Arcane Foundry › Commanders › 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.
- Triggered ability · upkeepAt 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
- Triggered ability · deals_damageWhenever 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 e
- Keyword · crewcrew
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.
- land drops every turn (each adds a voyage counter while it is exiled)
- Vehicles to crew (the Omenkeel side steals land plays)
The Cosima, God of the Voyage // The Omenkeel deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 18× Put a land onto the battlefield — for a landfall commander this triggers where a normal land drop does not
- 14× A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress
- 6× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
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
- Sword of Forge and Frontier3 mana
- Storm Cauldron5 mana
- Myriad Landscape0 mana
- Wayfarer's Bauble1 mana
- Krosan Verge0 mana
- Sword of the Animist2 mana
- Horizon of Progress0 mana
- Maze's End0 mana
A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress
- Clown Car0 mana
- Imposter Mech2 mana
- Smuggler's Copter2 mana
- Consulate Dreadnought1 mana
- Cultivator's Caravan3 mana
- Mechtitan Core2 mana
- Mobilizer Mech2 mana
- Reckoner Bankbuster2 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Thrummingbird2 mana
- Vexing Radgull2 mana
- Kid Loki1 mana
- Dreamtide Whale3 mana
- Flux Channeler3 mana
- Glistening Sphere3 mana
- Walking Ballista0 mana
- Forge of Heroes0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Umezawa's Jitte2 mana
- Titan's Presence3 mana
- Icy Prison2 mana
- Kozilek's Command2 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
- Personal Tutor1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Selective Obliteration5 mana
- Evacuation5 mana
- Perplexing Test5 mana
- Cyclonic Rift2 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
- The One Ring4 mana
- Combat Research1 mana
Keep a permanent you control alive through removal
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana