This is a brew I have been putting together over the past few weeks. I am wanting to figure out what I can possibly improve on to make it a little more efficient. Right now I feel like the mana base might need a little work. After the deck list, I will create a list of cards which I am considering adding to the deck to make it play more effectively.
I am also concerned about the ability to deal with combo/control heavy decks, so I would love some suggestions on things to use to help counteract those.
I would love to hear any additions you all think could be made (which I will add to list above) and if you see something that would be a perfect cut for that card, or see something to cut for something already on my list of cards I want to add, just let me know! It's tough when I see the value in all of the cards for individual reasons, so I want to try to make sure I am creating the best synergy I can.
Personally I would go small with Saskia, then pop in every Ruination, Armageddon, Keldon Firebombers card you can find. Have most all creatures cmc 3 or less (maybe hate bears?), carry some swords/cheap equipment and beat face while others try to ramp/recover. I also like infect with Saskia. Or Stax-ia, tax non creature spells, use dorks to ramp. This big mana brew seems like it would get run over by a simple control cards like Humility, Grave Pact or Cataclysm
Also 34 land and 0 basic forests tell me this list is going to dissapoint you often,
I don't see a ton of synergy here - seems like a RGWB "Good Stuff" deck, and one with a totally insane manabase. It seems like you are wanting to crank out fatties, praying to draw Quicksilver Amulet and Elvish Piper to do so, and then having those fat monsters effectively have double strike via Saskia. I'd worry that any game where you don't draw one of those two cards or a Chromatic Lantern + mana doubler, the deck just dies as you have cards with GGG (Worldspine Wurm), WWW (Avacyn, Iona, Archangel of Tithes), and RRR (Kiki-jiki) costs and an average curve that I'd eyeball at 4 mana with minimal ramp and fixing and only 34 lands.
Assuming that is the strategy you are off to a good start since you do have a fair number of tutors and a Sunforger to tutor the tutors, but there is some refinement needed.
I think all of your cuts are good ideas. Additional cards I'd cut beyond that and the creatures I suggested would be Eldrazi Monument (no synergy as you will often just have two or three dudes out), Isochron Scepter (this isn't a deck for abusing that thing), Elixir of Immortality (run an Eldrazi or Loaming Shaman if you are that worried about decking, which shouldn't be a concern), and Nissa (there are better ways to draw cards and protect yourself). Dismember also seems kind of bad in EDH especially when you could be sunforging a Chaos Warp or Anguished Unmaking or one of your other removal spells instead. If you want to disrupt Combo I'd also consider something with Split Second or Wild Ricochet but it depends on what you mean by "heavy combo".
Hope that helps!
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Personally I would go small with Saskia, then pop in every Ruination, Armageddon, Keldon Firebombers card you can find. Have most all creatures cmc 3 or less (maybe hate bears?), carry some swords/cheap equipment and beat face while others try to ramp/recover. I also like infect with Saskia. Or Stax-ia, tax non creature spells, use dorks to ramp. This big mana brew seems like it would get run over by a simple control cards like Humility, Grave Pact or Cataclysm
Also 34 land and 0 basic forests tell me this list is going to dissapoint you often,
Yeah that is how I had originally built the deck, but I wanted to try and change it up some. I will agree that Saskia tends to lend her ability more towards a really fast aggressive deck. That is actually one reason I have considered changing the commander, but when she is out there even with this build, things just seem to work. There have been many games where I don't even bother playing her. I will get more out of spending that mana other ways than having her ability up.
I have thought about an infect build, but I feel like that might be better suited for Atraxa than Saskia.
I am glad you pointed out some of these control cards. I was actually thinking about Humility today, and the impact it would have. I currently have two play groups, one being more combo/control focused, and the other being creature heavy beat down decks like this. I have yet to see any of the cards mentioned show up in any of the decks, but I agree that it is something I need to pay attention to.
If I did stick with the current style of the deck, would there be an effective way of negating some of those cards?
