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Alright, we made it through all of the decks from our last Changes article just in time for, you guessed it (you probably didn’t guess), the newest Changes article! After some pretty boring land cuts last article and literal nothing from the new Commander set, Ixalan brings lots of new additions. Let’s break into them and take a look at the lists as they are right now! If you need refreshers on how any of these decks operate their individual articles will be linked below, just click on the Commander’s name.

Omnath
Teferi
Feldon
Sidisi


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Commander: Omnath, Locus of Mana

Ramp

1 Sol Ring
1 Courser of Kruphix
1 Kodama’s Reach
1 Nissa’s Pilgrimage
1 Wood Elves
1 Yavimaya Elder
1 Garruk Wildspeaker
1 Oracle of Mul Daya
1 Skyshroud Claim
1 Solemn Simulacrum

Mana Doublers

1 Doubling Cube
1 Caged Sun
1 Mana Reflection
1 Zendikar Resurgent
1 Vorinclex, Voice of Hunger

Tutors

1 Summoner’s Pact
1 Crop Rotation
1 Worldly Tutor
1 Fauna Shaman
1 Survival of the Fittest
1 Fierce Empath
1 Natural Order
1 Woodland Bellower
1 Tooth and Nail
1 Green Sun’s Zenith

Card Draw

1 Duskwatch Recruiter
1 Sylvan Library
1 Lifecrafter’s Bestiary
1 Nissa, Vastwood Seer
1 Tireless Tracker
1 Abundance
1 Garruk, Primal Hunter
1 Garruk, Caller of Beasts
1 Regal Force
1 Genesis Wave

Recursion

1 Regrowth
1 Riftsweeper
1 Eternal Witness
1 Genesis
1 Greenwarden of Murasa

Removal

1 Ulvenwald Tracker
1 Reclamation Sage
1 Song of the Dryads
1 Acidic Slime
1 Bane of Progress
1 Duplicant
1 Woodfall Primus

Survival of the Fittest Package

1 Masked Admirers
1 Temur Sabertooth
1 Yeva, Nature’s Herald
1 Seedborn Muse

Token Production

1 Ant Queen
1 Hornet Queen
1 Avenger of Zendikar

Overruns

1 Pathbreaker Ibex
1 Craterhoof Behemoth

Protection

1 Kamahl, Fist of Krosa
1 Archetype of Endurance

Miscellaneous

1 Scavenging Ooze
1 Silklash Spider

Lands

1 Blighted Woodland
1 Gaea’s Cradle
1 Myriad Landscape
1 Nykthos, Shrine to Nyx
1 Desert of the Indomitable
1 Slippery Karst
1 Tranquil Thicket
1 Command Beacon
1 Dryad Arbor
1 Homeward Path
1 Mosswort Bridge
1 Reliquary Tower
1 Rogue’s Passage
1 Strip Mine
1 Winding Canyons
1 Yavimaya Hollow
22 Snow-Covered Forest

Changes

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-1 Woodfall Primus
+1 Growing Rites of Itlimoc

The Archetype of Endurance almost got the ax here, but Archetype’s effect is unique whereas Woodfall Primus’ is not. The deck has a lot of ways to tutor for creatures, so I think that having a powerful single effect (Archetype of Endurance) is better in this case than a powerful redundant effect (Woodfall Primus). I chose to cut Woodfall Primus over its kin due to its mana cost. Its ability tends to be more important than its body size, so I favored the cheaper, but smaller and slightly more narrow counterparts such as Acidic Slime and Reclamation Sage.

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-1 Snow-Covered Forest
+1 Deserted Temple

This change was honestly justifiable before now, but I hadn’t taken the time or spent the money to acquire a Deserted Temple. Gaea’s Cradle, Nykthos, Shrine to Nyx, and now Itlimoc, Cradle of the Sun all have the potential to tap for large amounts of mana, and Deserted Temple allows you to have a sort of mana doubling effect built into your land base.


Commander: Teferi, Mage of Zhalfir

Omniscience Combo

1 Laboratory Maniac
1 Omniscience
1 Enter the Infinite

Draw 7’s

1 Windfall
1 Time Reversal
1 Commit // Memory
1 Time Spiral
1 Temporal Cascade

Card Draw

1 Gush
1 Ancestral Vision
1 Treasure Cruise
1 Dig Through Time
1 Rhystic Study
1 Jace, the Mind Sculptor
1 Consecrated Sphinx
1 Recurring Insight
1 Jin-Gitaxias, Core Augur

Card Selection

1 Brainstorm
1 Ponder
1 Preordain
1 Sensei’s Divining Top
1 Serum Visions
1 Impulse
1 Frantic Search

Tutors

1 Mystical Tutor
1 Merchant Scroll
1 Long-Term Plans

Countermagic

1 Force of Will
1 Pact of Negation
1 Swan Song
1 Arcane Denial
1 Counterspell
1 Mana Drain
1 Disallow
1 Dissipate
1 Dissolve
1 Cryptic Command
1 Dismiss
1 Mindbreak Trap
1 Venser, Shaper Savant
1 Confirm Suspicions
1 Mystic Confluence

Ramp

1 High Tide
1 Sol Ring
1 Turnabout
1 Thought Vessel

Sweepers

1 Devastation Tide
1 Evacuation
1 All Is Dust
1 Cyclonic Rift
1 Ugin, the Spirit Dragon

Removal

1 Pongify
1 Rapid Hybridization

Spell Recursion

1 Jace, Vryn’s Prodigy
1 Snapcaster Mage
1 Archaeomancer
1 Mnemonic Wall
1 Torrential Gearhulk

Miscellaneous

1 Mana Severance
1 Ghostly Flicker

Lands

1 Lonely Sandbar
1 Remote Isle
1 Desert of the Mindful
1 Maze of Ith
1 Myriad Landscape
1 Radiant Fountain
1 Reliquary Tower
1 Flooded Strand
1 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
27 Island

Changes

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-1 Temporal Cascade
+1 Overflowing Insight

Let’s be frank. Neither Temporal Cascade nor Overflowing Insight are great cards, but the deck really wants Timetwister and “draw seven effects”. Temporal Cascade is just too expensive for me to be happy about and Overflowing Insight while losing the potential to shuffle hands and graveyards does break the symmetrical effect of drawing seven cards. I really dislike that it’s a sorcery as the Omniscience deck doesn’t often want to tap mana on its own turn, let alone tap out or nearly tap out for a draw spell. That said, seven is a lot of cards, and the deck is built specifically with the restriction that it wants all of its cards to work well with a resolved Omniscience which means we’re not rocking any of the X instant speed draw spells. Arguments about this card and its merits or other considerations for its spot are welcome in the comments below. Its inclusion may be temporary, but for now, it’s in the deck.

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-1 Frantic Search
+1 Search for Azcanta

Frantic Search offers “free” card selection at the cost of card disadvantage. It also interacts favorably with High Tide, allowing Frantic Search to net gain you three mana in addition to looking at two new cards. If I were playing more mana doublers such as Caged Sun, then Frantic Search’s value would increase, but I’m not. Search of Azcanta is a “do nothing” enchantment which I’m typically pretty averse to, but its cheap CMC of 2 makes that pill much easier to swallow. Search then offers card selection each turn in the form of a pseudo-scry until you reach Threshold (seven or more cards in your graveyard) when it flips. Acting as a cheap repeated way to smooth your draws is already fine, but it’s Azcanta, the Sunken Ruin that I’m really interested in here. The Omniscience deck spends most of its turns playing the Land-Go game where your turn consists of “Play a land, go” then you sit on all of your open mana threatening a counterspell. A lot of times there won’t be a spell that needs to be countered, and the deck will be sitting on a lot of unspent mana. Azcanta, the Sunken Ruin is an instant speed effect to spend that unused mana on that not only digs through your deck to find combo pieces, but also offers card advantage. While a functional four mana would be a lot for an Impulse type of effect on a spell, it’s not on a land, especially in Commander.

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-1 Mana Severance
+1 Spell Swindle

Honestly this cut kind of sucks to make. Mana Severance is a pet card of mine because what it does is so unique. Ultimately though it’s a dead card for the vast majority of the game and only becomes useful at a point where the deck is probably already ahead (after a resolved Omniscience). Spell Swindle gives the deck another way to ramp up to Omniscience’s enormous mana cost while also providing disruption. It’s of course not as powerful or as efficient as Mana Drain (nor should it be), but it does have the added benefits of not requiring an expensive card to already be in hand to sink the mana into, providing colored mana, and allowing you to use the mana at any point post-resolution of Spell Swindle, not just in your following main phase.

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-1 Maze of Ith
+1 Thaumatic Compass

Drawing Maze of Ith in the early game when you really want to make your land drops is a bummer. When designing a deck I always count it as a spell, not a land, but that doesn’t mean that drawing a land that doesn’t tap for mana when you want it to doesn’t still feel bad. Thaumatic Compass is a functional reprint of Journeyer’s Kite on the front side which is already a good card and a good card for this deck. It’s cheap to deploy, its activations work at instant speed, it provides card advantage, helps ensure the deck makes its land drops to work its way up to resolving Omniscience, and the lands are always an Island to work with High Tide. Thamautic Compass doesn’t flip until its controller controls seven or more lands meaning that it’s at the very least its controller’s eighth land. That’s only two land drops away from Omniscience. Maze of Ith has niche applications of being able to untap its controller’s own creatures and protect them in combat after they’ve attacked. That interaction doesn’t really matter at all to this deck whereas Spires of Orazca tapping for mana does. It’s an exchange that deck is happy to make.

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-1 Radiant Fountain
+1 Sunscorched Desert

I went over this already in my previous Mono-Blue Omniscience article, but I think it’s fitting to cover it again as I’ve made a slight revision. Sunscorched Desert is a card that should have been included in my Hour of Devastation Changes article, but I overlooked it. That happens sometimes, and when it does, I will just make the revision in the following changes article as I am now. Reasons for overlooking a card vary. Maybe a card ends up being better than I initially thought it would, maybe I’m including some other new card that improves its stock, maybe I just missed a pretty obvious reason the card is an upgrade. This time it’s the third one. Radiant Fountain serves as a combo piece in the deck to gain infinite life. Sunscorched Desert replaces Radiant Fountain to fit into that same combo as a way to deal infinite damage instead. I’m going to cut an Island to add Sunscorched Desert (initially I was going to cut Radiant Fountain) which makes High Tide slightly weaker, but 26 Island is still plenty. I decided to keep both Fountain and Desert because even though one is strictly stronger than the other, having two potential combo pieces is better than one.


Commander: Feldon of the Third Path

Ramp

1 Mana Crypt
1 Mox Diamond
1 Mana Vault
1 Sol Ring
1 Grim Monolith
1 Metalworker
1 Unstable Obelisk
1 Hedron Archive
1 Solemn Simulacrum
1 Gilded Lotus

Artifact Sacrifice

1 Slobad, Goblin Tinkerer
1 Pia Nalaar
1 Pia and Kiran Nalaar
1 Krark-Clan Ironworks
1 Trading Post
1 Bosh, Iron Golem

Recursion

1 Codex Shredder
1 Goblin Welder
1 Myr Retriever
1 Crucible of Worlds
1 Scrap Trawler
1 Trash for Treasure
1 Scrap Mastery

Tutors

1 Gamble
1 Expedition Map
1 Hoarding Dragon
1 Kuldotha Forgemaster
1 Planar Bridge

Card Draw

1 Skullclamp
1 Wheel of Fortune
1 Daretti, Scrap Savant
1 Memory Jar
1 Mind’s Eye
1 Staff of Nin
1 Sandstone Oracle

Removal

1 Duplicant
1 Steel Hellkite
1 Karn Liberated
1 Spine of Ish Sah

Sweepers

1 Blasphemous Act
1 Nevinyyral’s Disk
1 Oblivion Stone
1 Vandalblast
1 All Is Dust
1 Ugin, the Spirit Dragon

Feldon Creature Package

1 Thought-Knot Seer
1 Scuttling Doom Engine
1 Wurmcoil Engine
1 Myr Battlesphere

Miscellaneous

1 Tormod’s Crypt
1 Sensei’s Divining Top
1 Journeyer’s Kite
1 Rings of Brighthearth
1 Sculpting Steel
1 Prototype Portal
1 Silent Arbiter
1 Unwinding Clock
1 Vedalken Orrery
1 Mirrorworks
1 Mycosynth Lattice
1 Darksteel Forge

Lands

1 Reliquary Tower
1 Ancient Tomb
1 Myriad Landscape
1 Scorched Ruins
1 Buried Ruin
1 Command Beacon
1 Haven of the Spirit Dragon
1 Petrified Field
1 Eye of Ugin
1 Inventors’ Fair
1 Sanctum of Ugin
1 Dust Bowl
1 Strip Mine
1 Wasteland
1 Diamond Valley
1 High Market
1 Miren, the Moaning Well
1 Phyrexia’s Core
1 Darksteel Citadel
1 Great Furnace
1 Arid Mesa
1 Bloodstained Mire
1 Scalding Tarn
1 Wooded Foothills
14 Mountain

