Quote from shermanido37 »EDIT: Also, the classic Sylvan Safekeeper can help protect your commander. That's important since your deck is so reliant on it.
Quote from shermanido37 »Why does Scouting Trek net you advantage with Manabond? The lands don't end up in your hand.
You didn't comment on the rest of the cards I'd offered though, and I think there are some really interesting suggestions.
Of course Meloku is great for you, and also Overburden, Mana Vortex, and Kefnet the Mindful seem to be very useful.
Kefnet is one that I know people think is bad, but with all your draw triggers seven cards shouldn't be a big issue for you, and his ability is very relevant since you like bouncing your lands.
I also think that either Devastation Tide or Cyclonic Rift should be in your deck. I know they're everywhere, but that's because they're so effective at what they do.
EDIT: Also, the classic Sylvan Safekeeper can help protect your commander. That's important since your deck is so reliant on it.
Quote from shermanido37 »Trophy Mage sadly does not fetch AEtherflux Reservoir.
I feel like Overburden is a card that this deck could like. Bouncing lands gives you more triggers for your commander - and I don't think you actually ever lack them. Your opponents, though, could suffer greatly from the effect, especially decks like Animar or Karador, or aggressive creature decks. If you want to go further down this route you could try Mana Vortex, but you did mention that your deck is already "unfun".
Saccing lands in blue is actually something that's rarely truly been explored, so I think you have a lot of room for new secret tech cards. Stuff like Excavation, Psychic Vortex, Rushing River, etc. Obviously these are pretty bad, but they might be a good start.
Of course bouncing lands is much more common, and I'm still disappointed to see no Meloku the Clouded Mirror as a classic, no Kefnet the Mindful as a new power card, and no Uyo, Silent Prophet to copy stuff like Explosive Vegetation for ridiculous combos. I am also surprised to see that your Floodbringer isn't Oboro Breezecaller to combo with stuff like Maze of Ith. I also think Soratami Savant is worth a try - 3 mana is a lot to keep up all the time.
Finally, Multani, Yavimaya's Avatar is a card.
Expanding on that, green has recently received more tools for mass land recursion, like The Mending of Dominaria and World Shaper. They include some self mill which would go well with your LFTL and Crucible package.
Another thing that you should heavily consider is that your board control is quite lacking. Sure, it's green's weakness, but blue has more than enough to cover for it with mass bounce. Nonland bounce is especially common, and especially effective since most of what you care about are your commander and lands - so mass bouncing shouldn't be a problem. Devastation Tide, Cyclonic Rift, Turbulent Dreams, Distorting Wake... They take care of a LOT of problems.
I'd remove cards like Scouting Trek and Summer Bloom, but I'm not sure on what else to cut.
Quote from MRdown2urth »Do either of your groups run MLD?
Quote from vandertroll »Wow this is an interesting take of Tatyova! I think it is totally different from Gitrog and personally I find her more fun to Play. You can check my deck on my signature (it's a wip) for more ideas. I've found out that killing the table with Scorching Desert is the least expected way. As for the dorks, I prefer ramp spells because they can cantrip late game.
Quote from benjameenbear »I think you could cut Gemstone Cavern and one of your fetchlands. 9 is a really solid number to make sure that you have all the colors necessary, and the rainbow lands help generate any color you need.
Glad I could help. I'll be interested to see what your game reports look like with this deck! The synergy between the strategies is very impressive and makes for an efficient deck, methinks.
Quote from benjameenbear »I think that this is a beautiful pile of cards. The recommendation that I would add is to lower your land count so that you aren't flooded. While I understand that Cascade is a way to filter through your lands and get to the business spells, I think you can afford to shave off 2-3 lands and still have a decent land count to get off the ground.
Some cards that I would suggest that would be helpful to your game plan are: Memory's Journey, Dark Confidant, Aetherflux Reservoir, and Rapid Hybridization/Pongify/Nature's Claim. The Journey is useful to make sure that you get another chance to try again with your combo (in the case of 'yard hate or a well-timed 'yard exile effect from an opponent in response to your Dread Return). Dark Confidant is an easy way to start accruing great card advantage relatively early and with minimal cost to you; I think the CMC curve of your deck has got to be something around 2, so you should be able to draw cards until you win the game. Confidant and the Journey also have low CMC's so that flipping them over with Ad Nauseam isn't painful. Aetherflux Reservoir is the new way that competitive Commander decks kill with Storm since the incidental life-gain is so important and you need a lower Storm count in order to kill the table too. Finally, the cheap CMC removal effects are just generally good. Competitive Commander games are usually dominated by Flash Hulk strategies and similar Storm strategies, so I would personally recommend the Claim since it also hits Food Chain in addition to mana rocks/mana sources.
Overall, it's a great deck with a low CMC curve and a highly efficient package of spells to generate card advantage and maximize your mana advantage. I'd love to play against it sometime!