Arcane Foundry › Commanders › Cosima, God of the Voyage // The Omenkeel

Cosima, God of the Voyage // The Omenkeel

Cosima, God of the Voyage // The Omenkeel

Legendary Creature — God // Legendary Artifact — Vehicle · {2}{U} // {1}{U} · Blue commander

At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land you control enters, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it." Whenever a Vehicle you control deals combat damage to a player, that player exiles that many cards from the top of their library. You may play lands from among those cards for as long as they remain exiled. Crew 1
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What Cosima, God of the Voyage // The Omenkeel actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What a Cosima, God of the Voyage // The Omenkeel deck needs

Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.

The Cosima, God of the Voyage // The Omenkeel deck plan

The roles the Forge fills for this commander, and how many cards of each.

Best cards for Cosima, God of the Voyage // The Omenkeel

Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.

Put a land onto the battlefield — for a landfall commander this triggers where a normal land drop does not

  1. Sword of Forge and Frontier3 mana
  2. Storm Cauldron5 mana
  3. Myriad Landscape0 mana
  4. Wayfarer's Bauble1 mana
  5. Krosan Verge0 mana
  6. Sword of the Animist2 mana
  7. Horizon of Progress0 mana
  8. Maze's End0 mana

A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress

  1. Clown Car0 mana
  2. Imposter Mech2 mana
  3. Smuggler's Copter2 mana
  4. Consulate Dreadnought1 mana
  5. Cultivator's Caravan3 mana
  6. Mechtitan Core2 mana
  7. Mobilizer Mech2 mana
  8. Reckoner Bankbuster2 mana

Put +1/+1 counters on creatures you control, or multiply the ones already there

  1. Thrummingbird2 mana
  2. Vexing Radgull2 mana
  3. Kid Loki1 mana
  4. Dreamtide Whale3 mana
  5. Flux Channeler3 mana
  6. Glistening Sphere3 mana
  7. Walking Ballista0 mana
  8. Forge of Heroes0 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Reality Shift2 mana
  2. Pongify1 mana
  3. Rapid Hybridization1 mana
  4. Resculpt2 mana
  5. Umezawa's Jitte2 mana
  6. Titan's Presence3 mana
  7. Icy Prison2 mana
  8. Kozilek's Command2 mana

Find the exact card the plan needs

  1. Reshape2 mana
  2. Mask of the Mimic1 mana
  3. Long-Term Plans3 mana
  4. Whir of Invention3 mana
  5. Merchant Scroll2 mana
  6. Mystical Tutor1 mana
  7. Muddle the Mixture2 mana
  8. Personal Tutor1 mana

Answer a spell or ability before it resolves

  1. Mindbreak Trap4 mana
  2. Fierce Guardianship3 mana
  3. Force of Negation3 mana
  4. Force of Will5 mana
  5. Flare of Denial3 mana
  6. Pact of Negation0 mana
  7. An Offer You Can't Refuse1 mana
  8. Arcane Denial2 mana

Answer a whole board at once

  1. Desynchronization4 mana
  2. Wave Goodbye4 mana
  3. Whelming Wave4 mana
  4. Consuming Tide4 mana
  5. Selective Obliteration5 mana
  6. Evacuation5 mana
  7. Perplexing Test5 mana
  8. Cyclonic Rift2 mana

Refill your hand

  1. Mystic Remora1 mana
  2. Skullclamp1 mana
  3. Curiosity1 mana
  4. Wizard Class1 mana
  5. Rhystic Study3 mana
  6. Faerie Mastermind2 mana
  7. The One Ring4 mana
  8. Combat Research1 mana

Keep a permanent you control alive through removal

  1. Lost in the Maze2 mana
  2. Lightning Greaves2 mana
  3. Swiftfoot Boots2 mana
  4. Eldrazi Monument5 mana
  5. Commander's Plate1 mana
  6. Mithril Coat3 mana
  7. Akroma's Memorial7 mana
  8. The Walls of Ba Sing Se8 mana

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