Changes

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-1 Journeyer’s Kite
+1 Thaumatic Compass

Journeyer’s Kite is doing most of the same things here as discussed above in the Teferi section. A couple of key differences is that Feldon cares much less about instant speed interaction, but does value Journeyer’s Kite being an artifact. Feldon is a slow deck with a fairly low creature count and can be susceptible to being run over by a large threat. It wants to play an attrition game and resolve expensive artifacts. Thaumatic Compass helps ensure the deck makes its land drops so that it may build up to those artifacts while also providing card advantage in the attrition war. Once the deck reaches the point of the game where large threats start to appear Spires of Orazca helps the deck defend itself. Again, it operates as the deck’s eighth land meaning that every spell in the deck other than Darksteel Forge is castable at that point.

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-1 Mox Diamond
+1 Mind Stone

Mox Diamond taps for a red and sometimes filters a nonbasic, non-red source into a source for red, which comes up as important a little more than one might think. The deck is only playing 14 basic lands, so it’s definitely skimping a little bit on its red sources. Crucible of Worlds is also around to help fight against the card disadvantage that Mox Diamond provides. Though, Mox Diamond is at its best in Commander when it’s being used to accelerate quickly into a win in the first 5 or so turns of the game or if you really want land/graveyard interactions. If you’re in the latter category, you’re probably green, and there are better ways to ramp and interact with lands anyway. This deck doesn’t really want to do either of those things, so instead I’m going to cut it for a reliable, cheap mana rock that works well with all of the recursion effects because Mind Stone draws a card.

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-1 Eye of Ugin
+1 Homeward Path

Eye of Ugin is a powerful tutor effect, and in the right deck, it’s also a strong cost reducer. This deck is only playing one Eldrazi creature, so it’s really not a land at all, but a spell. Seven mana tutor for a colorless creature is a lot, but provides a strong engine if the game goes late enough. The biggest issue is that this Feldon build is rarely looking to make the game about creatures and combat and is instead trying to control the board with sweepers and powerful artifacts. Considering neither Eye of Ugin nor Diamond Valley tap for mana the deck is playing an effective 36 land count. We’re going to bump that up by one by removing Eye of Ugin for a different utility land in Homeward Path. There are many ways to steal artifacts and creatures in Commander. Memnarch, Dack Fayden, Insurrection, Thada Adel, Acquisitor, to name a few. Homeward Path is a hedge against those types of cards because they can really attack Feldon on an axis that it isn’t prepared to defend. The land base for this deck has a lot of utility to it, and Homeward Path adds another unique effect to it. Eye of Ugin’s tutor ability is at least partially covered by Sanctum of Ugin, which taps for mana.


Commander: Sidisi, Undead Vizier

Shadowborn Apostles:

40 Shadowborn Apostle

Storm Combo Pieces

1 Carnival of Souls
1 AEtherflux Reservoir
1 Tendrils of Agony
1 Thrumming Stone

Exsanguinate Combo Pieces

1 Ad Nauseum
1 Skirge Familiar
1 Platinum Angel
1 Exsanguinate

Tutors

1 Vampiric Tutor
1 Demonic Tutor
1 Rune-Scarred Demon
1 Razaketh, the Foulblooded

Recursion

1 Yawgmoth’s Will
1 Xiahou Dun, the One-Eyed

Ramp/Rituals

1 Lotus Bloom
1 Lotus Petal
1 Mana Crypt
1 Culling the Weak
1 Dark Ritual
1 Mana Vault
1 Cabal Ritual

Miscellaneous

1 Sensei’s Divining Top
1 Necropotence

Lands

1 Ebon Stronghold
1 Lake of the Dead
1 Peat Bog
1 Phyrexian Tower
1 Urborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Crypt of Agadeem
1 Nykthos, Shrine to Nyx
1 Deserted Temple
1 Barren Moor
1 Desert of the Glorified
1 Polluted Mire
1 Boseiju, Who Shelters All
1 Reliquary Tower
21 Swamp

No changes.


Well, peeps, that’s all for this week! Ixalan offered a lot of great reprints for Standard and a lot of sweet new cards for Commander. I’m very excited about all of these changes and look forward to doing it again! Next article we’re going to finally be diving into some of the new stuff from Commander 2017.


-Brandon “Big Daddy B” Dauer
Twitter: @BrandonDauer
Instagram: midwest.brandon


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