Eddie_Stardust
1.9k views42 mins ago
Commander
Size: 93Salt sum: 45.37
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{"ops":[{"attributes":{"underline":true},"insert":"Deck idea:"},{"insert":"\nThis deck is built around the thought of the best card in your deck being in the Command Zone. "},{"insert":{"card-link":"Koma, Cosmos Serpent"}},{"insert":" is a strong card that can easily close out the game by itself, and here the rest of the deck serves as a framework to make him shine.\n\n"},{"attributes":{"underline":true},"insert":"Starting hand & mulligans:"},{"insert":"\nThe deck is built around getting Koma out consistently on turn 4. An ideal starting hand looks something like this: 3 lands + turn 2 ramp, like "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" + turn 3 ramp, like "},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" + free protection, like "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" + a draw engine, like "},{"insert":{"card-link":"Elemental Bond"}},{"insert":". \n\nA starting hand like this would only need to draw one additional land by turn 4, which mathematically should be very likely, to deploy a protected Koma by turn 4, and follow it up with a draw engine to refill the hand the next turn.\n\nCards like "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Tender Wildguide"}},{"insert":" can be deployed as either turn 2 or turn 3 ramp.\n\nThis deck mulligans quite aggressively for the correct starting hand, as it's very important to get the correct distribution of lands and ramp spells in your starting hand. It's better to go down to 5 cards-in-hand if it allows you to keep 3 lands and two ramps spells.\n\n"},{"attributes":{"underline":true},"insert":"Gameplan:"},{"insert":"\nTo summarize, the gameplan is to get Koma out on turn 4 every game, hopefully protected by Countermagic. The turns after this is spent developing draw engines, deploying clones of Koma to multiply his effectiveness, and holding up mana for Countermagic, in case somebody wants to mess with us. Ultimately the decks wins by either attrition or drawing into an overrun effect, like "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":".\n\n"},{"attributes":{"underline":true},"insert":"Utilizing Koma:"},{"insert":"\nI have been told that I pilot my Koma deck quite aggressively, not holding back in sacrificing my Coils to tap permanents on my opponent's boards. However, I think this important for setting opposing players back and providing us a tempo boost until we can deploy more game pieces.\n\nIt's important to remember that Koma's ability is quite unique in that it can target any permanent type. Thus, we can utilize the Coils that we get to disrupt many different opposing strategies. Of course we can use the Coils to tap opposing creatures, but we can also do so much more. For example, tapping a "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":" before the opponent's draw step makes the window to use the mana very small. Similarly, tapping down Planeswalkers or Equipments before the draw step makes them unusable for the turn, as these are activated at sorcery speed.\n\n"},{"attributes":{"underline":true},"insert":"Key cards in the deck:"},{"insert":"\nThe \"Crime\" Package:\nCards that trigger off the general wording of \"you do a crime\" are excellent in Koma. Sadly there aren't many, and even fewer good ones, but the ones included have always been great in my games.\n"},{"insert":{"card-link":"Freestrider Lookout"}},{"insert":" - Every time you sacrifice a Coil to interact with an opponent's board, you get a tapped land in return. This card looks so deep into your deck that the chance to whiff is miniscule.\n"},{"insert":{"card-link":"Verity Circle"}},{"insert":" - On it's floor, this card attacks mana dorks and creatures that taps to activate their abilities, but on it's ceiling it gives us a card back every time we interact with an opponent's creature with Koma's activated ability.\n"},{"insert":{"card-link":"Willbreaker"}},{"insert":" - With Willbreaker, you get control of the creature you target with Koma's activated ability - just remember that it's still tapped when you take control of it!\n"},{"insert":{"card-link":"Dismiss into Dream"}},{"insert":" - On it's floor, this card attacks opponent's deck that want to target their own creatures, like a Voltron deck that wants to target their commander with equip abilities, but with Koma out, it turns all your Coils into direct removal.\n\nThe \"Landfall\" Package:\nWhile I wouldn't call this deck a landfall deck, it does ramp a lot. Therefore, it runs "},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":" and"},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" as card draw engines, as they turn our multiple ramp spells into card draw spells when they are on the battlefield.\n\nThe \"Clone\" Package:\nAs I begun this primer by stating, this deck is based around the thought of your best card always being accessible from the Command Zone. The clones in the deck is selected because they allow for cloning of legendary creatures, to amplify the effectiveness of Koma. \n\nI opted out of cards like "},{"insert":{"card-link":"Parallel Lives"}},{"insert":", as deploying a clone and Parallel Lives has the same effectiveness, netting you one more token per trigger. While it's true that if you deploy "},{"attributes":{"bold":true},"insert":"both"},{"insert":" a clone and a Parallel Lives, you square the effectiveness of Koma and the clone, you are also more vulnerable in the cases where you deploy the Parallel Lives by itself and Koma is removed, effectively setting yourself up for getting 2-for-1'ed.\n"}]}
Commander
Koma, Cosmos Serpent
This spell can't be countered.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
Legendary Creature - Serpent

Commander
(CTRL to add secondary)
"Clone"
Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

"Clone"
(CTRL to add secondary)
Card Advantage
Card Advantage
(CTRL to add secondary)
Creature
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

Freestrider Lookout
Reach
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature - Human Rogue

Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Sakashima the Impostor
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature - Human Rogue

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Creature
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Hunting Wilds
Kicker (You may pay an additional as you cast this spell.)
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Sorcery

Invasion of Zendikar
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Battle - Siege


Ramp
(CTRL to add secondary)
Removal
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true},"insert":"Deck idea:"},{"insert":"\nThis deck is built around the thought of the best card in your deck being in the Command Zone. "},{"insert":{"card-link":"Koma, Cosmos Serpent"}},{"insert":" is a strong card that can easily close out the game by itself, and here the rest of the deck serves as a framework to make him shine.\n\n"},{"attributes":{"underline":true},"insert":"Starting hand & mulligans:"},{"insert":"\nThe deck is built around getting Koma out consistently on turn 4. An ideal starting hand looks something like this: 3 lands + turn 2 ramp, like "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" + turn 3 ramp, like "},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" + free protection, like "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" + a draw engine, like "},{"insert":{"card-link":"Elemental Bond"}},{"insert":". \n\nA starting hand like this would only need to draw one additional land by turn 4, which mathematically should be very likely, to deploy a protected Koma by turn 4, and follow it up with a draw engine to refill the hand the next turn.\n\nCards like "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Tender Wildguide"}},{"insert":" can be deployed as either turn 2 or turn 3 ramp.\n\nThis deck mulligans quite aggressively for the correct starting hand, as it's very important to get the correct distribution of lands and ramp spells in your starting hand. It's better to go down to 5 cards-in-hand if it allows you to keep 3 lands and two ramps spells.\n\n"},{"attributes":{"underline":true},"insert":"Gameplan:"},{"insert":"\nTo summarize, the gameplan is to get Koma out on turn 4 every game, hopefully protected by Countermagic. The turns after this is spent developing draw engines, deploying clones of Koma to multiply his effectiveness, and holding up mana for Countermagic, in case somebody wants to mess with us. Ultimately the decks wins by either attrition or drawing into an overrun effect, like "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":".\n\n"},{"attributes":{"underline":true},"insert":"Utilizing Koma:"},{"insert":"\nI have been told that I pilot my Koma deck quite aggressively, not holding back in sacrificing my Coils to tap permanents on my opponent's boards. However, I think this important for setting opposing players back and providing us a tempo boost until we can deploy more game pieces.\n\nIt's important to remember that Koma's ability is quite unique in that it can target any permanent type. Thus, we can utilize the Coils that we get to disrupt many different opposing strategies. Of course we can use the Coils to tap opposing creatures, but we can also do so much more. For example, tapping a "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":" before the opponent's draw step makes the window to use the mana very small. Similarly, tapping down Planeswalkers or Equipments before the draw step makes them unusable for the turn, as these are activated at sorcery speed.\n\n"},{"attributes":{"underline":true},"insert":"Key cards in the deck:"},{"insert":"\nThe \"Crime\" Package:\nCards that trigger off the general wording of \"you do a crime\" are excellent in Koma. Sadly there aren't many, and even fewer good ones, but the ones included have always been great in my games.\n"},{"insert":{"card-link":"Freestrider Lookout"}},{"insert":" - Every time you sacrifice a Coil to interact with an opponent's board, you get a tapped land in return. This card looks so deep into your deck that the chance to whiff is miniscule.\n"},{"insert":{"card-link":"Verity Circle"}},{"insert":" - On it's floor, this card attacks mana dorks and creatures that taps to activate their abilities, but on it's ceiling it gives us a card back every time we interact with an opponent's creature with Koma's activated ability.\n"},{"insert":{"card-link":"Willbreaker"}},{"insert":" - With Willbreaker, you get control of the creature you target with Koma's activated ability - just remember that it's still tapped when you take control of it!\n"},{"insert":{"card-link":"Dismiss into Dream"}},{"insert":" - On it's floor, this card attacks opponent's deck that want to target their own creatures, like a Voltron deck that wants to target their commander with equip abilities, but with Koma out, it turns all your Coils into direct removal.\n\nThe \"Landfall\" Package:\nWhile I wouldn't call this deck a landfall deck, it does ramp a lot. Therefore, it runs "},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":" and"},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" as card draw engines, as they turn our multiple ramp spells into card draw spells when they are on the battlefield.\n\nThe \"Clone\" Package:\nAs I begun this primer by stating, this deck is based around the thought of your best card always being accessible from the Command Zone. The clones in the deck is selected because they allow for cloning of legendary creatures, to amplify the effectiveness of Koma. \n\nI opted out of cards like "},{"insert":{"card-link":"Parallel Lives"}},{"insert":", as deploying a clone and Parallel Lives has the same effectiveness, netting you one more token per trigger. While it's true that if you deploy "},{"attributes":{"bold":true},"insert":"both"},{"insert":" a clone and a Parallel Lives, you square the effectiveness of Koma and the clone, you are also more vulnerable in the cases where you deploy the Parallel Lives by itself and Koma is removed, effectively setting yourself up for getting 2-for-1'ed.\n"}]}













































































