I'm interested in putting together a Soramaro, First to Dream Commander deck and need some help making it at least moderately competitive.
This is just a shell and pretty much anything is free to be removed. I figured it might be fun to draw some cards because I'm the one who is always sitting at the table with only a couple of cards in hand while everyone else has a whole grip. I haven't built it yet, but it feels like it lacks any real firepower outside of having a large hand.
Are you using Soramaro for flavor reasons?
Because you have multiple more powerful/synergistic/build-around-me
generals in the rest of your deck...
Other than that, I'd first grab some staples a la Cryptic Command, Counterspell, and Time Stop. Library of Leng seems really low-impact compared to
Venser's Journal or Reliquary Tower.
You could also try Mind Unbound since you've already got a
huge target on your face for playing mono-blue.
Oh, and Diviner's Wand is pretty good at shotgunning people.
Soramaro is just to avoid the usual blue generals. Maybe he'd fly under the radar a little more. I also figured it had a nice 'hand size matters' theme. If the deck starts to get boring I can always switch up generals too with one of the others.
I was hoping that Library of Leng might be good to help avoid discarding good cards if one of my opponents tries to force me to discard my hand.
I'm hoping to make a moderately competitive deck but am not sure I can pull it off using Soramaro. My group is fairly competitive but I'm sick running all the usual generals.
I don't know how competitive Soramaro is. He can be powerful, but I consider him a casual general. If you include a couple of cards to build around him maybe he could be better? Walking Atlas allows you to put lands into play. I see you already have Terrain Generator.
Tezzeret the Seeker is pretty awesome. You can run the artifact lands so he can ramp you, plus the ability to tutor out important artifacts is never a bad thing. Crystal Shard is one of my favorites. It goes well with Archaeomancer and Mnemonic Wall so you can reuse all of blue's powerful instants and sorcery.
Time Warp is pretty awesome with that engine as well. Also, Cyclonic Rift. I also like Ghostly Flicker as a nice value spell if you run enough ETB creatures. It can be used to save things from removal and its pretty awesome with Archaeomancer.
I think Sphinx of Uthuun and Mulldrifter are pretty awesome blue creatures. They can be attached to Deadeye Navigator pretty well.
Another great way to make a deck more powerful is to try and get the average converted mana cost down. I would start with the more costly cards and work down from there. If you notice something rotting in your hand cut it for something cheaper that will affect the game earlier.
This is just a shell and pretty much anything is free to be removed. I figured it might be fun to draw some cards because I'm the one who is always sitting at the table with only a couple of cards in hand while everyone else has a whole grip. I haven't built it yet, but it feels like it lacks any real firepower outside of having a large hand.
1 Caged Sun
1 Crystal Ball
1 Echo Chamber
1 Elixir of Immortality
1 Expedition Map
1 Gilded Lotus
1 Library of Leng
1 Proteus Staff
1 Sol Ring
1 Venser's Journal
Equipment
1 Empyrial Plate
1 Infiltration Lens
1 Ring of Evos Isle
1 Strata Scythe
1 Surestrike Trident
Creatures
1 Aeon Chronicler
1 Diluvian Primordial
1 Phyrexian Ingester
1 Psychosis Crawler
1 Descendant of Soramaro
1 Magus of the Future
1 Trinket Mage
1 Voidmage Husher
1 Draining Whelk
1 Kederekt Leviathan
1 Cryptoplasm
1 Renegade Doppelganger
1 Sphinx Ambassador
1 Sphinx of Magosi
1 Deadeye Navigator
1 Sturmgeist
1 Thada Adel, Acquisitor
1 Uyo, Silent Prophet
1 Arcanis the Omnipotent
1 Steal Enchantment
1 Chamber of Manipulation
1 Archmage Ascension
1 Dissipation Field
1 Rhystic Study
1 Soothsaying
1 Telepathy
1 Corrupted Conscience
1 Fool's Demise
Instants
1 Aetherize
1 Blue Sun's Zenith
1 Counterlash
1 Familiar's Ruse
1 Hinder
1 Mnemonic Nexus
1 Overwhelming Intellect
1 Pongify
1 Rapid Hybridization
1 Spin into Myth
1 Sunder
Sorceries
1 Acquire
1 Fabricate
1 Flow of Ideas
1 Inundate
1 Library of Lat-Nam
1 Recurring Insight
1 Stolen Identity
1 Wash Out
31 Island (1)
1 Academy Ruins
1 Oboro, Palace in the Clouds
1 Halimar Depths
1 Reliquary Tower
1 Terrain Generator
1 Tolaria West
100 Lands: 37, Spells: 43, Creatures: 20
Because you have multiple more powerful/synergistic/build-around-me
generals in the rest of your deck...
Other than that, I'd first grab some staples a la Cryptic Command,
Counterspell, and Time Stop.
Library of Leng seems really low-impact compared to
Venser's Journal or Reliquary Tower.
You could also try Mind Unbound since you've already got a
huge target on your face for playing mono-blue.
Oh, and Diviner's Wand is pretty good at shotgunning people.
GWB Junk Stax Ghave BWG
I was hoping that Library of Leng might be good to help avoid discarding good cards if one of my opponents tries to force me to discard my hand.
Diviner's Wand and Mind Unbound seem quite good.
Tezzeret the Seeker is pretty awesome. You can run the artifact lands so he can ramp you, plus the ability to tutor out important artifacts is never a bad thing. Crystal Shard is one of my favorites. It goes well with Archaeomancer and Mnemonic Wall so you can reuse all of blue's powerful instants and sorcery.
Time Warp is pretty awesome with that engine as well. Also, Cyclonic Rift. I also like Ghostly Flicker as a nice value spell if you run enough ETB creatures. It can be used to save things from removal and its pretty awesome with Archaeomancer.
I think Sphinx of Uthuun and Mulldrifter are pretty awesome blue creatures. They can be attached to Deadeye Navigator pretty well.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG