff with.
I've seen an increase in decks running with Blood Moon and/or Rest in Peace. I won't say they specifically are for me but I adapted and actually don't mind the result. I changed the mana base a little bit, dropping that 4 Dual Land 4 Shock land approach for 2 Forests and 1 of each other basic excluding a Mountain. I do not have any red cards and if Blood Moon hits, well I'll have plenty.
Additionally, my play groups have been using more enchantments/artifacts overall lately that hinder various abilities. So in addition to Krosan Grip, I've added Reclamation Sage. Obvious synergy with permanent seeking tutors and permanent focused recursion. It has performed well enough that it may stay in for the long hall.
I re-added Genesis He was a long favorite of mine that I cut because I felt the redundancy wasn't needed; until I got into a situation where my only recursion left was Volrath's Stronghold. I wasn't really able to draw any cards for a few turns due to pressure. This is a situation I've encountered before but not frequently enough until of late. I don't want that to happen going forward.
As for cuts, the most surprising you'll find is Oracle of Mul Daya. This is likely very temporary, especially how I can't truly justify having Wayward Swordtooth present and not Oracle. My line of thinking was the cost and I needed a quick cut. I'll probably consider cutting something like Explore to add it back and see how they perform together.
A second notable cut is Horn of Greed. Definitely ran with this card for a while but had trouble sticking it. May also be a temporary cut.
Overall I still find much success in have a set of priorities each game. Play CoA and establish that chain asap, which usually involves gathering the mana base and utility base to do so. If I suspect any shenanigans such as a Blood Moon I'll just prep and go for the basics or hold a tutor back.
Most common win is Maze's End, with Inkmoth + Kessig a close second and Commander + Kessig a third in terms of common kills.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
If you want to make your deck more resistant to Blood Moon, will you eventually move into fetchlands and away from Rainbow lands?
Chaos Warp is also valuable removal in your 99 if you run into those in your meta frequently.
Chaos Warp is a nice suggestion but I like the versatility currently having dual threats in Rec Mage and Krosan Grip. I actually don't know if I care for fetch lands. I've had such success with the rainbow lands its difficult to imagine removing them. Don't get me wrong, I get the concept that it technically finds me the land I need anyway. My past experiments with them haven't proven it to be horrible or great; but to be fair I wasn't running as many targets for them at the time. We'll see.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
If you were looking for a way to get Oracle back into the list, surely it is a better 4 drop than Into the Wilds.
Not a bad point at all, entirely agree 4 drop to drop, the only reason I went with Into the Wilds is the enchantment factor. I felt there is a little more removal for creatures then enchantments running around; that being said I know CoA treats them the same way.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I discovered this deck a while ago and have to say, that it's one of my favourite decks. My list is relatively new and I'm doing with what I have/what I can easily trade for.
I will be moving and thus my meta will change, but so far people don't really catch the way the deck plays. From time to time, people ask me half-jokingly how many Gates I have, but usually at the wrong times, and when the Gate's start to pile up, people don't react (land-hate is rare in my meta, I have to admit). Also Inkmoth Nexus is by far my most effective way to win so far.
Maybe it's me, or people take it for granted, but I haven't seen people mention the synergy between Maze's End and Burgeoning.
If people have recommendations to give, I'm always open to hear them.
I like that you have 58 lands, and use a lot of the newer cards. I hate to say it but I definitely find myself treating CoA more competitively. I think I use the graveyard as an engine most of the time via Life from the Loam, probably one of my favorite ways to pilot. There are many ways this deck takes you, probably why I've played it so long.
Have you used Mina and Denn, Wildborn's activate much? Treasure Hunt was one of my favorite cards, especially when I ran over 60 land count.
I don't believe I see a Scapeshift in your list. Is that because you don't have it or haven't explored? It's probably the fastest way to all the Gates and Deserted Temple. Just make sure you have the mana left over to use Temple and Maze.
Constant Mists is probably one of the best Fog effects in the deck, how has it worked for you?
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I tried and I tried but I could not escape the pull of Child and making it better, also playing other decks and picking up things like Intuition on the way help the decision a bunch.
I wanted to make a way more Land less other stuff deck for Treasure Hunt but I couldn't make it work so found a spot for Selective Memory. Also I know there aren't any basics but I wanted to play around with the cycling lands.
It is fun so far and there are still lands to get and tweaks to make.
It is a possible thing the problem is between the shocks and the Sylvan Library there are times that deck can really cost me in life but the curve stopping at 50 and it being over half lands would probably work for Nauseam
I tried and I tried but I could not escape the pull of Child and making it better, also playing other decks and picking up things like Intuition on the way help the decision a bunch.
I wanted to make a way more Land less other stuff deck for Treasure Hunt but I couldn't make it work so found a spot for Selective Memory. Also I know there aren't any basics but I wanted to play around with the cycling lands.
It is fun so far and there are still lands to get and tweaks to make.
I loved Treasure Hunt, but as you hinted at, if you're not running 60+ lands it isn't always ideal. Very interesting idea in Selective Memory. I am thinking of how I would use it, it would have to be strategic. I imagine if you've established the land base and have that built in advantage, removing some of the permanent redundancy would be great. I may have to tinker with that. I'm trying to think of the draw backs, the effects link Sunder or Armageddon slow us down; and having those extra ways to pull ahead help a lot. It is likely a game-to-game card.
Never been a fan of Seismic Assault. I also don't run any red, and found that the other win cons were so great that Seismic Assault was never used. Ad Nauseam itself I like, it is very fun with something like Mana Bond/Zuran Orb. The thing I don't like is it can lose its efficiency if you're taking the beats and are under pressure.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
It is a possible thing the problem is between the shocks and the Sylvan Library there are times that deck can really cost me in life but the curve stopping at 50 and it being over half lands would probably work for Nauseam
Life gain is highly under-rated in EDH. It's one of the reasons why I'm playing Diamond Valley.
Ad Naus is a high-power card. You definitely don't have to plan on drawing your deck to make it worth it. Sometimes, it's a Bring to Light target for me.
I’m going to try running both. I’ve debated running Nissa, Vital Force in my list for a while for her ult, but I don’t want to put pressure on being able to ult her. Having a creature that let’s me do that is wonderful, but I’d rather remove a higher cmc card than HoG. Getting to draw twice off my land drops feels nice and people tend to not feel inclined to off my Horn (politics and all that jazz).
Also, it’s been a long while since I posted in this thread. I need to catch up on how recent cards have changed peoples’ list. On the Ad Nauseum discussion earlier, remember that Ad also combos well with anything that reveals the top card of your library, so you can cheat on the life loss by making sure you stop at a nonland that’ll hurt. I, personally, love ad nauseum and highly recommend it.
Also, does nobody run Patron of the Moon any more? I know the casting cost it clunky, but no other card does what it does so well and it has so many combos available that naturally synergize our builds.
[quote from="yaWgnorW »" url="/forums/the-game/commander-edh/multiplayer-commander-decklists/217247-child-of-alara-lands-dec?comment=677"]
With 58 lands, I expect to draw 3 cards of Treasure Hunt at least. Which means that it is 1 mana more expensive than Ancestral Recall. I'd call that efficient
I don't disagree. The probability of drawing 3 cards is great, considering the 2CC cost is nothing for this deck to produce. I came at it from the idea that I want this card to be big, otherwise I could find more valuable cards that get me similar value.
We got another interesting card. It could replace horn of greed. On the one hand it doesn't need the land to be played, is restricted only to lands that enter und our control and we gain 1 life. On the other hand it's a bit expensive and the body isn't the best. What are your thoughts?
It can be tutored by more common tutors (GSZ, Bring To Light)
It is asymmetric
It can be recursed by the same cards as CoA
The life gain can become important
Cons:
It's a creature, thus more vulnerable
It's more expensive to cast
Am I missing something ?
Personally, I'm not sure. It makes Manabond and Burgeoning stronger, but the fact that Horn of Greed is symmetrical is rarely important. Unless there is an Azusa, Lost but Seeking deck at the battle, we will take the most advantage out of it and we can use the Horn politically. The body part isn't what I fear the most personally. Usually, when I get attacked and need blockers, I should blow up the table anyway.
Being an uncommon, it won't be hard to get it, which is nice and will make testing easy.
I think a con of all permanents in the deck is that they are permanents. I do believe that we should try to limit the total number of permanents based on whats comfortable, for me its under 20. The value of a permanent in this deck should be partially weighed by how it helps us get to cast CoA and form that CoA lock. After that is established it should be weighed by how it helps us win. Can't forget that if we pop CoA we lose the permanent and we may have other more important targets to grab out of the graveyard.
This is a nice potential addition for some, but I think it would have to replace one of our creatures. Horn of Greed is an option, however its all relative depending on the time of drop and execution. This new card has the higher cost issue and more susceptibility to removal, but I very much like drawing. The problem for me is, the other creatures we run typically do something else in addition to another effect. Finding the most efficient will win out for me, I don't believe this will be it. I love redundancy but there can be to much sometimes.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
Patron of the Moon isn’t an extra land drop card, it’s a combo piece. You play it after an Ad Naus of anyhing that draws you a bunch of lands. You play it with lotus cobra. You play it with Amulet of Vigor and Trade Routes (or anything that returns lands to hand) to go infinite landfall or even infinite mana with any land that taps for more than one. It’s one of the cards that lets me go “and I now win the game.”
EDIT: I should add, I’m not too dedicated to the CoA plan. I prefer to focus more on control, pillow fort, and combo and use my commander as a utility piece that I can loop if absolutely necessary. I prefer to win by going infinite or punching people in the face with goats the size of armies.
Has anybody experimented with Instants to trigger CoA ? I'm talking about cards like Costly Plunder or Rescue from the Underworld.
The primer just quickly mentions this option, but being lands-based this deck lacks surprise elements. Afaik, the only other similar option mentioned in the primer would be to cast Crop Rotation to tutor for a sac outlet.
Not sure I agree with it lacking surprise elements. Everyone's list is different, some have the Maze plan some don't, some use instants to help trigger or fog effects, some don't.
Personally I don't care for using spells as a sac outlet. Its nice and efficient when you can clear the board and draw two cards (Costly Plunder), I just prefer the consistency of the land sources when it comes to sac outlets, and I'd rather the spells do other things. Often times I don't appear to have a sac outlet on board, yet I have an instant in hand (lets say Crop Rotation) that can get me to that land.
On that note, I actually think Child of Alara's recursion should have more of the focus. Getting him in the yard is easy, getting him back on the board continuously can be a challenge once everyone knows the plan.
Private Mod Note
():
Rollback Post to RevisionRollBack
GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
To post a comment, please login or register a new account.
This is the best new card we've seen since Gitrog Monster and should be an auto-include going forward.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
Has anyone done any testing with this? Seems great with the loam engine.
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
The card is stupid in Edric though. 2 mana to get back x-number of Time Walks.
So before I jump in on the Journey to Eternity. Is it the truth? How did it play out in your games? Other than Child, I don't reliably have a creature in play.
I'm also considering Search for Azcanta.
Yes, I'm willing to admit that Sun Titan is an awesome card!
Link to my deck list post from last year: Here
Last year after years of playing and making additions I decided to do a revamp. Re-evaluate the card and make sure I got back to what I was trying to achieve. Overall it felt much better, like it lost weight. The deck list isn't to much different than the list in link above.
I am excited for Wayward Swordtooth and possible Arch of Orazca (spoiled at the top of this page). The Swordtooth looks like it could find a permanent home. A 3 cost extra land per turn on a thicker body isn't to bad compared to the other guys. And if you really care about the Ascend I don't believe reaching 10 permanents is difficult ever for us. The Arch of Orazca I'll test but we'll see.
I was reading the last 2 pages to catch up and saw a discussion on Yawgmoth’s Will. I'd never play without it. Won many games off the back of this guy.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
MULDROTHA THE GRAVETIDE
3BUG
LEGENDARY CREATURE - ELEMENTAL AVATAR
6/6
DURING EACH OF YOUR TURNS, YOU MAY PLAY UP TO ONE PERMANENT CARD OF EACH PERMANANT TYPE FROM YOUR GRAVEYARD
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
https://www.mtgsalvation.com/cards/dominaria/34223-broken-bond
Broken Bond
1G
Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
Indeed.
