Hello guys, i really liked Ojutai when was out in the spoiler, and wanted to try something, i checked some ideas of the people here, and i wanted your guys opinion about it. Here my decklist:
I guess I would add more ramp. Things like Mana Vault can give you a turn 2 commander which turns into a lot of card advantage across the game. You seem to have a lot of creatures that feel sort of like surplus creatures or backup plans which I have mixed feelings towards.
Swiftfoot Boots feels sort of awkward to me since vigilance can keep the hexproof up for your commander and having the extra 1 mana to give haste puts you a turn behind usually anyways.
Disenchant -> Dismantling Blow there isn't much given up here but you get the option of making it a card draw effect. I personally have always liked having the option of the draw as well but I suppose there is merit in keeping the mana cost down by one as well.
Stubborn Denial more or less functions as a Negate as long as your commander is in play. I would personally replace Ojutai's Command with the denial as you shouldn't care much about creatures with Ojutai. The command seems like its mostly there for flavor which I am not as keen on.
Overall it feels like you have a lot of draw effects in here but insiffucient ramp. If you ramp into Ojutai it will result in more draw and a faster clock. Focusing on sticking Ojutai seems like the way to go in my opinion.
Private Mod Note
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Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
1 Commander's Sphere
1 Everflowing Chalice
1 Fireshrieker
1 Sol Ring
1 Swiftfoot Boots
1 Sword of Vengeance
1 Whispersilk Cloak
//Artifact Creature (1)
1 Solemn Simulacrum
//Creature (17)
1 Akroma, Angel of Wrath
1 Angelic Field Marshal
1 Daxos of Meletis
1 Glen Elendra Archmage
1 Grand Abolisher
1 Grand Arbiter Augustin IV
1 Imposing Sovereign
1 Karmic Guide
1 Meddling Mage
1 Mulldrifter
1 Ojutai, Soul of Winter
1 Phantasmal Image
1 Sakashima the Impostor
1 Sun Titan
1 Teferi, Mage of Zhalfir
1 Ulamog, the Infinite Gyre
1 Weathered Wayfarer
//Enchantment (8)
1 Aura of Silence
1 Brave the Sands
1 Detention Sphere
1 Freed from the Real
1 Land Tax
1 Mammoth Umbra
1 Rhystic Study
1 Serra's Blessing
1 Azorius Charm
1 Blue Sun's Zenith
1 Brainstorm
1 Counterspell
1 Cyclonic Rift
1 Disenchant
1 Fact or Fiction
1 Hinder
1 Jace's Ingenuity
1 Negate
1 Ojutai's Command
1 Path to Exile
1 Remand
1 Return to Dust
1 Spell Crumple
1 Sphinx's Revelation
1 Swords to Plowshares
//Legendary (1)
1 Dragonlord Ojutai
//Enchantment Creature (2)
1 Heliod, God of the Sun
1 Thassa, God of the Sea
//Planeswalker (4)
1 Jace Beleren
1 Jace, Architect of Thought
1 Teferi, Temporal Archmage
1 Venser, the Sojourner
//Sorcery (4)
1 Austere Command
1 Ponder
1 Rout
1 Supreme Verdict
1 Eldrazi Conscription
//Land (38)
1 Academy Ruins
1 Azorius Chancery
1 Bant Panorama
1 Command Tower
1 Eiganjo Castle
1 Esper Panorama
1 Glacial Fortress
1 Hallowed Fountain
10 Island
1 Minamo, School at Water's Edge
1 Mistveil Plains
1 Mystic Gate
1 Opal Palace
10 Plains
1 Reliquary Tower
1 Rogue's Passage
1 Strip Mine
1 Tectonic Edge
1 Temple of Enlightenment
1 Thespian's Stage
EDH: Dragonlord Ojutai, Convoltron
Swiftfoot Boots feels sort of awkward to me since vigilance can keep the hexproof up for your commander and having the extra 1 mana to give haste puts you a turn behind usually anyways.
Disenchant -> Dismantling Blow there isn't much given up here but you get the option of making it a card draw effect. I personally have always liked having the option of the draw as well but I suppose there is merit in keeping the mana cost down by one as well.
Stubborn Denial more or less functions as a Negate as long as your commander is in play. I would personally replace Ojutai's Command with the denial as you shouldn't care much about creatures with Ojutai. The command seems like its mostly there for flavor which I am not as keen on.
Overall it feels like you have a lot of draw effects in here but insiffucient ramp. If you ramp into Ojutai it will result in more draw and a faster clock. Focusing on sticking Ojutai seems like the way to go in my opinion.
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[Modern] Allies
Maybe adding Thran Dynamo and Mana Vault for ramp? Also, would be good in later game?
I'm also not sure about some beaters, like, Ulamog, i put there because i have it, but i couldn't cast yet.
In: