Omenkeel, LOL I'm a Boat

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Sefir
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Post by Sefir » 2 years ago

Tevesh wrote:
2 years ago
I have been looking into getting more beef into the deck, how yieldly is Consulate Dreadnought? I see that it's the magic 1 CMC between all of your search engines, but how easy is it Crew and get in? Commander's Plate is also pretty ingenious, as it gives a lot of protection, turns Omenkeel into an actual clock and exile tons of cards. I'm pretty desperate, looking for ways to actually close out the game out in the mean time. Front runner is Aradara Express and that just hurts to consider.

What do you use Muddle the Mixture to tutor for?

I'm surprised you're running Wonder, it had too many hoops for me to jump through to get Flying, so I dropped that.
Consulate Dreadnought is a nice card (yes, the "magical" CMC1 plays a major role) that I rarely have problems to equip between token producers like Sai, Master Thopterist, Nadir Kraken, Mirrodin Besieged or Urza's Saga. Also, it is not above me to crew a vehicle with another vehicle. I have created quite the monstrosities in the past. Commander's Plate is basically a superior Access Tunnel. Buffing, protection and most of all, evasion. Need to equip the vehicle every single time though.

Muddle the Mixture's use was to bring Cyclonic Rift, when I used to run it, but now it really depends on the situation. Depending on the state of the game, I can go for Liquimetal Torque (if I want tricks or if there is a Padeem, Consul of Innovation in play), Pull from Tomorrow if I have lots of mana and need gas or Smuggler's Copter/Key to the City if I need a discard outlet for Wonder.

Wonder itself I found too important a card to cut. Evasion for the vehicles is key, Especially in the mid-game, when most opponents will have some kind of blockers available for the non-flying Vehicles. By that time (t3-6) I am usually able to find some way to put Wonder into my gy if I have it. That said, I am also thinking of the possible addition of either a Geier Reach Sanitarium or a Cephalid Coliseum (again, tutorable cards with Expedition Map) to have some more discard options.
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Sefir
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Post by Sefir » 2 years ago

https://cardgamebase.com/kamigawa-neon- ... der-decks/

If this is true, then Katsumasa, the Animator has the potential to be an escellent addition to the deck (depending on the cost of the first ability).
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Post by Tevesh » 2 years ago

Sefir wrote:
2 years ago
https://cardgamebase.com/kamigawa-neon- ... der-decks/

If this is true, then Katsumasa, the Animator has the potential to be an escellent addition to the deck (depending on the cost of the first ability).
Oh yeah baby.

Scuttlebutt seems to be 1 mana Activation.

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Post by Sefir » 2 years ago

Now that the full set has been released, it is quite obvious that it gives us many toys to experiment with. Some of them quite powerful! The flavor is AWFUL though, especially considering the more "low to the ground" vehicles the deck already has. Mechs and Cyborgs? Bleah!!! I am not sure I need such a company for my cool Viking Ship!
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Tevesh
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Post by Tevesh » 2 years ago

Sefir wrote:
2 years ago
Now that the full set has been released, it is quite obvious that it gives us many toys to experiment with. Some of them quite powerful! The flavor is AWFUL though, especially considering the more "low to the ground" vehicles the deck already has. Mechs and Cyborgs? Bleah!!! I am not sure I need such a company for my cool Viking Ship!
I'm too much of a weeb to not love the mechs, though I was clamouring for a Voltron-style Vehicle since the mechanic was made but I'm disappointed its execution in the set. Is it so hard to make 'Vehicle Crew' or 'Artifact Crew'?

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Post by Sefir » 2 years ago

I will bite.
I feel like the best cards for the deck from the set are all vehicles. 3 were the ones that REALLY caught my eye.

I had great success in the past with Dermotaxi and Imposter Mech is kind of similar, but it hits targets in the field, which is easier.

Mobilizer Mech is a 2-for 1 as crewing goes and has self built evasion so it will get a try at least.

Mindlink Mech has some tricks (like equipping it with any creature that has a "Does something when it taps" ability), has self built evasion and crew 1 so this is also a no-brainer. I saw someone mentioning Cephalid Constable, which made me laugh.

They will probably replace other vehicles in my list, other some with no evasion (I am looking at you Irontread Crusher and Silent Submersible) or they never really impact the game, like Sky Skiff.

I can see other cards that can be playable ofc, like Katsumasa, the Animator, Mechtitan Core, Brute Suit or Reckoner Bankbuster, but I am unsure if they are better than the existing options. Anything I missed? March of Swirling Mist perhaps?
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Post by pokken » 2 years ago

I just came here to say
boaty_400x400.jpg
And also that I laugh every single time I see your thread title. Cool deck too :)

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Tevesh
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Post by Tevesh » 2 years ago

pokken wrote:
2 years ago
I just came here to say

boaty_400x400.jpg

And also that I laugh every single time I see your thread title. Cool deck too :)
That's great. Many of my initial builds start as memes but they end up scrapped before they end up as threads here. This is just one case where the idea was strong enough to be made into an actual deck, I'm glad others are having fun with this ridiculous build.

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Post by Tevesh » 2 years ago

Robutnik:
I think I am contractually obligated to try Katsumasa. He certainly just "slots right in" but I have my suspicions he might not be good enough. I've traded out Forsaken Monument because I have far less Colourless Creatures now who'll get Anthem'd.

Sefir has convinced me to drop some of the basic draw, so Remova and Ageless Insight go live on a farm upstate. Replication Specialist is a way to close out games by doubling my armada. Imposter Mech will hopefully find spicy targets to Copy.

Silent Submersible has been terrible, so it gets axed for the Reckoner Bankbuster who will draw me cards. Mobilizer Mech and Mindlink Mech come in as Flying Vehicles, which I value higher than the Sky Skiff and Cultivtor's Caravan. I was too attached to Irontread Crusher to axe it, even if I should for the Skiff, to guarantee those early land drops. I just remember lots of people trash talking this Common who then proceeded to get slapped around by it. Overall, I only increased my fleet by one card but I am hoping that the increased quality will make for a more fun ride.

Mech Hangar in for obvious reasons, Island out to make sure I have enough Snow Islands for Frostwalk Bastion.
Last edited by Tevesh 2 years ago, edited 1 time in total.

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Sefir
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Post by Sefir » 2 years ago

Tevesh wrote:
2 years ago
Mech Hangar in for obvious reasons, Island out to make sure I have enough Snow Islands for Frostwalk Bastion.
Oh boy. I completely missed this one. Yes, this is an obvious inclusion here.......
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Tevesh
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Post by Tevesh » 2 years ago

Sefir wrote:
2 years ago
Tevesh wrote:
2 years ago
Mech Hangar in for obvious reasons, Island out to make sure I have enough Snow Islands for Frostwalk Bastion.
Oh boy. I completely missed this one. Yes, this is an obvious inclusion here.......
Well, I'm an idiot for forgot Iron Apprentice for a Marchesa, the Black Rose deck so yeah...

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Post by Legend » 2 years ago

Last edited by Legend 2 years ago, edited 1 time in total.
“Comboing in Commander is like dunking on a seven foot hoop.” – Dana Roach

“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan

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Post by Legend » 2 years ago

“Comboing in Commander is like dunking on a seven foot hoop.” – Dana Roach

“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan

"I want my brain to win games, not my cards." – Sheldon Menery

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Post by Legend » 2 years ago

“Comboing in Commander is like dunking on a seven foot hoop.” – Dana Roach

“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan

"I want my brain to win games, not my cards." – Sheldon Menery

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Post by Legend » 2 years ago

I can't read my posts. EDIT: Okay, I can read this one I guess there's just something weird about the syntax of the precious two that's causing it to not work. Anyways… fixed.
Tevesh wrote:
2 years ago
Silent Submersible has been terrible, so it gets axed…
It is terrible, but I have a fond memory of it…
While drafting, a vocal player opened Silent Submersible and immediately started complaining about it and how bad it was. It wheeled all the way to me, so I picked it out of spite, so-to-speak. Long story short… The finals were me and Mr. Vocal. Game 3 of the finals, I dropped Submersible on turn 2 and proceeded to win the game with it thanks to some tempo spells the sick card advantage provided by the Vehicle. I literally dealt the last 2 damage of that tournament to a player with a card trash talked by that player the whole draft.
“Comboing in Commander is like dunking on a seven foot hoop.” – Dana Roach

“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan

"I want my brain to win games, not my cards." – Sheldon Menery

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Tevesh
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Post by Tevesh » 2 years ago

Legend wrote:
2 years ago
I can't read my posts. EDIT: Okay, I can read this one I guess there's just something weird about the syntax of the precious two that's causing it to not work. Anyways… fixed.
Tevesh wrote:
2 years ago
Silent Submersible has been terrible, so it gets axed…
It is terrible, but I have a fond memory of it…
While drafting, a vocal player opened Silent Submersible and immediately started complaining about it and how bad it was. It wheeled all the way to me, so I picked it out of spite, so-to-speak. Long story short… The finals were me and Mr. Vocal. Game 3 of the finals, I dropped Submersible on turn 2 and proceeded to win the game with it thanks to some tempo spells the sick card advantage provided by the Vehicle. I literally dealt the last 2 damage of that tournament to a player with a card trash talked by that player the whole draft.
That's Magical.

Unfortunately, it's hard to justify a 2/3 no evasion Saboteur that has even further strings. Why couldn't it have Islandwalk or *something* to make it Commander Viable? It'd probably be too good in other formats, though.

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Post by Tevesh » 1 year ago

Revamp with @Sefir's suggestions:
Dig Through Time should cost two but I've had too many games where I didn't have a yard for a variety of reasons. In its place comes Agent of Treachery, similarly costed but will absolutely draw me cards. Furthermore, he's a body to Crew my Vehicles.

Irontread Crusher has kind of been my 'wincon' as it's a beefy vehicle - that's terrible. So I cut it in favour of an actual wincon: Mechanized Production.

Expedition Map comes in to tutor for all of these tasty Nonbasics. That'll probably do me a world of good over Lightning Greaves.

I noticed that I kept playing Lands from my hand despite having my opponent's in exile - I didn't want to discard them in my hand for value. I also wasn't very happy with the amount of life gain Shadowspear was providing me. I hope Venser's Journal will fix both of these issues: keep my lands in hand, play my opponent's lands and gain a lot of life with a fat grip. The additional draw from Agent of Treachery will be nice.

Fabricate is a tutor and so Urza's Saga felt like a good swap to get the ball rolling on everything else in this deck.

Access Tunnel is in for a pretty bad reason: if I'm trying to get in with Omenkeel and the board's choked up, I should be relying on my Flying Vehicles which I now have in abundance. Drownyar Tunnel is some magical Christmasland and so it goes. The deck needs to get the ball rolling quickly, so Myriad Landscape's ETBT clause really hurts.

Ancient Tomb comes in for Tempo, Treasure Vault for the shenanigans it can cause with Mechanized Production and Inkmoth as another Manland to crew my Vehicles.

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Post by Sefir » 1 year ago

There is also the new Nautiloid Ship. Not sure if it makes the cut yet.

EDIT: Unfortunately, I believe that the "milling" is considered an ability from Omenkeel and not from the creature that deals the actual damage. Otherwise Nautiloid would have been able to steal milled creatures as well. :(
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Tevesh
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Post by Tevesh » 1 year ago

Sefir wrote:
1 year ago
There is also the new Nautiloid Ship. Not sure if it makes the cut yet.

EDIT: Unfortunately, I believe that the "milling" is considered an ability from Omenkeel and not from the creature that deals the actual damage. Otherwise Nautiloid would have been able to steal milled creatures as well. :(
I definitely wanted to play it but it was too expensive and/or sold out from my LGSes. I'll wait for more stock, I guess.

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Post by Tevesh » 1 year ago

The dream of death by commons is dying:
Changes 09/22/22
Approximate Total Cost:

On one hand, I like the idea of commons beating the snot out of players but on the other, I actually want to win. I'm a little sad to see the Karve go, as it's not a bad Common. In its place goes the Mighty Servant who is pretty costly to spot remove, draws me cards, has Trample as evasion and is a sizable body. Stealing other people's lands by exiling a lot of cards surely is one way to ramp with the Omenkeel instead of relying on the flimsy Karve's topdeck.

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Post by Tevesh » 1 year ago

The 40k add:
Changes 10/15/22
Approximate Total Cost:

The Tribute Mage doesn't really fetch anything cool for me anymore. I've replaced it with a Vehicle that makes a Body and it Flies for easy 'get-in-there' value in the Night Scythe.

Bankbuster is too busy drawing cards instead of doing what my boats and robots should be doing: turning sideways to eat libraries and get those tasty lands. The Cryptothrall should protect my artifacts as I turn sideways as I'm quite vulnerable to spot removal due to the strategy inherently putting all of my eggs in one basket.

Rhystic Study is quite good, too good for the power level I'm operating at. So in comes another draw engine with the Spyder.

Replication Specialist is a 'win more' at that mana value; the Thunderhawk will end games one its attacks plus it gives bodies for other Vehicles to abuse.

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Post by Sefir » 1 year ago

tbh, a Phyrexian Dreadnought came in my possession and I try to see if I can make it fit in the deck. I am thinking of various shenanigans in response to the etb trigger like exchanging something for it with Daring Thief and then copy it with Imposter Mech, Reality Shift my own stuff if I know the PD is on top of my library, copying it in the gy with Dermotaxi, etc. And it is always fetchable with Urza's Saga ofc. All these sound more fun than powerful. Needs more brewing and playtesting.
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Tevesh
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Post by Tevesh » 1 year ago

Sefir wrote:
1 year ago
tbh, a Phyrexian Dreadnought came in my possession and I try to see if I can make it fit in the deck. I am thinking of various shenanigans in response to the etb trigger like exchanging something for it with Daring Thief and then copy it with Imposter Mech, Reality Shift my own stuff if I know the PD is on top of my library, copying it in the gy with Dermotaxi, etc. And it is always fetchable with Urza's Saga ofc. All these sound more fun than powerful. Needs more brewing and playtesting.
Huh, that's an interesting idea.

I was playing Boat the other day and I couldn't figure out a good Expedition Map chain. Sure, fetch Academy Ruins to keep recycling it but I don't know about what after that. The issue is I felt like I was leaving something on the table if I wasn't putting my opponent's lands into play.

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Post by Sefir » 1 year ago

Tevesh wrote:
1 year ago
I was playing Boat the other day and I couldn't figure out a good Expedition Map chain. Sure, fetch Academy Ruins to keep recycling it but I don't know about what after that. The issue is I felt like I was leaving something on the table if I wasn't putting my opponent's lands into play.
I personally use my opponent's lands either when I just want pure CA or when I dont have any of my own in my hand. In the later game, when I have usually already had such a CA from earlier, I consider my own lands superior and I give priority to them, considering I can only put 1 land per turn ofc. The fact that we can also put ALL lands from our opponents in play when we draw Oblivion Sower, adds to that effect.
Usual Map targets are: Urza's Saga, Thespian's Stage (you do know the synergy between Stage and Saga I assume), Dark Depths (that also synergizes with Thespian's Stage), Treasure Vault (if I want to go for a Treasure win via Mechanized Production, but this is a bit trickier), Minamo (for double Acadmy Ruins activation). Mysic Sanctuary is possible too, but this is something I vary rarely do.
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