I don't see a ton of synergy here - seems like a RGWB "Good Stuff" deck, and one with a totally insane manabase. It seems like you are wanting to crank out fatties, praying to draw Quicksilver Amulet and Elvish Piper to do so, and then having those fat monsters effectively have double strike via Saskia. I'd worry that any game where you don't draw one of those two cards or a Chromatic Lantern + mana doubler, the deck just dies as you have cards with GGG (Worldspine Wurm), WWW (Avacyn, Iona, Archangel of Tithes), and RRR (Kiki-jiki) costs and an average curve that I'd eyeball at 4 mana with minimal ramp and fixing and only 34 lands.
Assuming that is the strategy you are off to a good start since you do have a fair number of tutors and a Sunforger to tutor the tutors, but there is some refinement needed.
I think all of your cuts are good ideas. Additional cards I'd cut beyond that and the creatures I suggested would be Eldrazi Monument (no synergy as you will often just have two or three dudes out), Isochron Scepter (this isn't a deck for abusing that thing), Elixir of Immortality (run an Eldrazi or Loaming Shaman if you are that worried about decking, which shouldn't be a concern), and Nissa (there are better ways to draw cards and protect yourself). Dismember also seems kind of bad in EDH especially when you could be sunforging a Chaos Warp or Anguished Unmaking or one of your other removal spells instead. If you want to disrupt Combo I'd also consider something with Split Second or Wild Ricochet but it depends on what you mean by "heavy combo".
Hope that helps!
First of all, thank you for such lengthy feedback! I greatly appreciate it.
I am still relatively new to commander. I started with a Zur deck, in which I had an experienced EDH player help me with the mana base and it worked flawlessly. I wanted to branch out and try to create something on me own, and I am quickly finding out how much more difficult a mana base can be to construct for EDH versus the other formats. I didn't think it would be much different, but it's something I know I am going to have to play around with and learn to do more effectively for EDH.
When it comes to cutting lands, are there any on the list you'd absolutely cut in favor of others, and what rocks do you recommend? There is actually a land I have been thinking about picking up that would help with a lot of the three of one color cards, as you mentioned. That land is Lotus Vale, I just don't know if it's worth it or not. Someone in one of my groups plays a 5 color deck and he was showing it to me the other day, and it seems like it could be something that would really help me.
One question I have, is when it comes to things like Ancient Tomb, does having Mirari's Wake cause it to produce additional mana too?
I'm definitely going to add some of the cheat cards to my list. The main one I have been looking for is Sneak Attack but I am struggling to find it locally, as they usually get bought up really quick. And I just prefer to buy from a LGS when I can, versus buying online. But I might end up needing to if I can't find one soon. I am sure I can come up with some of the others you have mentioned though, as I am pretty sure I have seen a few at one of my LGS's.
I'm also going to work on my ramping. I should keep the signets for now, correct? I know I often see more tuned decks being able to cut them, but I am fearful it will slow me down too much until I get my ramp and mana base completely optimized.
Then main reason I had Eldrazi Monument in the deck is for later in the game, when I have token generators up (Nissa, Kiki) which will allow me sac outlets that way I am not having to worry about what I need to sac, and can swing over the top with all of my creatures. Do you not feel as though this is enough of a reason to have it? I am definitely open to cutting it in favor of something more effective.
Scepter is another one that is mainly just there for utility, it's not something I really saw as a card I could abuse (unlike with my Zur deck) I mainly have it in this deck for the tutors. That way I can always be fetching something I need, especially if I put Enlightened tutor on it, and can fetch for amulet, and my other big artifact creatures (which I will be adding more of based on your awesome feedback). Is this not beneficial enough to warrant having it? Maybe I am putting more valuing it than it actually should be.
And yeah Dismember was just something I added because I had removed and traded off the damnation I had in the deck. I felt as though I was sitting on too much removal when I was playing, and there were a lot of situations where I couldn't play it because I had yet to make my creatures indestructible. So I figured just having ***, and Toxic Deluge would be fine along with some targeted removal. And just make sure to protect my stuff from Disk, Damnation, and ***. I guess I could add a disk too.
What are your thoughts on running Darksteel Forge and Mycosynth Lattice? Just something else I have been thinking about to make it easier for me to play my big creatures, and just added protection by having them both out.
And that doesn't consider the likelihood, though not guarantee, that I would run additional straight ramp like Mirari's Wake, Bloom Tender, Exploration, etc. I like signets here, but if your meta is super duper high on mass artifact destruction spells (not just the standard Austere Command, Vandalblast, and Krosan Grips that are in most decks of that color, but actually running stuff like Bane of Progress, Shatterstorm, Wave of Vitriol etc, in a lot of lists) I would consider using stuff like Sylvan Scrying, Spoils of Victory, Tithe, and other non-artifact rocks where possible. Signets get cut for players who can run 10 fetchlands and all six original dual lands - if you aren't there yet, as most of us mere mortals are, then I'd safely keep the signets around.
I would recommend keeping your big guns to things you can successfully cheat out - this doesn't seem like a deck that can use the Forge + Lattice combo. If you want to build an unbeatable army, look to cards like Asceticism, Akroma's Memorial, Avacyn, Angel of Hope, Vigor, Sigarda, Host of Herons, Archetype of Endurance and Mikaeus, the Unhallowed - note you can cheat 5/7 of those out pretty easily which is a big benefit. Iona, Shield of Emeria and Sheoldred, Whispering One also offer "protection" of a sort. In general in Commander, I don't like making two-card combos where one or both cards are near-useless alone unless those combos also just win the game together. Lattice + Forge sounds amazing, until the game you drop a turn-6 Lattice and then proceed to never draw Forge, or to never draw up to 9 mana, and get absolutely wrecked by a Vandalblast. That's why I'm a little down on Isochron Scepter and Eldrazi Monument in your list; since you aren't maximizing their potential with tons of token makers or 20+ cheap instants, the number of games you will draw them and have them sit useless in hand for a bunch of turns seems high.
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And that doesn't consider the likelihood, though not guarantee, that I would run additional straight ramp like Mirari's Wake, Bloom Tender, Exploration, etc. I like signets here, but if your meta is super duper high on mass artifact destruction spells (not just the standard Austere Command, Vandalblast, and Krosan Grips that are in most decks of that color, but actually running stuff like Bane of Progress, Shatterstorm, Wave of Vitriol etc, in a lot of lists) I would consider using stuff like Sylvan Scrying, Spoils of Victory, Tithe, and other non-artifact rocks where possible. Signets get cut for players who can run 10 fetchlands and all six original dual lands - if you aren't there yet, as most of us mere mortals are, then I'd safely keep the signets around.
I would recommend keeping your big guns to things you can successfully cheat out - this doesn't seem like a deck that can use the Forge + Lattice combo. If you want to build an unbeatable army, look to cards like Asceticism, Akroma's Memorial, Avacyn, Angel of Hope, Vigor, Sigarda, Host of Herons, Archetype of Endurance and Mikaeus, the Unhallowed - note you can cheat 5/7 of those out pretty easily which is a big benefit. Iona, Shield of Emeria and Sheoldred, Whispering One also offer "protection" of a sort. In general in Commander, I don't like making two-card combos where one or both cards are near-useless alone unless those combos also just win the game together. Lattice + Forge sounds amazing, until the game you drop a turn-6 Lattice and then proceed to never draw Forge, or to never draw up to 9 mana, and get absolutely wrecked by a Vandalblast. That's why I'm a little down on Isochron Scepter and Eldrazi Monument in your list; since you aren't maximizing their potential with tons of token makers or 20+ cheap instants, the number of games you will draw them and have them sit useless in hand for a bunch of turns seems high.
I'm going to make it a point to adjust my mana base before I do much else as far as other expensive cards go. I will definitely aim for all the lands mentioned here, along with the original duals that I can pick up for under $100.
If I pick up three of the original on color duals (along with adjusting my mana base to the lands you have mentioned) would that be enough to be able to start removing at least a few of the signets?
And that doesn't consider the likelihood, though not guarantee, that I would run additional straight ramp like Mirari's Wake, Bloom Tender, Exploration, etc. I like signets here, but if your meta is super duper high on mass artifact destruction spells (not just the standard Austere Command, Vandalblast, and Krosan Grips that are in most decks of that color, but actually running stuff like Bane of Progress, Shatterstorm, Wave of Vitriol etc, in a lot of lists) I would consider using stuff like Sylvan Scrying, Spoils of Victory, Tithe, and other non-artifact rocks where possible. Signets get cut for players who can run 10 fetchlands and all six original dual lands - if you aren't there yet, as most of us mere mortals are, then I'd safely keep the signets around.
I would recommend keeping your big guns to things you can successfully cheat out - this doesn't seem like a deck that can use the Forge + Lattice combo. If you want to build an unbeatable army, look to cards like Asceticism, Akroma's Memorial, Avacyn, Angel of Hope, Vigor, Sigarda, Host of Herons, Archetype of Endurance and Mikaeus, the Unhallowed - note you can cheat 5/7 of those out pretty easily which is a big benefit. Iona, Shield of Emeria and Sheoldred, Whispering One also offer "protection" of a sort. In general in Commander, I don't like making two-card combos where one or both cards are near-useless alone unless those combos also just win the game together. Lattice + Forge sounds amazing, until the game you drop a turn-6 Lattice and then proceed to never draw Forge, or to never draw up to 9 mana, and get absolutely wrecked by a Vandalblast. That's why I'm a little down on Isochron Scepter and Eldrazi Monument in your list; since you aren't maximizing their potential with tons of token makers or 20+ cheap instants, the number of games you will draw them and have them sit useless in hand for a bunch of turns seems high.
I'm going to make it a point to adjust my mana base before I do much else as far as other expensive cards go. I will definitely aim for all the lands mentioned here, along with the original duals that I can pick up for under $100.
If I pick up three of the original on color duals (along with adjusting my mana base to the lands you have mentioned) would that be enough to be able to start removing at least a few of the signets?
If you can remove those, I'd consider doing some math on colored symbols and probably go down to just Signets that produce G (or even just 2-3 signets that produce G and the other colors you need most, probably Black for tutoring). I feel like that will give you more "keepable" hands, since you can use a signet to then cast Farseek or Nature's Lore or Sylvan Scrying for whatever lands you need.
Note if ABU Duals are in your budget, those are way way better than other lands, and I would probably not sweat the Filterlands and the Battlelands as much. I would still prioritize an Urborg, an Exotic Orchard, and the Shocklands though.
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I am also concerned about the ability to deal with combo/control heavy decks, so I would love some suggestions on things to use to help counteract those.
1 Saskia the Unyielding
//Planeswalker:
1 Nissa, Voice of Zendikar
//Creature: (31)
1 Blightsteel Colossus
1 Platinum Emperion
1 Iona, Shield of Emeria
1 Elesh Norn, Grand Cenobite
1 Birds of Paradise
1 Courser of Kruphix
1 Zealous Conscripts
1 Avacyn, Angel of Hope
1 Queen Marchesa
1 Archangel of Tithes
1 Primeval Protector
1 Knight of the White Orchid
1 Zurgo Helmsmasher
1 Iroas, God of Victory
1 Managorger Hydra
1 Elvish Piper
1 Siege Rhino
1 Reyhan, Last of the Abzan
1 Kiki-Jiki, Mirror Breaker
1 Dauntless Escort
1 Aurelia, the Warleader
1 Taurean Mauler
1 Worldspine Wurm
1 Shaman of Forgotten Ways
1 Brion Stoutarm
1 Thalia, Heretic Cathar
1 Gisela, Blade of Goldnight
1 Deathrite Shaman
1 Zhur-Taa Druid
1 Solemn Simulacrum
1 Skullclamp
1 Sol Ring
1 Lightning Greaves
1 Eldrazi Monument
1 Strionic Resonator
1 Conqueror's Flail
1 Chromatic Lantern
1 Gruul Signet
1 Golgari Signet
1 Boros Signet
1 Orzhov Signet
1 Sunforger
1 Elixir of Immortality
1 Isochron Scepter
1 Fellwar Stone
1 Quicksilver Amulet
//Sorcery: (4)
1 Toxic Deluge
1 Demonic Tutor
1 Armageddon
1 Wrath of God
//Instant: (10)
1 Boros Charm
1 Dismember
1 Swords to Plowshares
1 Enlightened Tutor
1 Path to Exile
1 Utter End
1 Abzan Charm
1 Worldly Tutor
1 Vampiric Tutor
1 Naya Charm
1 Mirari's Wake
1 Beastmaster Ascension
1 Nevermore
//Land: (34)
4 Plains
4 Mountain
3 Swamp
1 Command Tower
1 Isolated Chapel
1 Ancient Tomb
1 Windswept Heath
1 Flooded Strand
1 Reflecting Pool
1 Godless Shrine
1 Battlefield Forge
1 Cinder Glade
1 Rootbound Crag
1 Dryad Arbor
1 City of Brass
1 Caves of Koilos
1 Mana Confluence
1 Bloodstained Mire
1 Sulfurous Springs
1 Karplusan Forest
1 Savage Lands
1 Marsh Flats
1 Mossfire Valley
1 Pendelhaven
1 Wooded Foothills
1 Canopy Vista
1 Sunpetal Grove
Cards I am looking to add:
Domri Rade
Lotus Cobra
Bloom Tender
Mana Reflection
Mother of Runes
Rings of Brighthearth
Scroll Rack
Seedborn Muse
Sneak Attack
Tooth and Nail
Sheoldred, Whispering One
Taiga
Plateau
Savannah
Liliana of the Veil
Summoning Trap
Lotus Vale
Wurmcoil Engine
Whip of Erebos
Cards I can possibly cut (?):
Birds of Paradise
Primeval Protector
Brion Stoutarm
Beastmaster Ascension
I would love to hear any additions you all think could be made (which I will add to list above) and if you see something that would be a perfect cut for that card, or see something to cut for something already on my list of cards I want to add, just let me know! It's tough when I see the value in all of the cards for individual reasons, so I want to try to make sure I am creating the best synergy I can.
Also 34 land and 0 basic forests tell me this list is going to dissapoint you often,
Assuming that is the strategy you are off to a good start since you do have a fair number of tutors and a Sunforger to tutor the tutors, but there is some refinement needed.
I'd recommend cutting a lot of midrange cards (Iroas, Taurean Mauler, Managorger Hydra, Zurgo...almost every creature that costs 3-5 mana and doesn't draw cards or fix mana, honestly) to add in more ways to "cheat" (Summoning Trap, Tooth and Nail, See the Unwritten, Natural Order, Chord of Calling, Defense of the Heart, Selvala's Stampede, Sneak Attack) and more ways to ramp/fix mana (Wayferer's Bauble, Expedition Map, Commander's Sphere, Mana Reflection, Sakura-Tribe Elder, Burnished Hart, etc) and draw or filter more cards (Read the Bones, Harmonize, Shamanic Revelation, Wall of Blossoms, Sensei's Divining Top). I'd also run at least 36 lands. I'd consider getting "serious" about my fatties, adding in Eldrazi, Wurmcoil Engine, titans, and maybe even combos like Mikaeus the Unhallowed + Triskelion. Adding in a reanimator component, with cards like Unburial Rites and Whip of Erebos plus "wheel" and "loot" effects (Faithless Looting, Wheel of Fortune, etc), is also an option.
I think all of your cuts are good ideas. Additional cards I'd cut beyond that and the creatures I suggested would be Eldrazi Monument (no synergy as you will often just have two or three dudes out), Isochron Scepter (this isn't a deck for abusing that thing), Elixir of Immortality (run an Eldrazi or Loaming Shaman if you are that worried about decking, which shouldn't be a concern), and Nissa (there are better ways to draw cards and protect yourself). Dismember also seems kind of bad in EDH especially when you could be sunforging a Chaos Warp or Anguished Unmaking or one of your other removal spells instead. If you want to disrupt Combo I'd also consider something with Split Second or Wild Ricochet but it depends on what you mean by "heavy combo".
Hope that helps!
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Yeah that is how I had originally built the deck, but I wanted to try and change it up some. I will agree that Saskia tends to lend her ability more towards a really fast aggressive deck. That is actually one reason I have considered changing the commander, but when she is out there even with this build, things just seem to work. There have been many games where I don't even bother playing her. I will get more out of spending that mana other ways than having her ability up.
I have thought about an infect build, but I feel like that might be better suited for Atraxa than Saskia.
I am glad you pointed out some of these control cards. I was actually thinking about Humility today, and the impact it would have. I currently have two play groups, one being more combo/control focused, and the other being creature heavy beat down decks like this. I have yet to see any of the cards mentioned show up in any of the decks, but I agree that it is something I need to pay attention to.
If I did stick with the current style of the deck, would there be an effective way of negating some of those cards?
First of all, thank you for such lengthy feedback! I greatly appreciate it.
I am still relatively new to commander. I started with a Zur deck, in which I had an experienced EDH player help me with the mana base and it worked flawlessly. I wanted to branch out and try to create something on me own, and I am quickly finding out how much more difficult a mana base can be to construct for EDH versus the other formats. I didn't think it would be much different, but it's something I know I am going to have to play around with and learn to do more effectively for EDH.
When it comes to cutting lands, are there any on the list you'd absolutely cut in favor of others, and what rocks do you recommend? There is actually a land I have been thinking about picking up that would help with a lot of the three of one color cards, as you mentioned. That land is Lotus Vale, I just don't know if it's worth it or not. Someone in one of my groups plays a 5 color deck and he was showing it to me the other day, and it seems like it could be something that would really help me.
One question I have, is when it comes to things like Ancient Tomb, does having Mirari's Wake cause it to produce additional mana too?
I'm definitely going to add some of the cheat cards to my list. The main one I have been looking for is Sneak Attack but I am struggling to find it locally, as they usually get bought up really quick. And I just prefer to buy from a LGS when I can, versus buying online. But I might end up needing to if I can't find one soon. I am sure I can come up with some of the others you have mentioned though, as I am pretty sure I have seen a few at one of my LGS's.
I'm also going to work on my ramping. I should keep the signets for now, correct? I know I often see more tuned decks being able to cut them, but I am fearful it will slow me down too much until I get my ramp and mana base completely optimized.
Then main reason I had Eldrazi Monument in the deck is for later in the game, when I have token generators up (Nissa, Kiki) which will allow me sac outlets that way I am not having to worry about what I need to sac, and can swing over the top with all of my creatures. Do you not feel as though this is enough of a reason to have it? I am definitely open to cutting it in favor of something more effective.
Scepter is another one that is mainly just there for utility, it's not something I really saw as a card I could abuse (unlike with my Zur deck) I mainly have it in this deck for the tutors. That way I can always be fetching something I need, especially if I put Enlightened tutor on it, and can fetch for amulet, and my other big artifact creatures (which I will be adding more of based on your awesome feedback). Is this not beneficial enough to warrant having it? Maybe I am putting more valuing it than it actually should be.
And yeah Dismember was just something I added because I had removed and traded off the damnation I had in the deck. I felt as though I was sitting on too much removal when I was playing, and there were a lot of situations where I couldn't play it because I had yet to make my creatures indestructible. So I figured just having ***, and Toxic Deluge would be fine along with some targeted removal. And just make sure to protect my stuff from Disk, Damnation, and ***. I guess I could add a disk too.
What are your thoughts on running Darksteel Forge and Mycosynth Lattice? Just something else I have been thinking about to make it easier for me to play my big creatures, and just added protection by having them both out.
2 Farseek
2 Nature's Lore
Artifacts: 9
1 Expedition Map
1 Sol Ring
1 Wayfarer's Bauble
2 Fellwar Stone
2 Golgari Signet
2 Gruul Signet
2 Orzhov Signet
2 Selesnya Signet
3 Chromatic Lantern
1 Deathrite Shaman
2 Sakura-Tribe Elder
3 Burnished Hart
4 Solemn Simulacrum
And that doesn't consider the likelihood, though not guarantee, that I would run additional straight ramp like Mirari's Wake, Bloom Tender, Exploration, etc. I like signets here, but if your meta is super duper high on mass artifact destruction spells (not just the standard Austere Command, Vandalblast, and Krosan Grips that are in most decks of that color, but actually running stuff like Bane of Progress, Shatterstorm, Wave of Vitriol etc, in a lot of lists) I would consider using stuff like Sylvan Scrying, Spoils of Victory, Tithe, and other non-artifact rocks where possible. Signets get cut for players who can run 10 fetchlands and all six original dual lands - if you aren't there yet, as most of us mere mortals are, then I'd safely keep the signets around.
For lands, I don't personally find Lotus Vale worth it even if your playgroup has close to zero land destruction. I would prioritize getting all 6 shocklands (you are missing Stomping Grounds, Overgrown Tomb, Sacred Foundry, Blood Crypt and Temple Garden), as many fetchlands as possible (missing Verdant Catacombs and Arid Mesa but that's okay since you do have a Flooded Strand in there) , all three Battle lands (missing Smoldering Marsh), a Murmuring Bosk (still worth it even without any treefolk in the list), and as many lands that tap for all 4 colors and EtB untapped as humanly possible: Opal Palace and Exotic Orchard are two you are missing. Filterlands (Wooded Bastion, Fire-lit Thicket, Graven Cairns, Twilight Mire, Fetid Heath, Rugged Prairie) are also pretty good here. I wouldn't run too many lands that EtB tapped or can't make mana turn one - no Tri-lands like Savage Land, no "Signet Lands" like Mossfire Valley, etc. The painlands are fine substitutes for whatever you are missing if you are on a budget. I also strongly recommend nabbing a Urborg, Tomb of Yawgmoth.
I would recommend keeping your big guns to things you can successfully cheat out - this doesn't seem like a deck that can use the Forge + Lattice combo. If you want to build an unbeatable army, look to cards like Asceticism, Akroma's Memorial, Avacyn, Angel of Hope, Vigor, Sigarda, Host of Herons, Archetype of Endurance and Mikaeus, the Unhallowed - note you can cheat 5/7 of those out pretty easily which is a big benefit. Iona, Shield of Emeria and Sheoldred, Whispering One also offer "protection" of a sort. In general in Commander, I don't like making two-card combos where one or both cards are near-useless alone unless those combos also just win the game together. Lattice + Forge sounds amazing, until the game you drop a turn-6 Lattice and then proceed to never draw Forge, or to never draw up to 9 mana, and get absolutely wrecked by a Vandalblast. That's why I'm a little down on Isochron Scepter and Eldrazi Monument in your list; since you aren't maximizing their potential with tons of token makers or 20+ cheap instants, the number of games you will draw them and have them sit useless in hand for a bunch of turns seems high.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I'm going to make it a point to adjust my mana base before I do much else as far as other expensive cards go. I will definitely aim for all the lands mentioned here, along with the original duals that I can pick up for under $100.
If I pick up three of the original on color duals (along with adjusting my mana base to the lands you have mentioned) would that be enough to be able to start removing at least a few of the signets?
If you can remove those, I'd consider doing some math on colored symbols and probably go down to just Signets that produce G (or even just 2-3 signets that produce G and the other colors you need most, probably Black for tutoring). I feel like that will give you more "keepable" hands, since you can use a signet to then cast Farseek or Nature's Lore or Sylvan Scrying for whatever lands you need.
Note if ABU Duals are in your budget, those are way way better than other lands, and I would probably not sweat the Filterlands and the Battlelands as much. I would still prioritize an Urborg, an Exotic Orchard, and the Shocklands though.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG