Sea shanty TikTok is currently dominating social media, and weirdly enough, that was an inspiration for this week’s deck. Granted, most of my sea shanty exposure before this came via Assassin’s Creed IV: Black Flag as well as some random bits here and there during my music education, but I still find myself knowing parts of the songs I keep hearing. If you’re going to have sea shanties stuck in your head during Commander games, why not sing them out loud? Well, you’d need an appropriate commander for that, and luckily, Kaldheim has you covered. Really, any song about sailing will do, as long as you don’t start doing something silly like classifying “Brandy” by Looking Glass as yacht rock.
On the front side, Cosima provides a strange landfall payoff. The longer Cosima stays on a fantastic exile voyage, the more benefits you enjoy in the form of +1/+1 counters and card draws when that voyage ends. Mono blue landfall isn’t a huge niche, but I’m sure we can make it work. Let’s – oh, hey, there’s another side to this card, isn’t there?
This is what you’re looking for – play The Omenkeel early on, start exiling some cards from opponents’ libraries and build up a nice buffer of land plays to keep Cosima on that open course until it’s time for that triumphant return. Oh, and because it’s still your commander, The Omenkeel does commander damage, which can be fun. You’ll need a fleet of vehicles to accompany The Omenkeel on its journey, and though many of them will be from the trainyards of Kaladesh, I can forgive the flavor mismatch.
What creatures will brought on this fantastic journey to help pilot the various vehicles? Well, come sail away with me and I’ll tell you all about it!
These four are best at the helm of your ships (and/or trains), as they live to tap and untap. Daring Thief is a great low-cost pilot with an inspired payoff that swaps some of your smaller, worse permanents for the opponents’ larger ones – you’ll have plenty of Thopters for this thief to trade away. Fallowsage can crew a vehicle the turn it comes down, guaranteeing a solid return on investment. Ghostly Pilferer takes a little longer to pay off but provides a similar level of value, but it’s Scaretiller that really impresses here – all of these land-related abilities help Cosima sail away and find tranquility.
Again, mono blue landfall isn’t the best-supported theme ever, but there’s some level of help you can get from these cards. Dreamscape Artist happens to play quite nicely with Scaretiller, and the two very traditional sources of artifact ramp here are quite reasonable on their own. Oblivion Sower may be the weirdest of the bunch, but I honestly think you could go deeper on the Battle for Zendikar Eldrazi theme of pulling cards out of exile. I’ve got the Sower by itself here to allow you to drop some land cards into play from exile all at once that might otherwise have to drip out turn after turn. Most of the time, you won’t want to play Sower without some lands already in exile from the player you intend to target, unless you’re a little adrift (or, like Bill LaBounty, you just prefer sailing without a sail).
It’s important to make the switch between The Omenkeel and Cosima at the right time, and that’s where these two come in. Have the God but need the Vehicle? Bounce Cosima and get a card out of the deal with Barrin. Have you gotten enough value out of The Omenkeel that you’re ready for Cosima? Use your Transmuter to take that Omenkeel and stake your claim to a larger, more powerful Vehicle before you replay the God from your hand.
If I’m going to sail the seven seas for the rest of my life, I’d at least like to get a good deal. Cost reduction on Vehicles will help make the most of Cosima’s card draw – there’s nothing terribly complicated about what these cards are for.
Here’s the general “artifact synergy” portion of the program. Sure, they don’t have landfall synergy, but that doesn’t worry me – the goal of this deck is to beat down with Vehicles with Cosima as a backup card draw engine. Each of these plays a slightly different role – card draw, defense, recursion or just being a 10/10.
It’s hard to trigger The Omenkeel if your creatures get blocked, hence Thassa. Plus, a little extra scrying never hurt.
Copy a great creature or ensure a land drop for Cosima – the choice is yours.
Let’s move on to the noncreatures, starting with the Vehicles
That’s fifteen vehicles, or sixteen if you count The Omenkeel. That should be enough to put pressure on your opponents and keep the shipping lanes wide open as you cruise to victory. Highlights include the low-cost flying vehicles – Heart of Kiran, Sky Skiff and Smuggler’s Copter all do a good job of sneaking in and grabbing some value on the back of The Omenkeel. The newest ship in our fleet, Raider’s Karve, has an Explorer’s Scope effect that can keep Cosima happy, and the rest are just here to bash.
A little more card draw won’t hurt, and in the case of Thopter Spy Network, you’re even getting some extra pilots for your Vehicles in the bargain. Don’t ask me how Thopters can sail a ship or drive a train, not because I don’t know, but because I’ll spend ten minutes of your time making up an explanation and you’ll be ready to exit after the first minute.
Thassa can’t be the only way to sneak things through and these are the keys to keeping your sailing as smooth as possible. Key to the City even provides some filtering!
Your card draw can’t all be dependent on hitting opponents with ships, hence these three. Sea Gate Restoration got in the list largely because it’s also a land, but getting rid of your maximum hand size isn’t too bad either when Cosima’s in the equation.
These planeswalkers all play radically different roles in this deck. Karn’s magic touch animates your Vehicles while also locking down opposing artifacts – his -2 isn’t a big player here. Tezzeret the Seeker helps find the artifacts you need while threatening a huge attack, while the Artifice Master edition is quite similar to Thopter Spy Network – he’s all about thopters and card draw. Ugin is here largely for that cost reduction, though a little spot removal is great as well.
A classic “and then some!” card, Efficient Construction gives you a throw-in Thopter with each of our Vehicles (and other artifacts) so that you can have some pilots in reserve or make your Bident of Thassa feel a little stronger.
I’m here for the two card draw chapters for sure, but turning all of your artifacts (including a surprising number of Thopters) into 5/5s for a turn can really end games in a hurry.
A few defensive cards are here to fill things out, with Ravenform being the newest (but arguably not bluest – I’ve heard quite a few people say this card feels white) of the bunch. You don’t have a ton of removal and it’s possible an Evacuation would work well here, but I’ll have to try this one out before I make a decision there.
A little bit of extra mana to keep the engine running, or oars moving, or whatever.
The land section is a little less exciting, with 20 Islands being the lion’s share of the mana base, but here are the rest of the hits.
Some artifact recursion will help keep this deck afloat.
Sometimes you’ll be out of creatures to crew things with, and when that time comes, you’ll be glad you packed some creature lands.
Pushing a little farther through the deck for a powerful Vehicle can be the difference between victory and defeat, and that’s where these three shine.
This deck has enough artifacts-matter cards that these are welcome inclusions.
As always in my deck lists, the mana base is a source of free defensive options meant to deal with nonbasics and graveyards.
The first two provide a little extra assistance to the “play a land every turn always” nature of Cosima, and Terrain Generator helps you trigger Cosima when it’s not even your turn.
Crew something with Cosima, then untap and attack! Minamo’s basically free here, unless you’re talking about the price tag, in which case, at least the Mystery Booster Retail Edition foiling drove that down a bit.
Don’t sleep on this card when you’re playing a double-faced commander – it’s the easiest way to return that commander to your hand and replay the other side when you need to!
Enough chatter – here’s the deck list! Next time you hear from me here, it’ll be for my Kaldheim Commander Set Review. If you’d like a little more from me and some of our other contributors, why not check out CFB Xtra, our fantastic newsletter featuring exclusive content me, LSV, PleasantKenobi, the Lords of Limited and more. Sign up now!
1 Cosima, God of the Voyage 1 Academy Ruins 1 Blinkmoth Nexus 1 Buried Ruin 1 Castle Vantress 1 Darksteel Citadel 1 Desert of the Mindful 1 Field of Ruin 1 Ghost Quarter 1 Guildless Commons 1 Inkmoth Nexus 20 Island (271) 1 Lonely Sandbar 1 Minamo, School at Water's Edge 1 Mishra's Factory 1 Oboro, Palace in the Clouds 1 Sanctum of Eternity 1 Scavenger Grounds 1 Seat of the Synod 1 Terrain Generator 1 Aetherize 1 Mystic Confluence 1 Reality Shift 1 Spell Swindle 1 Aethersphere Harvester 1 Aradara Express 1 Arcane Signet 1 Bident of Thassa 1 Cultivator's Caravan 1 Enchanted Carriage 1 Fleetwheel Cruiser 1 Heart of Kiran 1 Key to the City 1 Manifold Key 1 Mind Stone 1 Ovalchase Dragster 1 Raider's Karve 1 Renegade Freighter 1 Silent Submersible 1 Skysovereign, Consul Flagship 1 Smuggler's Copter 1 Sol Ring 1 Soul-Guide Lantern 1 Untethered Express 1 Weatherlight 1 Worn Powerstone 1 Archaeomancer 1 Barrin, Tolarian Archmage 1 Burnished Hart 1 Chief of the Foundry 1 Daring Thief 1 Dreamscape Artist 1 Etherium Sculptor 1 Fallowsage 1 Foundry Inspector 1 Ghostly Pilferer 1 Glasspool Mimic/Glasspool Shore 1 Jhoira's Familiar 1 Master Transmuter 1 Metalwork Colossus 1 Oblivion Sower 1 Padeem, Consul of Innovation 1 Sai, Master Thopterist 1 Scarecrone 1 Scaretiller 1 Scrap Trawler 1 Solemn Simulacrum 1 Thassa, God of the Sea 1 Efficient Construction 1 Reconnaissance Mission 1 The Antiquities War 1 Thopter Spy Network 1 Karn, the Great Creator 1 Tezzeret the Seeker 1 Tezzeret, Artifice Master 1 Ugin, the Ineffable 1 One with the Machine 1 Ravenform 1 Sea Gate Restoration/Sea Gate, Reborn 1 Thoughtcast