I completely forgot about that card. I don't know if I can include it, because it feels a bit win-more. Lets assume I am able to mill someone 20 cards with Oona, 1/3 should be lands which means it should be about 7 lands. Before playing that card. I would need to use 21 mana minimum milling a single opponent (which is hard to validate as I try to use my mill re-actively to generate blockers and punish the attacker). While this would pay for itself I think it is a touch too complicated to include. Also important, if I just jack 7-ish lands the person who I have been stolen from have the ability to spite scoop and deny the lands and I would like to avoid that. That is my only issue with that card.
Dire Undercurrents is more likely of the two to find a home however due to the fact it curves into Oona, draws cards, and disrupts my opponents which I like a lot.
Noteable Changes Mystic Confluence -> Dire Undercurrents: I added Confluence because the deck desperately needed more draw. I also run enough counterspells already, so the choices it gives are not impactful enough for me to prefer it to Dire Undercurrents. Dire Undercurrents should add some power draw, and add consistent disruption.
The deck isn't infinite mana. The deck is BIG mana. The difference is that I am not trying to combo win, just attrition by generating faeries that I can use to block with.
Dire Undercurrents was a card I was considering but I hadn't added for some reason. I should likely find space for it, as neutering people's hands while generating faeries sounds amazing.
Gameplay Update
I've noticed that my curve has been a little high, I am not moving through enough of my deck, and that dinosaurs in hand are realllll bad.
Noteable Changes Worldly Tutor -> Spidersilk Armor: Worldly has been cute, but not impact-ful enough to matter. The health buff of Spidersilk Armor and the added reach should make the deck better overall. Seize the Day -> Cathartic Reunion: Sieze the day hasn't been pulling enough of its weight. It does add a bit of reach but otherwise it stays dead in hand. Cathartic Reunion should help move through the deck however. Reap and Sow -> Faithless Looting: ISBPathfinder has a point. Adding more filtering. Savage Beating -> Tormenting Voice: Same issue as Seize the Day, more digging. Regisaur Alpha -> Wild Guess: Mass Dinosaur haste is underwhelming when you commander is cheating dinos out after combat. Dragon Broodmother -> Glare of Subdual: Dragon Broodmother is just clunky when I want to play my commander. Glare of Subdual sounds amazing with a vigilante commander. Thanks ISB. Chandra, Flamecaller -> Rishkar's Expertise: I don't need the sweep. Expertise is good. Scavenging Ooze -> Relic of Progenitus: I need a more condemning grave hate option. Sakura-Tribe Elder -> Mwonvuli Acid-Moss: Sakura is just... a 2 mana land ramp. Mwonvuli is ramp and removal.
So the issue with Land Tax is that I run 9 cards that ramp. This means for Land Tax to work, someone else would need to be ramping harder than I am. Which is unlikely unless someone is playing Karametra, God of Harvests. This means, I would need to remove my ramp in order to include this card. Tithe would be better in this situation because no matter what, it still pulls a plains from deck, or I could use it before ramping to pull more lands to hand.
Ramp in this deck has many strong points.
Makes Draws better
Acts as Commander protection
Makes Commander better
Less lands in deck, means better draw and better Commander procs. More lands on the field makes removing my haste commander less appealing because 1) You annoyed me by killing my commander, 2) I know you now have one less removal than you did last turn, and 3) my Commander has haste so I don't even break stride from removal.
I am not as sure about this one but Torpor Orb might be nice too. I did see like 7 ETB creatures in your list but thats probably not that many that you couldnt play arround it.
Both of these suggestions sound fairly solid actually. Whir is also nice in that, it will let me grab a mana doubler potentially at instant speed, or a wrath.
Torpor Orb also sounds amazingly solid.
Notable Changes Trinket Mage -> Whir of Invention: Whir hits more the same one drops for one more mana, but also hits more expensive things. It also does it at instant speed. Bitter Ordeal -> Torpor Orb: Bitter Ordeal sounds awesome... but I doubt it is going to work out without having to many moving pieces.
Academy Ruins would fit nice given some of the powerful artifacts you run. I like Volrath's Stronghold too but it might be a little weak for your list given what your creatures look like.
I don't love Disallow just given I don't know that there is anything you specifically need to stifle here. I tend to like it more when I actually want to consider Stifle as a card in the list.
I actually... really like all of this feedback. Instead of switching out Fog Bank though. I am going to to just trade Disallow for Silumgar, the Drifting Death. I also shifted some lands around to include more swamps and include both lands you just mentioned.
So, I don't play a lot of control but I got tilted a while back by my groups hard control into big mana win cons. So I made Oona as a big mana, draw go deck. So... let's see how it goes.
8 of your 36 Creatures are not vampires. Have you considered running Cavern of Souls as mana fixing, with the added benefit of making your stuff un-counterable? In this build it seems like it would function fairly well when you cast your creatures.
@MtG_Maniac. Also, Keldon Firebombers is totally Mass Land Destruction. It's potentially worse than just Mass Land Destruction, as it comes on a body which means you can flicker/recur it and keep everyone at 3 mana forever.
Have you thought about Skull Rend, it fits what you are doing. It's also a strong discard as it chooses targets randomly. I could see dropping a graveyard filler for it (Thought Scour), especially since it curves well with your commander.
Dire Undercurrents is more likely of the two to find a home however due to the fact it curves into Oona, draws cards, and disrupts my opponents which I like a lot.
Noteable Changes
Mystic Confluence -> Dire Undercurrents: I added Confluence because the deck desperately needed more draw. I also run enough counterspells already, so the choices it gives are not impactful enough for me to prefer it to Dire Undercurrents. Dire Undercurrents should add some power draw, and add consistent disruption.
Dire Undercurrents was a card I was considering but I hadn't added for some reason. I should likely find space for it, as neutering people's hands while generating faeries sounds amazing.
1x Glissa, the Traitor
Creature (10)
1x Walking Ballista
1x Burnished Hart
1x Pilgrim's Eye
1x Silent Arbiter
1x Solemn Simulacrum
1x Molder Slug
1x Verdurous Gearhulk
1x Duplicant
1x Noxious Gearhulk
1x Wurmcoil Engine
Artifact (39)
1x Accorder's Shield
1x Cathar's Shield
1x Engineered Explosives
1x Mishra's Bauble
1x Urza's Bauble
1x Avarice Totem
1x Barbed Sextant
1x Chromatic Sphere
1x Chromatic Star
1x Codex Shredder
1x Conjurer's Bauble
1x Executioner's Capsule
1x Expedition Map
1x Glaring Spotlight
1x Lifespark Spellbomb
1x Nihil Spellbomb
1x Phyrexian Furnace
1x Viridian Longbow
1x Scrabbling Claws
1x Sensei's Divining Top
1x Sol Ring
1x Alchemist's Vial
1x Cranial Plating
1x Dowsing Dagger
1x Nim Deathmantle
1x Ratchet Bomb
1x Swiftfoot Boots
1x Sword of the Animist
1x Darksteel Plate
1x Loxodon Warhammer
1x Mimic Vat
1x Nemesis Mask
1x Oblivion Stone
1x Tangle Wire
1x Hammer of Nazahn
1x Lashwrithe
1x Icy Manipulator
1x Batterskull
1x Salvaging Station
1x Sylvan Library
1x Lure
1x Pernicious Deed
Instant (4)
1x Entomb
1x Bile Blight
1x Golgari Charm
1x Beast Within
Sorcery (5)
1x Demonic Tutor
1x Night's Whisper
1x Sign in Blood
1x Toxic Deluge
1x Decree of Pain
Land (38)
1x Bayou
1x Blighted Woodland
1x Bloodstained Mire
1x Bojuka Bog
1x Command Tower
1x Marsh Flats
1x Misty Rainforest
1x Myriad Landscape
1x Overgrown Tomb
1x Polluted Delta
1x Strip Mine
1x Tainted Wood
1x Urborg, Tomb of Yawgmoth
1x Verdant Catacombs
1x Yavimaya Hollow
1x Windswept Heath
1x Wooded Foothills
1x Woodland Cemetery
10x Forest
10x Swamp
Read the Bones -> Nim Deathmantle: This protects my commander very well. I also don't need this draw.
As normal, feedback is welcome.
Noteable Changes
Kokusho, the Evening Star -> Necropotence
Bitterblossom -> Read the Bones
Expedition Map -> Mystic Confluence
I've noticed that my curve has been a little high, I am not moving through enough of my deck, and that dinosaurs in hand are realllll bad.
Noteable Changes
Worldly Tutor -> Spidersilk Armor: Worldly has been cute, but not impact-ful enough to matter. The health buff of Spidersilk Armor and the added reach should make the deck better overall.
Seize the Day -> Cathartic Reunion: Sieze the day hasn't been pulling enough of its weight. It does add a bit of reach but otherwise it stays dead in hand. Cathartic Reunion should help move through the deck however.
Reap and Sow -> Faithless Looting: ISBPathfinder has a point. Adding more filtering.
Savage Beating -> Tormenting Voice: Same issue as Seize the Day, more digging.
Regisaur Alpha -> Wild Guess: Mass Dinosaur haste is underwhelming when you commander is cheating dinos out after combat.
Dragon Broodmother -> Glare of Subdual: Dragon Broodmother is just clunky when I want to play my commander. Glare of Subdual sounds amazing with a vigilante commander. Thanks ISB.
Chandra, Flamecaller -> Rishkar's Expertise: I don't need the sweep. Expertise is good.
Scavenging Ooze -> Relic of Progenitus: I need a more condemning grave hate option.
Sakura-Tribe Elder -> Mwonvuli Acid-Moss: Sakura is just... a 2 mana land ramp. Mwonvuli is ramp and removal.
Ramp in this deck has many strong points.
Less lands in deck, means better draw and better Commander procs. More lands on the field makes removing my haste commander less appealing because 1) You annoyed me by killing my commander, 2) I know you now have one less removal than you did last turn, and 3) my Commander has haste so I don't even break stride from removal.
Flash outlets: Leyline of Anticipation, Vedalken Orrery, Winding Canyons, Alchemist's Refuge, Teferi, Mage of Zhalfir
Enter the battlefield value: Wood Elves, Reclamation Sage, Acidic Slime
Top deck manipulation: Sylvan Library, Scroll Rack, Sensei's Divining Top, Future Sight
Instant speed draw: Fact or Fiction, Dig through Time
Few counterspells: Mana Drain, Counterspell
More Removal: Curse of the Swine, Scour from Existence
Other good stuff: Stunt Double
Your commander is either draw, or free value. Try and abuse it as much as possible.
---------------------------------------------------------------------------------------
Edit:
I didn't see the stipulations on the initial read through. Cards are still solid additions. (Sadly, Mana Drain is a little more than $2)
Noteable Changes
Scour from Existence -> Dark Impostor
Both of these suggestions sound fairly solid actually. Whir is also nice in that, it will let me grab a mana doubler potentially at instant speed, or a wrath.
Torpor Orb also sounds amazingly solid.
Notable Changes
Trinket Mage -> Whir of Invention: Whir hits more the same one drops for one more mana, but also hits more expensive things. It also does it at instant speed.
Bitter Ordeal -> Torpor Orb: Bitter Ordeal sounds awesome... but I doubt it is going to work out without having to many moving pieces.
I actually... really like all of this feedback. Instead of switching out Fog Bank though. I am going to to just trade Disallow for Silumgar, the Drifting Death. I also shifted some lands around to include more swamps and include both lands you just mentioned.
Noteable Changes
Disallow -> Silumgar, the Drifting Death
1x Oona, Queen of the Fae
Creature (16)
1x Baleful Strix
1x Fog Bank
1x Gilded Drake
1x Snapcaster Mage
1x Burnished Hart
1x Dark Impostor
1x Guard Gomazoa
1x Kefnet the Mindful
1x Stinkweed Imp
1x Crypt Ghast
1x Gonti, Lord of Luxury
1x Solemn Simulacrum
1x Gray Merchant of Asphodel
1x Nirkana Revenant
1x Silumgar, the Drifting Death
1x Wurmcoil Engine
Artifact (10)
1x Nihil Spellbomb
1x Sol Ring
1x Wayfarer's Bauble
1x Crook of Condemnation
1x Thaumatic Compass
1x Torpor Orb
1x Oblivion Stone
1x Batterskull
1x Gauntlet of Power
1x Caged Sun
Enchantment (7)
1x Mystic Remora
1x Training Grounds
1x Necropotence
1x Phyrexian Arena
1x Rhystic Study
1x Dire Undercurrents
1x Kindred Discovery
1x Vampiric Tutor
1x Arcane Denial
1x Counterspell
1x Countersquall
1x Cyclonic Rift
1x Go for the Throat
1x Lim-Dul's Vault
1x Mana Drain
1x Negate
1x Reality Shift
1x Whir of Invention
1x Fact or Fiction
1x Force of Will
1x Dig Through Time
Sorcery (14)
1x Curse of the Swine
1x Demonic Tutor
1x Exsanguinate
1x Night's Whisper
1x Sign in Blood
1x Read the Bones
1x Toxic Deluge
1x Capture of Jingzhou
1x Temporal Manipulation
1x Time Warp
1x Beseech the Queen
1x Knowledge Exploitation
1x Blatant Thievery
1x Expropriate
Land (38)
1x Academy Ruins
1x Bloodstained Mire
1x Bojuka Bog
1x Cabal Coffers
1x Command Tower
1x Flooded Strand
1x Marsh Flats
1x Misty Rainforest
1x Myriad Landscape
1x Mystifying Maze
1x Polluted Delta
1x Scalding Tarn
1x Strip Mine
1x Sunken Hollow
1x Tainted Isle
1x Temple of the False God
1x Thespian's Stage
1x Underground Sea
1x Urborg, Tomb of Yawgmoth
1x Verdant Catacombs
1x Vesuva
1x Volrath's Stronghold
1x Watery Grave
3x Island
12x Swamp
So, I don't play a lot of control but I got tilted a while back by my groups hard control into big mana win cons. So I made Oona as a big mana, draw go deck. So... let's see how it goes.
@MtG_Maniac. Also, Keldon Firebombers is totally Mass Land Destruction. It's potentially worse than just Mass Land Destruction, as it comes on a body which means you can flicker/recur it and keep everyone at 3 mana forever.
1x Olivia, Mobilized for War
Creature (23)
1x Big Game Hunter
1x Coffin Queen
1x Doomed Necromancer
1x Haakon, Stromgald Scourge
1x Imperial Recruiter
1x Markov Blademaster
1x Squee, Goblin Nabob
1x Abyssal Persecutor
1x Anger
1x Balthor the Defiled
1x Bloodsworn Steward
1x Cyclops Gladiator
1x Rakdos, Lord of Riots
1x Solemn Simulacrum
1x Shard Phoenix
1x Godo, Bandit Warlord
1x Hellkite Tyrant
1x Inferno Titan
1x Rapacious One
1x Visara the Dreadful
1x Wurmcoil Engine
1x Lord of the Void
1x Utvara Hellkite
Artifact (10)
1x Nihil Spellbomb
1x Sol Ring
1x Wayfarer's Bauble
1x Dowsing Dagger
1x Mask of Memory
1x Sword of the Animist
1x Sword of Fire and Ice
1x Oblivion Stone
1x Whip of Erebos
1x Batterskull
1x Animate Dead
1x Necromancy
1x Necropotence
1x Phyrexian Arena
1x Greed
Instant (10)
1x Entomb
1x Pyroblast
1x Red Elemental Blast
1x Vampiric Tutor
1x Nameless Inversion
1x Starstorm
1x Terminate
1x Chaos Warp
1x Kolaghan's Command
1x Wretched Confluence
Sorcery (12)
1x Gamble
1x Demonic Tutor
1x Night's Whisper
1x Sign in Blood
1x Buried Alive
1x Dimir Machinations
1x Read the Bones
1x Wheel of Fortune
1x New Blood
1x Fiery Confluence
1x Living Death
1x Promise of Power
Land (39)
1x Arid Mesa
1x Badlands
1x Bloodstained Mire
1x Blood Crypt
1x Bojuka Bog
1x Canyon Slough
1x Command Tower
1x Dragonskull Summit
1x Graven Cairns
1x Homeward Path
1x Marsh Flats
1x Myriad Landscape
1x Polluted Delta
1x Scalding Tarn
1x Smoldering Marsh
1x Strip Mine
1x Tainted Peak
1x Tectonic Edge
1x Temple of the False God
1x Urborg, Tomb of Yawgmoth
1x Verdant Catacombs
1x Volrath's Stronghold
1x Wooded Foothills
8x Mountain
8x Swamp
The deck is filled with card draw to maintain card flow while we discard. The plan is to beat as efficiently as possible.
As always, feedback is welcome.