top of page
  • Writer's pictureFoxy

Land Ho! Cosima Mono-Blue Lands


By Shay Muscarella


Cosima, God of the Voyage

So you want to play a lands deck, but you’re tired of the normal options. Lord Windgrace? Meh. All 300 Omnaths? I mean, I guess. Gitrog? What is this cEDH? No, I want to play a real lands deck using the best color in Magic…blue! That’s right, we’re taking a little cruise with Cosima, God of the Voyage at the helm. She has a flip side, but we really won’t be seeing that too much.

Cosima allows us to exile her during our upkeep, and then every time we put a land into play, she either gets a voyage counter or she gets to return to play. When she enters the battlefield, we get to draw cards equal to the number of voyage counters on her and she gets a huge power bump. We’re going to use and abuse Cosima’s pseudo landfall ability while she’s in exile to refill our hand when we need it later in the game. Meanwhile, the rest of the deck is going to focus on getting more lands in play and controlling the board until we can piece together one of our janky combos. Let’s set sail!


Power of the Deep

Yeah, yeah, we know green ramps well which is why it’s considered the best color for landfall decks, but blue has its own sources of ramp and they’re greatly underutilized in Commander. Good thing Cosima is a literal god and won’t let these resources slip past her notice. First, let’s look at the artifacts that we’ve found on our journeys through the oceans of the multiverse. Expedition Map, also very on theme, helps us search for any land we might need. While it doesn’t put it onto the field, lands are a vital part of our combos and finding the right one can be game changing. Wayfarer’s Bauble may only find us a basic, but ramp is ramp.

We also have Burnished Hart. A little slow and really expensive but dumping two lands into play at instant speed to trigger Cosima may be just what we need. The first one can give her a voyage counter and the second can return her to the battlefield hopefully drawing us a ton of cards. Retraced Image is a quick ramp if you meet the conditions, and Dreamscape Artist has a heavy cost, but we can use it to potentially get three landfall triggers in a single turn if we hit our land drop.

Mana Drain can play dual roles as a crucial piece of interaction and can actually just be used to give us the mana we need to combo off on our next turn. Finally, Scaretiller and Walking Atlas allow us to put lands into play when they get tapped and they’re part of our combos, but more on that later.


Thirsty for More

Cosima understands the value of knowledge, and she picks up something from every trip she goes on. She is a fantastic source of card draw early if we just need to pick up a card or two and, in the late game, she can also draw us a massive number of cards. We can’t rely on her alone though, so we have a basic package of staples including Mulldrifter, Rhystic Study, and Mystic Remora.

Now to the spicy stuff. Sea Gate Restoration can draw us a large chunk of cards if we need or we can play it to get a “landfall” trigger from Cosima. Confounding Conundrum is a cantrip for two mana, but it also helps cut down our opponents’ ability to ramp. Gotta keep those green land playing fools in check. Flow of Ideas is quite expensive to play, but we can easily have ten lands in play, and this is almost like a massive Windfall for us. Finally, Gush and Tragic Lesson can be paid for with an alternate cost of returning lands to our hands. While this might seem like a downside, we can just replay those lands and get more voyage counters on our commander.

Oh yeah, we also play Narset, Parter of Veils and Windfall. Cyclonic Rift everything to your opponents’ hands, Windfall it away and don’t let them draw again? They’ll most likely scoop it up, no questions asked.


Control the Tides

As a god, Cosima does not like it when things get out of her control. Good news is she’s a pro and nothing is ever out of her control. Jwari Disruption is both a land and a counter for a crucial piece to an opponent’s plan. At the very least, we are adding an extra mana into the equation that they weren’t planning for and that can be just enough to mess with everything. Fate is a fickle beastie.

Amphin Mutineer is an amazing new piece of removal and I’m sure Cosima found him on some remote island during her travels. He also pairs very well with some of the flicker abilities we have coming up in the deck. Wrong Turn is not the most powerful card in the deck, but I love it. It gets rid of an opponent’s commander sort of permanently by giving it to an opponent whose deck is not designed to utilize it properly.

Vedalken Shackles can steal something we really like, or don’t want our opponent to have. Again, an underutilized card that fits so well here. Aetherize is my favorite mass removal spell because it punishes our opponents for being too aggressive towards us. Don’t mess with the gods. Icebreaker Kraken and Guardian of Tazeem can control an opponent’s board once we’re a little further into the game.


Pull from the Aether

Cards like Mystical Tutor, Fabricate, and Whir of Invention can be used to search our library for any piece of interaction we need, or maybe even a part of our combo we haven’t drawn yet. Something in the graveyard? Mystic Sanctuary, Snapcaster Mage, and Archaeomancer allow us to reuse our important spells.

Now, when Cosima gets tired of your existence she might just make you disappear. Though when her tempest of fury is over, and her waters have calmed, she’ll feel a little bad and make you reappear. That’s why we use Ghostly Flicker and Displace to flicker our creatures, and sometimes lands in and out of existence for repeated value.



Land Ahoy!

Okay, so we’ve got a lot going on, but just where are all these landfall triggers that I mentioned? Cosima is obviously our big landfall payoff. It gives us a beefy beater like a true player, and I guess a side effect is we can draw some cards. If you’re looking for the mill ‘em out plan, we’re playing Hedron Crab and Ruin Crab. Ruin Crab will hit each of our opponents while Hedron Crab can only target a single person’s library, but we’re playing both for redundancy. Commander decks are big and we’re going to need to make sure we’re adequately prepared to mill 100 cards.

Retreat to Coralhelm, Guardian of Tazeem, and Tideforce Elemental can help us keep our opponents’ creatures busy and tapped down. Roil Elemental is the real powerhouse of landfall control. We can control any creature we want from our opponents and use it against them. While not necessarily winning a game for us, getting to hit our opponents with their own creatures is still pretty fun.


The Big Win

Alright, so we got Cosima out early and exiled her on her trip as soon as we could, and we got to draw a solid 7-10 cards from it and it’s time to win. How about we set up a series of infinite landfall triggers? Yeah, that sounds like what we want to do. Keep in mind, the sea is tricky and so are these combos.

First and foremost, we want to play Patron of the Moon, Meloku the Clouded Mirror, and Amulet of Vigor. With all three on the field, we can pay one generic mana and return a land to our hand to create a 1/1 bird. Next, we spend another generic mana to put up to two lands from our hand into play tapped. Since we have the Amulet out, those lands will untap. We can keep this going for as long as we have two lands in hand to play. If we only have the one land to play, we’re going to need one of three lands: Temple of the False God, Guildless Commons, or Nykthos, Shrine to Nyx. These will be able to generate the two mana we need to keep this combo going and we will create an infinite number of birds! With all of our various landfall triggers, we can kill our opponents that way or just keep their boards locked down until we find the win.

Meloku will also combo with Scaretiller, Walking Atlas, and Retreat to Coralhelm. Walking Atlas can tap to place a land in play, Retreat then lets you untap Atlas with its landfall trigger, and Meloku can make a bird and return the land to your hand. Rinse and repeat. This wins the same way as the prior combo. Scaretiller requires another step still, we have to find a way to tap it repeatedly. How about we crew a ship? The backside of Cosima is actually perfect for this. The Omenkeel has a crew cost of one so we can tap Scaretiller to put the land in play and it’s a backup Walking Atlas. Remember, you can over crew a card so you can keep crewing The Omenkeel with Scaretiller every time you untap it with Retreat. Smuggler’s Copter is another option for a vehicle to crew.

Meloku is the center of yet another combo. This time with Minn, Wily Illusionist, and Ashnod’s Altar. Pay one mana and return a land to your hand to make a 1/1 bird ILLUSION token. Sacrifice this token to Ashnod’s Altar and you get two generic mana, and you can put a permanent into play. Let’s choose land and put that first land back into play. Now you can make infinite mana and have your infinite landfall triggers. This is probably the cleanest combo in our deck, and we get to use a cool card from the newest set!


Full Deck List


Creature (24)

  • 1x Amphin Mutineer

  • 1x Archaeomancer

  • 1x Burnished Hart

  • 1x Charix, the Raging Isle

  • 1x Cosima, God of the Voyage

  • 1x Dreamscape Artist

  • 1x Glasspool Mimic

  • 1x Guardian of Tazeem

  • 1x Hedron Crab

  • 1x Icebreaker Kraken

  • 1x Meloku the Clouded Mirror

  • 1x Minn, Wily Illusionist

  • 1x Mulldrifter

  • 1x Patron of the Moon

  • 1x Roil Elemental

  • 1x Ruin Crab

  • 1x Scaretiller

  • 1x Snapcaster Mage

  • 1x Solemn Simulacrum

  • 1x Soratami Savant

  • 1x Spellseeker

  • 1x Tideforce Elemental

  • 1x Trinket Mage

  • 1x Walking Atlas

Enchantment (4)

  • 1x Confounding Conundrum

  • 1x Mystic Remora

  • 1x Retreat to Coralhelm

  • 1x Rhystic Study

Instant (18)

  • 1x Aetherize

  • 1x Brainstorm

  • 1x Cryptic Command

  • 1x Cyclonic Rift

  • 1x Displace

  • 1x Frantic Search

  • 1x Ghostly Flicker

  • 1x Gush

  • 1x High Tide

  • 1x Jwari Disruption

  • 1x Mana Drain

  • 1x Mystical Tutor

  • 1x Rapid Hybridization

  • 1x Reality Shift

  • 1x Swan Song

  • 1x Tragic Lesson

  • 1x Whir of Invention

  • 1x Wrong Turn

Land (35)

  • 1x Evolving Wilds

  • 1x Guildless Commons

  • 1x Mystic Sanctuary

  • 1x Nykthos, Shrine to Nyx

  • 1x Reliquary Tower

  • 27x Snow-Covered Island

  • 1x Temple of the False God

  • 1x Terramorphic Expanse

  • 1x Tolaria West

Planeswalker (1)

  • 1x Narset, Parter of Veils

Artifact (11)

  • 1x Amulet of Vigor

  • 1x Arcane Signet

  • 1x Ashnod's Altar

  • 1x Chrome Mox

  • 1x Expedition Map

  • 1x Fellwar Stone

  • 1x Sapphire Medallion

  • 1x Smuggler's Copter

  • 1x Sol Ring

  • 1x Vedalken Shackles

  • 1x Wayfarer's Bauble

Sorcery (7)

  • 1x Curse of the Swine

  • 1x Fabricate

  • 1x Flow of Ideas

  • 1x Ponder

  • 1x Retraced Image

  • 1x Sea Gate Restoration

  • 1x Windfall

If you're interested in any tokens or even some proxies (like a Snapcaster for this deck) check out our shop HERE!

 

Shay has been playing Magic since way back in 8th edition and played mostly Modern for a long time (filthy Tron player). These last few years though he's been all about Commander. Outside of Magic he is a career firefighter who's currently trying to get his whole department in on the addiction...errr game.



Recent Posts

See All

Kommentare


bottom of page