Have you considered Hope of Ghirapur? It's cheap, and a way to avoid disturbances from a specific opponent for a while. It also has evasion so it can carry equipments well.
For one turn. From one opponent, that HoG damaged. But I do actually like him as the commander rather than in the 99 here. I'm fairly confident that Defense Grid does this guy's job better.
It might not sound like much but it can buy you the turn needed to hit your opponent off with Traxos.
Have you considered Hope of Ghirapur? It's cheap, and a way to avoid disturbances from a specific opponent for a while. It also has evasion so it can carry equipments well.
Earthdiver3RR
Creature - Elemental Wurm(u)
Dash1R(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Mountaincycling1R (1R, discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)
When you cycle Earthdiver, destroy target land if you attacked with a creature named Earthdiver this turn.
3/4
Either you run him with a gameplan to straight up ult him or you don't at all. His abilities won't get you much for that casting cost before passing away to the overwhelming hatred of the entire table.
Indeed, I'm trying it in my Arixmethes counters deck but I haven't got around actually playing it yet. I'm trying it only for the chance of ultimating him on entrance.
I pkay Concordant crossroads in the same deck, so I might try the piper there. I don't think I have enough good targets anyways.
Thanks for the extension. I haven't been able to put my submission together yet.
Coalition Captain3W
Creature - Human Soldier (r)
When Coalition Captain enters the battlefield, for each color other than white, you may search your library for a creature card of that color with converted mana cost 2 or less, If you do, shuffle your library and separate those cards in two piles. An opponent chooses one of those piles. Put that pile into your hand and the other in your graveyard.
2/2
Renegade Necromancer1B
Creature - Human Cleric (u)
When Renegade Necromancer enters the battlefield, you may return a blue creature card or a red creature card from your graveyard to your hand. Dominarian necromancers fought hard to not let the Phyrexians seize their dead. They could put them to good use themselves.
1/1
Bramble Ambusher1R
Creature - Viashino Soldier (u)
Kicker G
Haste
When Bramble Ambusher enters the battlefield, if it was kicked, add two mana in any combination of colors. The land aided the fight against the Phyrexians by giving cover and sustenance.
2/1
Orienteering Skyscout1U
Creature - Merfolk Scout
Kicker 2G (U)
Flying
When Orienteering Skyscout enters the battlefield, each opponent reveals his or her hand, then, if Orienteering Skyscout was kicked, you may choose a basic land card from among the revealed cards and put it onto the battlefield tapped under your control. When your land changed so much, finding your way is not an easy task anymore.
2/1
Industrious Farmers1G
Creature - Human Druid (u) T, Sacrifice a land: Search your library for a basic land card and put it into the battlefield tapped. Shuffle your library afterwards. The mouths to feed were not only many, but also very varied regarding digestive organs.
2/2
Ryder052: I think preparation has potential for an ability word. It has a bit ot tension as it can be set up by drawing up or by not playing stuff. Both white and blue have ways to support it. That said, I think the card you chose to showcase the mechanic works with it (It protects itself as to not have you to need to play more stuff) but it's not really what I'd call showcase material. It's also a bit aggressive for what you'd expect for a control-oriented mechanic, but I tbink it can work well as an annoying blocker too.
Raikou Raider: Alright, tbis is very, very powerful and a great build around card. As a commander, it has many ways to fill itself with auras (Open the Vaults, Replenish, Recurring auras such as Rancor, Gryff's boon and Brilliant Halo.) So it ends up being a very solid contender by both its Voltron potential and the alternate win condition. Some may think it is too powrful and I agree to some extent. I would upper the cost a bit as to make repeated command zone castings more cumbersome but I wouldn't go as far as to make it monogreen.
I play Tuvasa and even when it looks quite safe it's still quite powerful. This is one design that demands playtesting as to balance properly, but I dare to say that the optimal version would not need to be toned down that much.
JqGirl: This is Natural Balance in two colors for one more and caring about seven. The tweak is a bit too minor for my liking. It would have been nice if it could search for any two lands, ala Hour of Promise.
Fajen Thyjia: Very nice efrect for a very specific type of deck. I think it has room for a bit more Oomph, but this works wonderfully with the transform legendary lands and adds a good deal of flavor to legendary decks. This is one of those cards you see and want to play with.
netn10: Wheeling is something I expected to see in this challenga. The extra effect is actually very nice and bloats its power and usefulness a lot, as there are not few qays to put seven extra cards in your graveyard to good use.
TheDrB: A nice time sieve version. I take it that you meant to exile artifacts you control rather than anyone's. The shuffle clause makes it less abuseable.
May I be includad? My phone broke down and I couldn't get it to function until now.
Ecstatic CelebrantsG
Creature - Nymph Shaman (u)
Hexproof
Ecstatic Celebrants has +2/+2 as long as an opponent has seven or more cards in his or her hand. A clouded judgement is only dangerous if you have a judgement to cloud.
1/1
picnicbomber: I personally don't like miracle on permanents other than auras because the mechanic just lacks the tension between playing it now cheap or save it for the best possible moment. That said, I think the Gomazoa effect is fine in white, that sends stuff to library (Oust, Quarry Collosus) but might look better if mirroring the defensiveness of blue Zoas by becoming a bit more aggressive so as to look less like a color bleed.
netn10: Again, miracle on creatures, but it also gives miracle to othee creatures. The flavor is good but I don't think this is quite the vehicle for the miracle mechanic.
JimmyGroove: I think you nailed it in your approach to miracle on permanents. White has access to Enlightened Tutor and Tax+Rack tech so I can see this as a very solid commander inclusion in white. The fact that the miracle is not cheaper but more expensive and poweeful makes it feel miraculous enough. This might even look well in mythic.
willows: I.like your approach to miracle on a creature. It has that timing tension I was talking about before. The hecproof in monowhite might need tonbe limited to "from something" to look better, and the off-color miracle is neat in a way that it makes your benefit a bit harder to achieve.
Jqgirl: I like again that the miracle is more wxpensive and powerful, but one thing I don't like is that the miracle ability can simply not be miraculous at all and fizzle if there's not a suitable target.
Legend: I really, really like this. simple design, yet somehow complex. For tbat complexity, I don't think this card would get printed at common as many newer player would be left looking at it without really grasping at how to use it. Othee than that, I like it veey much.
Flatline: Baiting bowman is certainly nice. Good for luring annouing blockers and taking small guys. With tje Doyen out it will connect 4 damage no matter what.
Killshot Clansman is fine too, and can turn the tides after stalled combats.
The interaction between them and the Doyen is not what I'd call quick by themselves, actually, the lured guy has to sirvive to fully exploit the pair, but it can get explosive. Doyen + Bowman and Clansman combined deal 6 damage. In a stalled combat scenario this can explode in a lot of damage and I feel the whole thing has a limited vibe I like. Once thing I don't like much is that the interaction doesn't work on defense.
Cardz5000: The effect is mean and crazy. Four Doyens blocking will deal a total of 20 damage and the triggers multiply too, so you have something like 80 Damage. It shows that you needed a bit more time.to tineker with your idea. Three copies would have been enough to kill an opponent. The Haunted cycle should serve as a good point to compare. I think Dobar tbe way it is ends up being too specific for this scenario and had more room to play with. A symmetry between its p/t and the tokens it create would have been nice. The spell is nice but you forgot to addbthat tje tokens CIP blocking tjose creatures to protect you and your planetesimals (Damn autocorrect! XD)
JimmyGroove: Both have a simple yet effective ability, I would say that they are a bit too similar. For them to shine you need a way to control combat and they don't seem too strong on offense nor in defence. The double color in their cost is workable but can get limiting.
If creatures are annabundant resoirce, Culling Dais and Slate of Ancestry can be really nice sources of cards. Dais can save from exile.Inheritance is not amazing, but it plays battee than it looks and can give you the edge needed to off that last opponent.
Crescendo of war can swell your army a lot. keep in mind that only buffs your blockers and not everyone else's.
I have to second Oketra's monument. The cost reduction can translate in more threats, and its tokens add up.
Legion's initiative buffs some of your guys and can protect your creatures. Versatility can be very important.
A new flying proliferate-on-hit white guy has been spoiled. It's a neat tool if you have enough countrrs around.
I have never tried it, but when I'm thinking of my last game I figure that I actually had two targets most of the time. My Asmira deck uses a good share of enchantment so Tranquility effects are not good. I might give it a try.
I don't really feel the "back to natute" flavour of enchantment removal given than growth of nature is part of the identity of many green enchantments (Spidersilk Armor, Armor of Thorns, Abundance, Wild Growth, Elephant Grass, Spreading Algae, Saproling Burst and on and on and on.)
Hey, welcome back, I think I remember you from.being veey active in CCCreation whoknowshowlong ago!
Anyways, I think one of the reasons I personally don't look at decklists is because they are not in the commander main forum. I mean, I'm currently building a Tuvasa deck which is in a very rough stage, and I wouldn't be sure where to post something like that. I know that having tje main forum flooded with dwcklists is not desirable but given the ammount of traffic it might be a good idea not to chop away threads that want to brew or ask for feedback on an incomplete list The way decklists are curated in this forum makes you think that everything is already finetuned and kept just for reference. At least that's my experience as a forum user.
Augustal Scepter2WU
Legendary Artifact (r) T: Spells you cast this turn cost 1 less to cast. T: Spells your opponents cast this turn cost 1 more to cast. The Augustal Scepter is regarded with all the respect History had bestowed upon it, as if the very hand of Augustin IV is still holding it.
It might not sound like much but it can buy you the turn needed to hit your opponent off with Traxos.
Creature - Elemental Wurm(u)
Dash1R(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Mountaincycling 1R (1R, discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)
When you cycle Earthdiver, destroy target land if you attacked with a creature named Earthdiver this turn.
3/4
Indeed, I'm trying it in my Arixmethes counters deck but I haven't got around actually playing it yet. I'm trying it only for the chance of ultimating him on entrance.
I pkay Concordant crossroads in the same deck, so I might try the piper there. I don't think I have enough good targets anyways.
Coalition Captain 3W
Creature - Human Soldier (r)
When Coalition Captain enters the battlefield, for each color other than white, you may search your library for a creature card of that color with converted mana cost 2 or less, If you do, shuffle your library and separate those cards in two piles. An opponent chooses one of those piles. Put that pile into your hand and the other in your graveyard.
2/2
Renegade Necromancer 1B
Creature - Human Cleric (u)
When Renegade Necromancer enters the battlefield, you may return a blue creature card or a red creature card from your graveyard to your hand.
Dominarian necromancers fought hard to not let the Phyrexians seize their dead. They could put them to good use themselves.
1/1
Bramble Ambusher 1R
Creature - Viashino Soldier (u)
Kicker G
Haste
When Bramble Ambusher enters the battlefield, if it was kicked, add two mana in any combination of colors.
The land aided the fight against the Phyrexians by giving cover and sustenance.
2/1
Orienteering Skyscout 1U
Creature - Merfolk Scout
Kicker 2G (U)
Flying
When Orienteering Skyscout enters the battlefield, each opponent reveals his or her hand, then, if Orienteering Skyscout was kicked, you may choose a basic land card from among the revealed cards and put it onto the battlefield tapped under your control.
When your land changed so much, finding your way is not an easy task anymore.
2/1
Industrious Farmers 1G
Creature - Human Druid (u)
T, Sacrifice a land: Search your library for a basic land card and put it into the battlefield tapped. Shuffle your library afterwards.
The mouths to feed were not only many, but also very varied regarding digestive organs.
2/2
Ryder052: I think preparation has potential for an ability word. It has a bit ot tension as it can be set up by drawing up or by not playing stuff. Both white and blue have ways to support it. That said, I think the card you chose to showcase the mechanic works with it (It protects itself as to not have you to need to play more stuff) but it's not really what I'd call showcase material. It's also a bit aggressive for what you'd expect for a control-oriented mechanic, but I tbink it can work well as an annoying blocker too.
Raikou Raider: Alright, tbis is very, very powerful and a great build around card. As a commander, it has many ways to fill itself with auras (Open the Vaults, Replenish, Recurring auras such as Rancor, Gryff's boon and Brilliant Halo.) So it ends up being a very solid contender by both its Voltron potential and the alternate win condition. Some may think it is too powrful and I agree to some extent. I would upper the cost a bit as to make repeated command zone castings more cumbersome but I wouldn't go as far as to make it monogreen.
I play Tuvasa and even when it looks quite safe it's still quite powerful. This is one design that demands playtesting as to balance properly, but I dare to say that the optimal version would not need to be toned down that much.
JqGirl: This is Natural Balance in two colors for one more and caring about seven. The tweak is a bit too minor for my liking. It would have been nice if it could search for any two lands, ala Hour of Promise.
Fajen Thyjia: Very nice efrect for a very specific type of deck. I think it has room for a bit more Oomph, but this works wonderfully with the transform legendary lands and adds a good deal of flavor to legendary decks. This is one of those cards you see and want to play with.
netn10: Wheeling is something I expected to see in this challenga. The extra effect is actually very nice and bloats its power and usefulness a lot, as there are not few qays to put seven extra cards in your graveyard to good use.
TheDrB: A nice time sieve version. I take it that you meant to exile artifacts you control rather than anyone's. The shuffle clause makes it less abuseable.
Hard to choose three, many things I liked.
Top
1. Fayen Tbigia
2. The Dr B
3. RaikouRaider
Ecstatic Celebrants G
Creature - Nymph Shaman (u)
Hexproof
Ecstatic Celebrants has +2/+2 as long as an opponent has seven or more cards in his or her hand.
A clouded judgement is only dangerous if you have a judgement to cloud.
1/1
picnicbomber: I personally don't like miracle on permanents other than auras because the mechanic just lacks the tension between playing it now cheap or save it for the best possible moment. That said, I think the Gomazoa effect is fine in white, that sends stuff to library (Oust, Quarry Collosus) but might look better if mirroring the defensiveness of blue Zoas by becoming a bit more aggressive so as to look less like a color bleed.
netn10: Again, miracle on creatures, but it also gives miracle to othee creatures. The flavor is good but I don't think this is quite the vehicle for the miracle mechanic.
JimmyGroove: I think you nailed it in your approach to miracle on permanents. White has access to Enlightened Tutor and Tax+Rack tech so I can see this as a very solid commander inclusion in white. The fact that the miracle is not cheaper but more expensive and poweeful makes it feel miraculous enough. This might even look well in mythic.
willows: I.like your approach to miracle on a creature. It has that timing tension I was talking about before. The hecproof in monowhite might need tonbe limited to "from something" to look better, and the off-color miracle is neat in a way that it makes your benefit a bit harder to achieve.
Jqgirl: I like again that the miracle is more wxpensive and powerful, but one thing I don't like is that the miracle ability can simply not be miraculous at all and fizzle if there's not a suitable target.
Legend: I really, really like this. simple design, yet somehow complex. For tbat complexity, I don't think this card would get printed at common as many newer player would be left looking at it without really grasping at how to use it. Othee than that, I like it veey much.
Top
1. Legend
2. JimmyGroove
3. Willows
Flatline: Baiting bowman is certainly nice. Good for luring annouing blockers and taking small guys. With tje Doyen out it will connect 4 damage no matter what.
Killshot Clansman is fine too, and can turn the tides after stalled combats.
The interaction between them and the Doyen is not what I'd call quick by themselves, actually, the lured guy has to sirvive to fully exploit the pair, but it can get explosive. Doyen + Bowman and Clansman combined deal 6 damage. In a stalled combat scenario this can explode in a lot of damage and I feel the whole thing has a limited vibe I like. Once thing I don't like much is that the interaction doesn't work on defense.
Cardz5000: The effect is mean and crazy. Four Doyens blocking will deal a total of 20 damage and the triggers multiply too, so you have something like 80 Damage. It shows that you needed a bit more time.to tineker with your idea. Three copies would have been enough to kill an opponent. The Haunted cycle should serve as a good point to compare. I think Dobar tbe way it is ends up being too specific for this scenario and had more room to play with. A symmetry between its p/t and the tokens it create would have been nice. The spell is nice but you forgot to addbthat tje tokens CIP blocking tjose creatures to protect you and your planetesimals (Damn autocorrect! XD)
JimmyGroove: Both have a simple yet effective ability, I would say that they are a bit too similar. For them to shine you need a way to control combat and they don't seem too strong on offense nor in defence. The double color in their cost is workable but can get limiting.
Top
1.Cardz5000
2. Flatline
3. Jimmy Groove
Crescendo of war can swell your army a lot. keep in mind that only buffs your blockers and not everyone else's.
I have to second Oketra's monument. The cost reduction can translate in more threats, and its tokens add up.
Legion's initiative buffs some of your guys and can protect your creatures. Versatility can be very important.
A new flying proliferate-on-hit white guy has been spoiled. It's a neat tool if you have enough countrrs around.
I don't really feel the "back to natute" flavour of enchantment removal given than growth of nature is part of the identity of many green enchantments (Spidersilk Armor, Armor of Thorns, Abundance, Wild Growth, Elephant Grass, Spreading Algae, Saproling Burst and on and on and on.)
Anyways, I think one of the reasons I personally don't look at decklists is because they are not in the commander main forum. I mean, I'm currently building a Tuvasa deck which is in a very rough stage, and I wouldn't be sure where to post something like that. I know that having tje main forum flooded with dwcklists is not desirable but given the ammount of traffic it might be a good idea not to chop away threads that want to brew or ask for feedback on an incomplete list The way decklists are curated in this forum makes you think that everything is already finetuned and kept just for reference. At least that's my experience as a forum user.
Legendary Artifact (r)
T: Spells you cast this turn cost 1 less to cast.
T: Spells your opponents cast this turn cost 1 more to cast.
The Augustal Scepter is regarded with all the respect History had bestowed upon it, as if the very hand of Augustin IV is still holding it.