darrenhabib wrote: ↑3 years ago
In theory you shouldn't have to play another land you draw for the entire game.
You've got
Dreamscape Artist,,
Walking Atlas,
Scaretiller,
Key to the City,
Foil,
Smuggler's Copter,
Trade Routes which are nice.
But you really want to make sure that drawing lands are not dead draws.
There are a lot of draw and then discard cards. Of these I think
Jace, Vryn's Prodigy,
Looter il-Kor,
Merfolk Looter,
Thought Courier,
Teferi, Master of Time are the best of them.
Conqueror's Galleon // Conqueror's Foothold is a vehicle that has a draw and discard ability when it's
Conqueror's Foothold.
Forbid is excellent to just discard lands each time.
Mana Severance can make sure once you are setup that you can just draw spells for the rest of the game.
Ghirapur Orrery allows playing additional lands.
I would play lots of man lands because they allow you to crew
The Omenkeel at the least. The best of them are
Blinkmoth Nexus,
Inkmoth Nexus,
Mishra's Factory,
Mutavault.
Field of the Dead as you are playing out opponents motley lands. These are tokens to help crew later on, rather than overwhelm.
I thought about this, but I don't want to focus too much on looting (plus the land count is already kind of low). I really want to have a mix of my own lands in play because I think it is too easy to get screwed over by a player randomly losing. Also a big appeal of the deck (and part of the reason I built it) is so I can play all my revised islands.
But that is an interesting call on
Forbid. I could see that doing a lot of work in this deck.
Ghirapur Orrery is also a good call that I missed before. Should probably throw in a
Mishra's Factory as well (don't know what land to cut through... maybe an island, but I feel I am getting a little low on blue sources already).
darrenhabib wrote: ↑3 years ago
One thing I look to do with modal commanders is see if I can double down on both sides. Anything that copies artifacts means that you can copy
The Omenkeel and then send the original back to the command zone where you can now cast
Cosima, God of the Voyage for the draw advantage.
Copy Artifact and
Phyrexian Metamorph being flexible enough that you can just copy other artifacts if need be.
I do have a
Mirrormade lying around so I might throw it in after playing a game or two to see how it feels. The one thing I do know from playing
Cosima, God of the Voyage // The Omenkeel in standard (and part of the reason I decided to focus more on
The Omenkeel) is that she is a great play on turn three, but with each passing turn she gets worse and worse due to the fact she takes several turns to get you card advantage.
darrenhabib wrote: ↑3 years ago
Also worth really thinking about is that you don't want opponents dropping off when you have a lot of their lands in play. Losing lands is generally frowned upon in Magic
So I think trying to create aggressive builds is going to work against you. You want to spread out damage and preferable have win cons that kill everybody at once.
That is true, especially since a few of the best cards in the deck (
The Omenkeel,
Daring Thief,
Roil Elemental) are about taking my opponent's stuff. The problem is I can't think of many wincons in blue that does kill multiple players at once. Maybe I should throw in
Blackblade Reforged just to be safe in case I need to take someone out on the quick.
@RowanKeltizar: I am a little concerned about that too, but currently over a third of the deck is either a creature, creates token(s), or can animate artifacts. Theoretically that should be enough, but I think this is something that just needs to be tested out and adjusted accordingly.
Throne of the God-Pharaoh is also an interesting suggestion, since I should be able to tap my entire board pretty easily. So is
Chromatic Lantern, my only problem is I don't know which peace of ramp it should replace. Any suggestions?
Finally,
Memory Lapse could probably be good in this deck since my Vehicles can just exile anything good.
Changelog: