I've seen it before, but never thought about running it because I'm always leery of auras in general (because they're usually a two-for-one). I consider Steel of the Godhead to be better than Dragon Wings overall, but the cycling and synergy with my larger creatures is nice. I'll try it out.
Not sure why you pulled man purse from the deck. It seems like a nice fit.
If there was one card that I feel like I betrayed the deck by cutting, it's Druidic Satchel. I absolutely loved that card. As much as I talk about it and say I love it, I only cut it to try and fit as much good-stuff in the deck as possible.
I still keep an eye on this list. I haven't built my Dakkon deck yet, but it's brewing in the back of my head.
Curious about Balancing Act.... how does this fit into your deck/meta?
Also, the creatures section of your single card discussion spoiler needs fixing.
Thanks, sometimes MTGS gets goofy with throwing random tags in.
As for Balancing Act, it all depends upon your meta. If you routinely face a lot of ramp, card draw, or a large board, it's a great card. On the other hand, if other people like to dump their hands or don't ramp, it's pretty useless. I run this on MTGO, and since I never know what kind of deck I'll be up against, the card is hit or miss. Some games I'll end up with a lot of permanents or a hand I don't want to lose, so the card will just sit in my hand. Other games, another player will race ahead and Balancing Act will be very effective. In my LGS I don't run it because it's a more restrained meta and it won't be as effective.
Deck looks interesting. I just saved it and will try it out when I play next, I've wanted to use Daakon for a while. I use Korlash as one of the mono-B generals in my arsenal, but Daakon will be much more fun I think, as I really enjoy multicolor, and was tired of being the "Hey, he's playing control. Can we please kill him?" guy with these colors.
Also, maybe I just want to grow up to be like you
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Currently Getting Back into the swing of MTGS. Bear with me folks~
Minor decklist update, and the bonus list at the end was changed. I'm not sure how much anyone cares about an identical list that was tweaked for meta hate, but a decklist that is more aggro and less control may be beneficial to some.
Deck looks interesting. I just saved it and will try it out when I play next, I've wanted to use Daakon for a while. I use Korlash as one of the mono-B generals in my arsenal, but Daakon will be much more fun I think, as I really enjoy multicolor, and was tired of being the "Hey, he's playing control. Can we please kill him?" guy with these colors.
Also, maybe I just want to grow up to be like you
I have a Korlash and want to eventually build a tribal zombie deck around him.
Dropped quite a few tickets and acquired the ABU duals, as well as a Tithe. Swapped out the checklands and Gift of Estates for them.
Playing around with Sword of Fire and Ice in place of Sword of Vengeance and will post thoughts later on if it pans out (I really hate to lose another source of haste).
Deck updated for Gatecrash. Currently, the only changes Gatecrash brought were swapping the Signets for the remaining Keyrunes, although I'm going to test Merciless Eviction, Treasury Thrull, and Thespian's Stage out. I haven't seen anything else that really interests me for this deck (at least, enough that it's worth swapping something out).
Thoughts: Temple of the False God is briefly coming out while I test Thespian’s Stage. I like the Azorius and Dimir Keyrunes because they have evasion, but Orzhov just doesn’t cut it. Necrotic Sliver is really good, but without being able to reliably get Sun Titan, it’s a six mana Vindicate, and I’ve already got Angel of Despair at seven mana. Why not start abusing my excess mana with Deadeye Navigator? Going with that theme, I swapped walls, added some time magic, and replaced Consecrated Sphinx with Recurring Insight. Ulamog is a sad swap, because he’s one of my big finishers. I had to make a late game cut somewhere, and he got the short end of the straw.
As for my initial thoughts on Merciless Eviction and Treasury Thrull, I don't know what to cut for these, so they're still out so far.
What's your opinion of the following: Sword of Vengeance One of my favorite swords for Daakon. Vigilance+Trample+First strike all are incredibly synergistic, and haste and +2/+0 is just gravy on top really.
Infiltrator's Lens I've tried it recently and it really pulls it's weight. It's a 1-drop 1-equip that acts as either psuedo-evasion of pseudo "dont-attack-me". It's almost like a more balanced Skullclamp.
Loxodon Warhammer REALLY surpised to see this excluded from your list. As Daakon is a big vanilla, trample is still an incredibly viable form of evasion, and the lifelink really helps. +3/+0 is again, gravy, but helps to get Daakon to a lethal range even faster.
My Daakon list, though it shares a lot in common with yours, didn't bother with instant speed draw and instead included cards like Dimir Cutpurse, Mask of Memory, and Infiltration Lens to take advantage of small creatures like Solemn Simulacrum or Pilgrim's Eye into card advantage, and the same cards can be put on to Daakon for evasion.
. IN short, I have more equipment, but have a smooth creature mana curve to ensure I always have critters to drop. Druidic Satchel also helps with the 1/1s it makes.
What's your opinion of the following: Sword of Vengeance One of my favorite swords for Daakon. Vigilance+Trample+First strike all are incredibly synergistic, and haste and +2/+0 is just gravy on top really.
Infiltrator's Lens I've tried it recently and it really pulls it's weight. It's a 1-drop 1-equip that acts as either psuedo-evasion of pseudo "dont-attack-me". It's almost like a more balanced Skullclamp.
Loxodon Warhammer REALLY surpised to see this excluded from your list. As Daakon is a big vanilla, trample is still an incredibly viable form of evasion, and the lifelink really helps. +3/+0 is again, gravy, but helps to get Daakon to a lethal range even faster.
My Daakon list, though it shares a lot in common with yours, didn't bother with instant speed draw and instead included cards like Dimir Cutpurse, Mask of Memory, and Infiltration Lens to take advantage of small creatures like Solemn Simulacrum or Pilgrim's Eye into card advantage, and the same cards can be put on to Daakon for evasion.
. IN short, I have more equipment, but have a smooth creature mana curve to ensure I always have critters to drop. Druidic Satchel also helps with the 1/1s it makes.
What's your opinoin?
Both Sword of Vengeance and Loxodon Warhammer are very solid cards that pull their weight. Because Dakkon lacks any sort of evasion himself, giving him trample is huge. It sounds like your list is a lot more aggressive than mine, so reliably having access to some evasive equipment is big. Personally, I ran both at some point. I cut the Warhammer in favor of the Sword when gaining life became less relevant, and cut Vengeance for Sword of Feast and Famine. If you don't already run F&F, do yourself a favor and get one.
Infiltration Lens is another solid way of getting rewarded for doing something your opponents have no choice but to do (i.e. block Dakkon or die). Again, this is a case of a card being better in a more aggressive deck with a higher creature count.
Have you tried running Mask of Riddles? It's good for evasion and card draw. If you have a list posted link it. I always like seeing different builds and looking for cards I may have missed.
Edit: Is Pilgrim's Eye also a useful body, or generally just a way to get another land? I ask because he's not card advantage, he only gets basics, and depending on what else you run, he's really not that good, IMO.
Are their any alternatives to the more expensive cards in the deck that you would recommend? I'm on a pretty tight budget but play EDH in a really casual environment.
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Are their any alternatives to the more expensive cards in the deck that you would recommend? I'm on a pretty tight budget but play EDH in a really casual environment.
Absolutely! Of course, it depends on what your goal is, but the more casual the meta the easier this will be. The biggest thing I can recommend is that the expensive cards are nice, but they don't hold the deck together so don't feel like you need them. Most of them have budget options, and the ones that don't aren't critical.
Land: Anything out of your budget can easily be swapped for a basic land and the M10/Innistrad checklands, and the fetches can become Evolving Wilds and Terramorphic Expanse. There isn't really a fast way to play the deck, so it won't kill you to be a little slowed down by ETBT lands. I wouldn't go overboard and throw in the RtR gates just because you feel you need to run duals. After all, most of the tools Esper has to tutor lands are going to find basics. Keep in mind, however, that the more you rely on basics, the more important it is that you minimize the number of colorless lands so you don't find yourself having to mulligan a four land hand because it's all colorless and one color, and the rest of your hand is a different color.
Artifacts: As I mentioned to Monk earlier, if you're running an aggressive build with a lot of creatures, quantity of equipment and the evasion granted is important. Sword of Feast and Famine (and any Sword of X&Y, really) isn't critical, but F&F is such a great tool because it allows you to do stuff on your turn and then hold up reactive mana. If you can get Feast and Famine, great. I'd also recommend Sword of War and Peace if possible. For a much lower budget, Sword of Vengeance and Loxodon Warhammer work wonders. Biggest thing you want to ask yourself when if comes to equipment is "how does it help Dakkon connect with a player?" As for Sensei's Divining Top, it's not critical, and Crystal Ball serves a similar role.
Creatures: I've chosen mine as a mixture of utility and wincons, trying to maximize the potential of everything since the creature count is relatively low. There's a lot of options depending on your budget and build.
Enchantments: There really aren't replacements for any of these, but some aren't expensive, and overall you shouldn't feel like you need any of them.
Other spells: Only a couple of pricy cards in there, but Tithe can be swapped out for the more conditional Gift of Estates or cut all together, Day of Judgement is usually as good as Supreme Verdict, and unless you're planning on going for infinite turns, you don't need to take one extra turn.
If there's anything in particular you're curious about, just ask.
Artifacts: As I mentioned to Monk earlier, if you're running an aggressive build with a lot of creatures, quantity of equipment and the evasion granted is important. Sword of Feast and Famine (and any Sword of X&Y, really) isn't critical, but F&F is such a great tool because it allows you to do stuff on your turn and then hold up reactive mana. If you can get Feast and Famine, great. I'd also recommend Sword of War and Peace if possible. For a much lower budget, Sword of Vengeance and Loxodon Warhammer work wonders. Biggest thing you want to ask yourself when if comes to equipment is "how does it help Dakkon connect with a player?" As for Sensei's Divining Top, it's not critical, and Crystal Ball serves a similar role.Creatures: I've chosen mine as a mixture of utility and wincons, trying to maximize the potential of everything since the creature count is relatively low. There's a lot of options depending on your budget and build.
Enchantments: There really aren't replacements for any of these, but some aren't expensive, and overall you shouldn't feel like you need any of them.
Another budget option for top is Mystic Speculation. It's sorcery speed which is a real bummer, but U for Scry3 isn't too shabby and 2UU for "Scry 3, then Scry 3 again" isn't anything to scoff at either. It's a decent mana dump if you've nothing in your hand worth playing at instant speed on someone else's turn, which happens.
Although it's not nearly as efficient, Journeyer's Kite is an excellent budget Land Tax, with proper mana to dump at end turn. Armillary Sphere fetches 2 lands for 4 mana partial payment, which helps a lot more than you'd think. If you haven't played land for turn it's a 4mana colorless Cultivate without the land coming in tapped.
Also, if you're on a budget (and henceforth probably running 50-60% basic lands) then Explorer's Scope gets extra millage for sure, helping you hit extra land drops.
Two cards I'm partial to in my Daakon build is also: Savor the Moment, which early on can act as a 1UU "Draw a card, play an extra land, creatures you control gain haste" or later on if I manage to give a creature vigilance (normally achieved by Sword of Vengeance, but we do planechase sometimes) then it is an extra combat step for one creature, which can be devastatingly powerful.
and Walking Atlas I made a joke about playing lands at instant speed before, but they didn't know I was serious. I'm not sure about your playgroup, but my table sees a lot of Jace Beleren, and Temple Bells at the table, and this makes him all the more valuable. Even if your own drawpower isn't enough to keep him up and functioning, hugsy-draw might be. A further added bonus is that you can bait someone by supposedly not having enough mana. Few people would suspect you have a land in hand if you didn't use the atlas, because no one remembers it's instant-speed land dropping. All of my counter's (all 4 of them) are at least 1UU, but i only have 1U untapped. Flash in that land and you have an unexpected counter.
Another budget option for top is Mystic Speculation. It's sorcery speed which is a real bummer, but U for Scry3 isn't too shabby and 2UU for "Scry 3, then Scry 3 again" isn't anything to scoff at either. It's a decent mana dump if you've nothing in your hand worth playing at instant speed on someone else's turn, which happens.
Although it's not nearly as efficient, Journeyer's Kite is an excellent budget Land Tax, with proper mana to dump at end turn. Armillary Sphere fetches 2 lands for 4 mana partial payment, which helps a lot more than you'd think. If you haven't played land for turn it's a 4mana colorless Cultivate without the land coming in tapped.
Also, if you're on a budget (and henceforth probably running 50-60% basic lands) then Explorer's Scope gets extra millage for sure, helping you hit extra land drops.
Two cards I'm partial to in my Daakon build is also: Savor the Moment, which early on can act as a 1UU "Draw a card, play an extra land, creatures you control gain haste" or later on if I manage to give a creature vigilance (normally achieved by Sword of Vengeance, but we do planechase sometimes) then it is an extra combat step for one creature, which can be devastatingly powerful.
and Walking Atlas I made a joke about playing lands at instant speed before, but they didn't know I was serious. I'm not sure about your playgroup, but my table sees a lot of Jace Beleren, and Temple Bells at the table, and this makes him all the more valuable. Even if your own drawpower isn't enough to keep him up and functioning, hugsy-draw might be. A further added bonus is that you can bait someone by supposedly not having enough mana. Few people would suspect you have a land in hand if you didn't use the atlas, because no one remembers it's instant-speed land dropping. All of my counter's (all 4 of them) are at least 1UU, but i only have 1U untapped. Flash in that land and you have an unexpected counter.
Just my 2¢
All those (with the exception of Savor the Moment are cards that I've run at one point, and you're absolutely right, they're all good budget options. When you've got a lot of mana open, Kite works even better with Terrain Generator.
You guys made me realize that I never finished updating my card options. I was in the middle of reorganizing it when I redid the layout, and got distracted by real world stuff and never got back to it. I'll correct that tonight.
Glad to see I make an impact on some of these primers XD. That makes 3 I've impacted now. (go me!)
I didn't see Shizo, Death's Storehouse in the list which was surprising. It doesn't come in tapped and can act as a second slightly worse Rogue's Passage for Daakon, which is mitigated by tapping for color. It's only downside is it's legendary, which can matter if Vesuva and Thesbian's Stage are popular for removing legendary lands.
Glad to see I make an impact on some of these primers XD. That makes 3 I've impacted now. (go me!)
I didn't see Shizo, Death's Storehouse in the list which was surprising. It doesn't come in tapped and can act as a second slightly worse Rogue's Passage for Daakon, which is mitigated by tapping for color. It's only downside is it's legendary, which can matter if Vesuva and Thesbian's Stage are popular for removing legendary lands.
It's down in the Cards I've Ran section. Up until Rogue's Passage came out, it was a staple in my list. Fear is nice, but it isn't as good. Plus, it only works on legends, so if you're running other beaters, it won't work.
Dauthi Embrace is a hidden gem that grants excellent evasion, also.
I understand that Rogue's Passage is better, but I was wondering why you didn't run it as a 2nd Passage. Unlike Rogue's Passage, which taps for colorless, making it an obvious utility land, Shizo's still taps for a color, which in it's own right is invaluable, but also sways away from it appearing as a utility land. Namely, people forget about it more than the passage. Even though Daakon is virtually one of the only things it can be used on, it's at worst a Legendary Swamp. randomly making someone else's general that is swinging at someone else is also funny and makes for great diplomacy.
My list is more aggressive than yours though, so that may make all the difference in the world I suppose.
I understand that Rogue's Passage is better, but I was wondering why you didn't run it as a 2nd Passage. Unlike Rogue's Passage, which taps for colorless, making it an obvious utility land, Shizo's still taps for a color, which in it's own right is invaluable, but also sways away from it appearing as a utility land. Namely, people forget about it more than the passage. Even though Daakon is virtually one of the only things it can be used on, it's at worst a Legendary Swamp. randomly making someone else's general that is swinging at someone else is also funny and makes for great diplomacy.
My list is more aggressive than yours though, so that may make all the difference in the world I suppose.
Those are all very good reasons for running it in addition, and I can't argue any of them. I think if I lower the basic count any farther it will invalidate Land Tax and Thawing Glaciers.
I've seen it before, but never thought about running it because I'm always leery of auras in general (because they're usually a two-for-one). I consider Steel of the Godhead to be better than Dragon Wings overall, but the cycling and synergy with my larger creatures is nice. I'll try it out.
If there was one card that I feel like I betrayed the deck by cutting, it's Druidic Satchel. I absolutely loved that card. As much as I talk about it and say I love it, I only cut it to try and fit as much good-stuff in the deck as possible.
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Curious about Balancing Act.... how does this fit into your deck/meta?
Also, the creatures section of your single card discussion spoiler needs fixing.
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
Thanks, sometimes MTGS gets goofy with throwing random tags in.
As for Balancing Act, it all depends upon your meta. If you routinely face a lot of ramp, card draw, or a large board, it's a great card. On the other hand, if other people like to dump their hands or don't ramp, it's pretty useless. I run this on MTGO, and since I never know what kind of deck I'll be up against, the card is hit or miss. Some games I'll end up with a lot of permanents or a hand I don't want to lose, so the card will just sit in my hand. Other games, another player will race ahead and Balancing Act will be very effective. In my LGS I don't run it because it's a more restrained meta and it won't be as effective.
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Also, maybe I just want to grow up to be like you
Done by Rivenor of Miraculous Recovery signatures!
I have a Korlash and want to eventually build a tribal zombie deck around him.
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Done by Rivenor of Miraculous Recovery signatures!
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Yes but he's being watched closely. Very closely.:fry:
not really an answer to the question, but oh well
EDIT: I show it as 11/26.
Playing around with Sword of Fire and Ice in place of Sword of Vengeance and will post thoughts later on if it pans out (I really hate to lose another source of haste).
Thanks!
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Pre-Gatecrash swaps:
Out: Sword of Vengeance, Whispersilk Cloak, Archon of Justice, Knight of the White Orchid, Serra Ascendant, Weathered Wayfarer, Dauthi Embrace, Leyline of Anticipation, Balancing Act, Mystic Speculation
In: Elixir of Immortality, Sword of Fire and Ice, Kor Cartographer, Sphinx of the Steel Wind, Land Tax, Soothsaying, Supreme Verdict, Venser, the Sojourner
Sword of Fire and Ice is as good as I expected, and I've swapped a bunch of utility.
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Out: Temple of the False God, Orzhov Keyrune, Consecrated Sphinx, Necrotic Sliver, Wall of Denial, Ulamog, the Infinite Gyre
In: Thespian’s Stage, Deadeye Navigator, Mnemonic Wall, Mulldrifter, Recurring Insight, Temporal Manipulation
Thoughts: Temple of the False God is briefly coming out while I test Thespian’s Stage. I like the Azorius and Dimir Keyrunes because they have evasion, but Orzhov just doesn’t cut it. Necrotic Sliver is really good, but without being able to reliably get Sun Titan, it’s a six mana Vindicate, and I’ve already got Angel of Despair at seven mana. Why not start abusing my excess mana with Deadeye Navigator? Going with that theme, I swapped walls, added some time magic, and replaced Consecrated Sphinx with Recurring Insight. Ulamog is a sad swap, because he’s one of my big finishers. I had to make a late game cut somewhere, and he got the short end of the straw.
As for my initial thoughts on Merciless Eviction and Treasury Thrull, I don't know what to cut for these, so they're still out so far.
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Sword of Vengeance One of my favorite swords for Daakon. Vigilance+Trample+First strike all are incredibly synergistic, and haste and +2/+0 is just gravy on top really.
Infiltrator's Lens I've tried it recently and it really pulls it's weight. It's a 1-drop 1-equip that acts as either psuedo-evasion of pseudo "dont-attack-me". It's almost like a more balanced Skullclamp.
Loxodon Warhammer REALLY surpised to see this excluded from your list. As Daakon is a big vanilla, trample is still an incredibly viable form of evasion, and the lifelink really helps. +3/+0 is again, gravy, but helps to get Daakon to a lethal range even faster.
My Daakon list, though it shares a lot in common with yours, didn't bother with instant speed draw and instead included cards like Dimir Cutpurse, Mask of Memory, and Infiltration Lens to take advantage of small creatures like Solemn Simulacrum or Pilgrim's Eye into card advantage, and the same cards can be put on to Daakon for evasion.
. IN short, I have more equipment, but have a smooth creature mana curve to ensure I always have critters to drop. Druidic Satchel also helps with the 1/1s it makes.
What's your opinoin?
UBRSedris, the Necromancer KingUBR
Both Sword of Vengeance and Loxodon Warhammer are very solid cards that pull their weight. Because Dakkon lacks any sort of evasion himself, giving him trample is huge. It sounds like your list is a lot more aggressive than mine, so reliably having access to some evasive equipment is big. Personally, I ran both at some point. I cut the Warhammer in favor of the Sword when gaining life became less relevant, and cut Vengeance for Sword of Feast and Famine. If you don't already run F&F, do yourself a favor and get one.
Infiltration Lens is another solid way of getting rewarded for doing something your opponents have no choice but to do (i.e. block Dakkon or die). Again, this is a case of a card being better in a more aggressive deck with a higher creature count.
Have you tried running Mask of Riddles? It's good for evasion and card draw. If you have a list posted link it. I always like seeing different builds and looking for cards I may have missed.
Edit: Is Pilgrim's Eye also a useful body, or generally just a way to get another land? I ask because he's not card advantage, he only gets basics, and depending on what else you run, he's really not that good, IMO.
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EDH:
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Absolutely! Of course, it depends on what your goal is, but the more casual the meta the easier this will be. The biggest thing I can recommend is that the expensive cards are nice, but they don't hold the deck together so don't feel like you need them. Most of them have budget options, and the ones that don't aren't critical.
Land: Anything out of your budget can easily be swapped for a basic land and the M10/Innistrad checklands, and the fetches can become Evolving Wilds and Terramorphic Expanse. There isn't really a fast way to play the deck, so it won't kill you to be a little slowed down by ETBT lands. I wouldn't go overboard and throw in the RtR gates just because you feel you need to run duals. After all, most of the tools Esper has to tutor lands are going to find basics. Keep in mind, however, that the more you rely on basics, the more important it is that you minimize the number of colorless lands so you don't find yourself having to mulligan a four land hand because it's all colorless and one color, and the rest of your hand is a different color.
Artifacts: As I mentioned to Monk earlier, if you're running an aggressive build with a lot of creatures, quantity of equipment and the evasion granted is important. Sword of Feast and Famine (and any Sword of X&Y, really) isn't critical, but F&F is such a great tool because it allows you to do stuff on your turn and then hold up reactive mana. If you can get Feast and Famine, great. I'd also recommend Sword of War and Peace if possible. For a much lower budget, Sword of Vengeance and Loxodon Warhammer work wonders. Biggest thing you want to ask yourself when if comes to equipment is "how does it help Dakkon connect with a player?" As for Sensei's Divining Top, it's not critical, and Crystal Ball serves a similar role.
Creatures: I've chosen mine as a mixture of utility and wincons, trying to maximize the potential of everything since the creature count is relatively low. There's a lot of options depending on your budget and build.
Enchantments: There really aren't replacements for any of these, but some aren't expensive, and overall you shouldn't feel like you need any of them.
Other spells: Only a couple of pricy cards in there, but Tithe can be swapped out for the more conditional Gift of Estates or cut all together, Day of Judgement is usually as good as Supreme Verdict, and unless you're planning on going for infinite turns, you don't need to take one extra turn.
If there's anything in particular you're curious about, just ask.
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Another budget option for top is Mystic Speculation. It's sorcery speed which is a real bummer, but U for Scry3 isn't too shabby and 2UU for "Scry 3, then Scry 3 again" isn't anything to scoff at either. It's a decent mana dump if you've nothing in your hand worth playing at instant speed on someone else's turn, which happens.
Although it's not nearly as efficient, Journeyer's Kite is an excellent budget Land Tax, with proper mana to dump at end turn. Armillary Sphere fetches 2 lands for 4 mana partial payment, which helps a lot more than you'd think. If you haven't played land for turn it's a 4mana colorless Cultivate without the land coming in tapped.
Also, if you're on a budget (and henceforth probably running 50-60% basic lands) then Explorer's Scope gets extra millage for sure, helping you hit extra land drops.
Two cards I'm partial to in my Daakon build is also:
Savor the Moment, which early on can act as a 1UU "Draw a card, play an extra land, creatures you control gain haste" or later on if I manage to give a creature vigilance (normally achieved by Sword of Vengeance, but we do planechase sometimes) then it is an extra combat step for one creature, which can be devastatingly powerful.
and
Walking Atlas I made a joke about playing lands at instant speed before, but they didn't know I was serious. I'm not sure about your playgroup, but my table sees a lot of Jace Beleren, and Temple Bells at the table, and this makes him all the more valuable. Even if your own drawpower isn't enough to keep him up and functioning, hugsy-draw might be. A further added bonus is that you can bait someone by supposedly not having enough mana. Few people would suspect you have a land in hand if you didn't use the atlas, because no one remembers it's instant-speed land dropping. All of my counter's (all 4 of them) are at least 1UU, but i only have 1U untapped. Flash in that land and you have an unexpected counter.
Just my 2¢
UBRSedris, the Necromancer KingUBR
All those (with the exception of Savor the Moment are cards that I've run at one point, and you're absolutely right, they're all good budget options. When you've got a lot of mana open, Kite works even better with Terrain Generator.
You guys made me realize that I never finished updating my card options. I was in the middle of reorganizing it when I redid the layout, and got distracted by real world stuff and never got back to it. I'll correct that tonight.
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Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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I didn't see Shizo, Death's Storehouse in the list which was surprising. It doesn't come in tapped and can act as a second slightly worse Rogue's Passage for Daakon, which is mitigated by tapping for color. It's only downside is it's legendary, which can matter if Vesuva and Thesbian's Stage are popular for removing legendary lands.
UBRSedris, the Necromancer KingUBR
It's down in the Cards I've Ran section. Up until Rogue's Passage came out, it was a staple in my list. Fear is nice, but it isn't as good. Plus, it only works on legends, so if you're running other beaters, it won't work.
Dauthi Embrace is a hidden gem that grants excellent evasion, also.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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My list is more aggressive than yours though, so that may make all the difference in the world I suppose.
UBRSedris, the Necromancer KingUBR
Those are all very good reasons for running it in addition, and I can't argue any of them. I think if I lower the basic count any farther it will invalidate Land Tax and Thawing Glaciers.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg