Arcane FoundryCommanders › 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 wants

The plan the Forge derives for this commander: the roles it fills and how many 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. Evolving Wilds0 mana
  4. Fabled Passage0 mana
  5. Flooded Strand0 mana
  6. Misty Rainforest0 mana
  7. Myriad Landscape0 mana
  8. Polluted Delta0 mana

Make the commander connect — a body that never deals combat damage never triggers

  1. Tetsuko Umezawa, Fugitive2 mana
  2. Galerider Sliver1 mana
  3. Herald of Secret Streams4 mana
  4. Favorable Winds2 mana
  5. Eldrazi Monument5 mana
  6. Colossus Hammer1 mana
  7. Shadowspear1 mana
  8. Akroma's Memorial7 mana

Exiles from your own library and lets you play it — the card flow of an exile-matters commander

  1. Ugin's Labyrinth0 mana
  2. Agatha's Soul Cauldron2 mana
  3. Endless Sands0 mana
  4. Mimic Vat3 mana
  5. Bag of Holding1 mana
  6. Currency Converter1 mana
  7. Dino DNA1 mana
  8. Ghost Vacuum1 mana

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

  1. Karn's Bastion0 mana
  2. Ripples of Potential2 mana
  3. Thrummingbird2 mana
  4. Contagion Clasp2 mana
  5. Contentious Plan2 mana
  6. Experimental Augury2 mana
  7. Tezzeret's Gambit4 mana
  8. Dreamtide Whale3 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. Suspend1 mana
  6. Snap2 mana
  7. Into the Flood Maw1 mana
  8. Planar Incision2 mana

Answer a whole board at once

  1. Displacement Wave2 mana
  2. Filter Out3 mana
  3. Aligned Hedron Network4 mana
  4. Coercive Portal4 mana
  5. Whelming Wave4 mana
  6. Consuming Tide4 mana
  7. Llawan, Cephalid Empress4 mana
  8. Part the Veil4 mana

Answer a spell or ability before it resolves

  1. Pact of Negation0 mana
  2. Counterspell2 mana
  3. Three Steps Ahead1 mana
  4. Long River's Pull2 mana
  5. Force of Will5 mana
  6. Abjure1 mana
  7. Archmage's Charm3 mana
  8. Cancel3 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

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

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