The deck isn't really a ramp deck despite the land count. Always excited at the prospect of an Explore-type effect.
Journey to Eternity has been outstanding.
Wayward Sabertooth has been what it is intended to be, an extra land drop.
Arch of Orazca is still in a testing phase but I like that it gives me another card to do stuff with.
I've seen an increase in decks running with Blood Moon and/or Rest in Peace. I won't say they specifically are for me but I adapted and actually don't mind the result. I changed the mana base a little bit, dropping that 4 Dual Land 4 Shock land approach for 2 Forests and 1 of each other basic excluding a Mountain. I do not have any red cards and if Blood Moon hits, well I'll have plenty.
Additionally, my play groups have been using more enchantments/artifacts overall lately that hinder various abilities. So in addition to Krosan Grip, I've added Reclamation Sage. Obvious synergy with permanent seeking tutors and permanent focused recursion. It has performed well enough that it may stay in for the long hall.
I re-added Genesis He was a long favorite of mine that I cut because I felt the redundancy wasn't needed; until I got into a situation where my only recursion left was Volrath's Stronghold. I wasn't really able to draw any cards for a few turns due to pressure. This is a situation I've encountered before but not frequently enough until of late. I don't want that to happen going forward.
As for cuts, the most surprising you'll find is Oracle of Mul Daya. This is likely very temporary, especially how I can't truly justify having Wayward Swordtooth present and not Oracle. My line of thinking was the cost and I needed a quick cut. I'll probably consider cutting something like Explore to add it back and see how they perform together.
A second notable cut is Horn of Greed. Definitely ran with this card for a while but had trouble sticking it. May also be a temporary cut.
1 Child of Alara
Creatures 7
1 Genesis
1 Reclamation Sage
1 Azusa, Lost but Seeking
1 Wayward Swordtooth
1 Ramunap Excavator
1 Eternal Witness
1 The Gitrog Monster
Enchantments 7
1 Into the Wilds
1 Sylvan Library
1 Manabond
1 Burgeoning
1 Exploration
1 Prismatic Omen
1 Journey to Eternity
Artifacts 4
1 Crucible of Worlds
1 Sensei's Divining Top
1 Chromatic Lantern
1 Expedition Map
Instants 9
1 Crop rotation
1 Entomb
1 Vampiric Tutor
1 Mystical Tutor
1 Enlightened Tutor
1 Intuition
1 Realms Uncharted
1 Corpse Dance
1 Krosan Grip
Sorceries 15
1 Life from the Loam
1 Scapeshift
1 Creeping Renaissance
1 Splendid Reclamation
1 Green Sun's Zenith
1 Demonic Tutor
1 Wargate
1 Yawgmoth’s Will
1 Sylvan Scrying
1 Explore
1 Regrowth
1 Demonic Collusion
1 Summer Bloom
1 Shared Convergence
1 Beseech the Queen
1 Bayou
1 Overgrown Tomb
1 Taiga
1 Savannah
1 Tropical Island
2 Forest
1 Swamp
1 Plains
1 Island
1 Crystal Quarry
1 Cascading Cataracts
1 Command Tower
1 Cavern of Souls
1 Gemstone Mine
1 Reflecting Pool
1 Exotic Orchard
1 Riftstone Portal
1 Path of ancestry
1 Horizon Canopy
1 Vesuva
1 Thespian's Stage
1 Phyrexian Tower
1 High Market
1 Miren, the Moaning Well
1 Diamond Valley
1 Volrath's Stronghold
1 Petrified Field
1 Academy Ruins
1 Inkmoth Nexus
1 Kessig Wolf Run
1 Dark Depths
1 Maze's End
1 Orzhov Guildgate
1 Rakdos Guildgate
1 Boros Guildgate
1 Izzet Guildgate
1 Azorious Guildgate
1 Gruul Guildgate
1 Golgari Guildgate
1 Dimir Guildgate
1 Selesnya Guildgate
1 Simic Guildgate
1 Glacial Chasm
1 The Tabernacle at Pendrell Vale
1 Strip Mine
1 Wasteland
1 Reliquary Tower
1 Deserted Temple
1 Boseiju, Who Shelters All
1 Homeward Path
1 Alchemist's Refuge
1 Arch of orazca
1 Mikokoro, center of the sea
1 Tranquil Thicket
1 Tolaria West
Overall I still find much success in have a set of priorities each game. Play CoA and establish that chain asap, which usually involves gathering the mana base and utility base to do so. If I suspect any shenanigans such as a Blood Moon I'll just prep and go for the basics or hold a tutor back.
Most common win is Maze's End, with Inkmoth + Kessig a close second and Commander + Kessig a third in terms of common kills.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
Chaos Warp is also valuable removal in your 99 if you run into those in your meta frequently.
Chaos Warp is a nice suggestion but I like the versatility currently having dual threats in Rec Mage and Krosan Grip. I actually don't know if I care for fetch lands. I've had such success with the rainbow lands its difficult to imagine removing them. Don't get me wrong, I get the concept that it technically finds me the land I need anyway. My past experiments with them haven't proven it to be horrible or great; but to be fair I wasn't running as many targets for them at the time. We'll see.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
Not a bad point at all, entirely agree 4 drop to drop, the only reason I went with Into the Wilds is the enchantment factor. I felt there is a little more removal for creatures then enchantments running around; that being said I know CoA treats them the same way.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
I like that you have 58 lands, and use a lot of the newer cards. I hate to say it but I definitely find myself treating CoA more competitively. I think I use the graveyard as an engine most of the time via Life from the Loam, probably one of my favorite ways to pilot. There are many ways this deck takes you, probably why I've played it so long.
Have you used Mina and Denn, Wildborn's activate much? Treasure Hunt was one of my favorite cards, especially when I ran over 60 land count.
I don't believe I see a Scapeshift in your list. Is that because you don't have it or haven't explored? It's probably the fastest way to all the Gates and Deserted Temple. Just make sure you have the mana left over to use Temple and Maze.
Constant Mists is probably one of the best Fog effects in the deck, how has it worked for you?
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
I wanted to make a way more Land less other stuff deck for Treasure Hunt but I couldn't make it work so found a spot for Selective Memory. Also I know there aren't any basics but I wanted to play around with the cycling lands.
It is fun so far and there are still lands to get and tweaks to make.
1 Child of Alara
Creature
1 Rubblehulk
1 Academy Rector
1 Azusa, Lost but Seeking
1 Knight of the Reliquary
1 Oracle of Mul Daya
1 Snapcaster Mage
1 Eternal Witness
1 Ramunap Excavator
1 Dark Confidant
1 World Shaper
1 Tatyova, Benthic Druid
1 The Gitrog Monster
Enchantment
1 Sylvan Library
1 Squandered Resources
1 Burgeoning
1 Manabond
1 Seismic Assault
1 Prismatic Omen
1 Gift of Immortality
1 Exploration
1 Journey to Eternity
Land
1 Strip Mine
1 Plateau
1 Scrubland
1 Volcanic Island
1 Glacial Chasm
1 City of Brass
1 Volrath's Stronghold
1 Tolaria West
1 Arid Mesa
1 Misty Rainforest
1 Valakut, the Molten Pinnacle
1 Verdant Catacombs
1 Inkmoth Nexus
1 Kessig Wolf Run
1 Blood Crypt
1 Hallowed Fountain
1 Overgrown Tomb
1 Steam Vents
1 Temple Garden
1 Breeding Pool
1 Godless Shrine
1 Sacred Foundry
1 Stomping Ground
1 Thespian's Stage
1 Watery Grave
1 Academy Ruins
1 Mana Confluence
1 Urborg, Tomb of Yawgmoth
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Bojuka Bog
1 Marsh Flats
1 Scalding Tarn
1 Irrigated Farmland
1 Scattered Groves
1 Fetid Pools
1 Canyon Slough
1 Sheltered Thicket
1 Horizon Canopy
1 Command Tower
1 Phyrexian Tower
1 Nurturing Peatland
1 Silent Clearing
1 Fiery Islet
1 Waterlogged Grove
1 Tranquil Thicket
1 Forgotten Cave
1 Barren Moor
1 Lonely Sandbar
1 Secluded Steppe
1 Hall of Heliod's Generosity
1 Zuran Orb
1 Mox Diamond
1 Crucible of Worlds
1 Sensei's Divining Top
1 Amulet of Vigor
1 Horn of Greed
Instant
1 Mystical Tutor
1 Corpse Dance
1 Intuition
1 Crop Rotation
1 Enlightened Tutor
1 Goryo's Vengeance
1 Ad Nauseam
1 Vampiric Tutor
1 Entomb
Sorcery
1 Demonic Tutor
1 Yawgmoth's Will
1 Scapeshift
1 Life from the Loam
1 Green Sun's Zenith
1 Splendid Reclamation
1 Throes of Chaos
Planeswalker
1 Nissa, Vital Force
1 Wrenn and Six
Also the first game I played with this I had a reason to Goryo's Vengeance Child into a Miren, the Moaning Well and it felt amazing.
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
Never been a fan of Seismic Assault. I also don't run any red, and found that the other win cons were so great that Seismic Assault was never used. Ad Nauseam itself I like, it is very fun with something like Mana Bond/Zuran Orb. The thing I don't like is it can lose its efficiency if you're taking the beats and are under pressure.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
Life gain is highly under-rated in EDH. It's one of the reasons why I'm playing Diamond Valley.
Ad Naus is a high-power card. You definitely don't have to plan on drawing your deck to make it worth it. Sometimes, it's a Bring to Light target for me.
Also, it’s been a long while since I posted in this thread. I need to catch up on how recent cards have changed peoples’ list. On the Ad Nauseum discussion earlier, remember that Ad also combos well with anything that reveals the top card of your library, so you can cheat on the life loss by making sure you stop at a nonland that’ll hurt. I, personally, love ad nauseum and highly recommend it.
Also, does nobody run Patron of the Moon any more? I know the casting cost it clunky, but no other card does what it does so well and it has so many combos available that naturally synergize our builds.
I don't disagree. The probability of drawing 3 cards is great, considering the 2CC cost is nothing for this deck to produce. I came at it from the idea that I want this card to be big, otherwise I could find more valuable cards that get me similar value.
I think a con of all permanents in the deck is that they are permanents. I do believe that we should try to limit the total number of permanents based on whats comfortable, for me its under 20. The value of a permanent in this deck should be partially weighed by how it helps us get to cast CoA and form that CoA lock. After that is established it should be weighed by how it helps us win. Can't forget that if we pop CoA we lose the permanent and we may have other more important targets to grab out of the graveyard.
This is a nice potential addition for some, but I think it would have to replace one of our creatures. Horn of Greed is an option, however its all relative depending on the time of drop and execution. This new card has the higher cost issue and more susceptibility to removal, but I very much like drawing. The problem for me is, the other creatures we run typically do something else in addition to another effect. Finding the most efficient will win out for me, I don't believe this will be it. I love redundancy but there can be to much sometimes.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
I could see the case for running some of these especially if a deck is already running stuff like Blighted Cataract or in more budget lists.
EDIT: I should add, I’m not too dedicated to the CoA plan. I prefer to focus more on control, pillow fort, and combo and use my commander as a utility piece that I can loop if absolutely necessary. I prefer to win by going infinite or punching people in the face with goats the size of armies.
Not sure I agree with it lacking surprise elements. Everyone's list is different, some have the Maze plan some don't, some use instants to help trigger or fog effects, some don't.
Personally I don't care for using spells as a sac outlet. Its nice and efficient when you can clear the board and draw two cards (Costly Plunder), I just prefer the consistency of the land sources when it comes to sac outlets, and I'd rather the spells do other things. Often times I don't appear to have a sac outlet on board, yet I have an instant in hand (lets say Crop Rotation) that can get me to that land.
On that note, I actually think Child of Alara's recursion should have more of the focus. Getting him in the yard is easy, getting him back on the board continuously can be a challenge once everyone knows the plan.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker