Olivia is a creature that I desperately want to play.
Finding a spot for her is very difficult, though. She was on the list for
attempted inclusion in the Gatecrash update, but still hasn't found a place
yet. She should, though - she's a creature (!), she's cheap, she's Red (I try
to push to fit more Red in the deck as it is so criminally underrepresented) -
but the creatures making it in are so much more abusable in this format. Because
of her ability to kill things, steal things, and grow herself, she will remain
on the list for inclusion for a while, I'm sure, but she didn't quite make it
in this round simply because the Gatecrash update is too large.
The Vault is certainly a powerful card. Lifelink and
Deathtouch are useful abilities, and in a deck that can produce a lot of
creatures you can easily use this to your advantage, using the life gain to
keep a defense while remaining aggressive. That said, this is not a deck that
can produce a lot of creatures. It can make some Kobolds, but those guys are
not very good at dealing damage of any quality (except when equipped with a
Sunforger...). This deck relies on single, powerful creatures much of the time
and Vault simply doesn't do enough for its cost (and the cost of dropping a
colored mana source) to make it in.
I hear a lot of people calling Avacyn an auto-include, but I
disagree. Avacyn is a good creature, and were this a Kaalia deck with a high
creature count, she would have made the cut immediately.
Not Iona |
Most of the creatures in
this deck will win the game on their own or do something relevant when they
enter or leave play, and Avacyn does neither of those. Iona generally does a far better job of shutting down removal spells and even blanking an entire player while you gain control of the game. Avacyn's not a bad card by any
stretch, but Indestructibility alone won't be enough to get her in right now.
My only problem with this card is that it says "Target
player". Single-player board wipes can be effective, but I'd rather just
play cards that wipe the entire board. The damage output from this card gets
marginally worse in Commander as X increases - when X = 10, you usually are
still killing the same creatures as when X was 6, and playing a card to simply
deal 4 (or whatever) more damage to a player is usually not a good enough
reason to sleeve it up. Definitely playable, and Miracles can be very fun, but
it won't make the cut here.
If you told me this was an easy swap in for Admonition Angel, you'd be absolutely right. Unfortunately, so is another upcoming Gatecrash card
that actually made it in. Angel of Serenity is a great card, much better than
Admonition Angel, and I'm not excluding it from ever making it into the deck
right now. It's very effective as a combination of multiple Journey to Nowhere and Raise Dead, and in a low creature count deck like this, a late game Angel of Serenity could keep your hand filled with threats with which to finish out the game while giving you some play to deal with opponent's threats as well. That said, from experience with Admonition Angel, O-Ring effects on big creatures are rather lacking because your opponent already has incentive to kill your large creature - and it is much easier to kill a creature than an enchantment. Giving your opponent control over when the Raise Dead occurs is also not super appealing. On the reverse, though, imprinting Angel of Serenity on Mimic Vat seems like one of the most awesome blink/raise dead engines in the format. She's definitely on my short list of cards to consider, and I'd love to hear any ideas for where she could go in the future.
Are there any cards you feel I should be considering more?
Feel free to comment below. I'd love to hear other thoughts and I'll do my best
to respond if you have any questions or if you just think I'm a moron for not playing something. Thanks for reading!
I think the biggest downside to Olivia (and I was actually surprised to even see that she was a consideration) is that you have to invest a ton of mana in to her to make it worth while. Most of the time in commander you need to be playing a spell each turn or you fall behind, so investing everything in to one dude seems odd. It also falls under the "doesn't do anything when it ETB," so that's a downside.
ReplyDeleteAngel of Serenity was one I was surprised to see on this list for sure. The arguments that you made do make it seem like less of an auto-include, but I think the effect is just too valuable to pass up. Plus Mimic Vat.
You are definitely right about Olivia's downsides. 11 Mana (initial cost + damage ability + control ability) is probably what you want to have when you cast her for the maximum effect, and that's a lot to invest in a control magic that can be ended. She does have the potential to completely turn a game if undisturbed, but that's not very likely to happen in this format. Perhaps I am valuing her too highly!
ReplyDeleteThe more I thought about Angel, the more I wanted it in. It'll be back on the list for the next round of changes for sure and we'll see if we can fit it in.