What's Old is New Again
MegaMatt13, 8 years ago
This is a deck I've been playtesting a lot. Ironically, I think some of the recent changes actually made the deck a little weaker. I had removed some cards that were actually serving me well like Coffin Queen and Gift of Immortality. Whip of Erebos proved to be a "non-bo" too often.
I've also taken out both sac outlets. Since my commander is a sac outlet I don't really need redundancy of the effect. The free activation cost of Ashnod's Altar and Viscera Seer are only really necessary for combo shenanigans which this deck doesn't have. Plus I'd much rather sacrifice for life gain since it's the main focus of this deck.
Overall the changes bring down the CMC of the deck to make it less mana intensive:
Dread Return ---> Coffin Queen: My previous complaint about Coffin Queen was that it was too slow. However, it is cheap, repeatable, and can steal from any grave. Dread Return's flashback cost of 3 creatures sometimes proved challenging.
Strip Mine ---> Phyrexian Reclamation Once a deck dips below 3.5 average CMC, I become comfortable cutting back on a land. My copy of strip mine is more needed in a different deck. Phyrexian Reclamation brings back creatures to hand which I typically don't like. However, it's ability is so cheap I figure it's worth giving a try again.
Whip of Erebos ---> Gift of Immortality: The Whip is kind of a "non-bo" with the deck. Several of my creatures have "dies effects" like Grim Haruspex, Blood Artist, Archon of Justice, etc. The Whip unavoidably exiles creatures meaning that I missed out on the death triggers. Gift of Immortality gives me another repeatable reanimation engine that gets me both ETB and death triggers.
Burnished Hart ---> Mind Stone: Burnished Hart was taking up too much of the early game. Yes, the ramping by 2 is great but it comes at a pretty steep mana cost. Also, there was the risk of removal if I didn't have enough mana to use it immediately. Mind Stone is a cheap ramp card that can usefully be cycled for a card later.
Divinity of Pride ---> Nekrataal: Divinity of Pride doesn't have any ETB or death triggers. It's a well-costed beater but this deck is all about abusing ETB and death triggers. Nekrataal was in earlier versions of the deck and always proved useful.
Vizkopa Guildmage ---> Zulaport Cutthroat: The amount of times I actually used Vizkopa's ability was minimal. There weren't that many times I was gaining enough life in one go to make its activation worth it. Zulaport again was in earlier versions of the deck and accrued value over time, which is what this deck typically does.
Ashnod's Altar ---> Mortify: Another returning card. Sometimes you just need instant-speed cheap removal.
Viscera Seer ---> Soul's Attendant: I didn't have this "soul sister" because I didn't own a copy. Now she can join her sister.
Plains ---> Cabal Coffers: I've taken apart my mono black deck so Coffers can find a home here now.

Performance
Teddyjunior11, 8 years ago
3-2-1 Round 1 Protean Hulk Combo 2-1 Round 2 Jund 2-0 Round 3 Tooth and Nail 2-1 Round 4 Naya Zoo 1-2 Round 5 ID woth friend playing Infect Top 8 Bogles 0-2
A dragon in the playground...
EndlessBlackout, 8 years ago
For those who are interested, I have updated the deck to run smoothly through hate cards like Thalia, Guardian of Thraben, I have even added one of my own in Trinisphere. To do this I have added a Paradox Engine pile in place of the Ad Nausseam win. Getting rid of the latter has let me run the powerful blue delve cards while storming. Hope you enjoy the deck.
Spamming Updates XD
bluechandra, 8 years ago
Another quick thing: I do call this deck budget, and it is to an extent, however $120 is not great. It really depends on how much money you have to spend on mtg. Some consider anything under $200 budget, while others say the max is 60. Anyway, Im starting up a budget budget version of this deck. (: Access it with this link: Up if you love Thrun! (Budget Budget Thrunation)
PLAYTEST UPDATE
WowzerBowzer, 8 years ago
I played many games with this deck on a website called Untap.in.
This is a great website, they let you upload a deck via the text format in Tapped Out and then test those decks against people for free, thus, I have many changes I'd like to make to this deck.
First of all, you were absolutely right about Key to the City being the star here. It outperformed Rutheless and allowed us to cycle more because we wouldn't be paying Rutheless's cost. Where it really shined was during those turns where we needed to go all in: it allowed us to "borrow" mana from next turn to cheat death or kill an enemy minion that brought us much tempo. In addition, the ability to scry with Curator of Mysteries also proved to be very handy in conjunction with key.
I've lowered the number of New Perspectives by 1 because I found that we CAN win without it and that it often cloged my hand.
I decreased Hekma Sentinels by 1 and increased Horror of the Broken Lands by 1 because I found that I often had the ability to play an expensive thing on the board without losing tempo but I had no cards so I would just cycle some more to buff a present Hekma Sentinels and swing in for an additional 2-3 damage.
The Negates proved to be really useful and I once ran 4 of them and often countered their planeswalkers and other huge spells because they just didn't expect it. Right now I'm running 2 of them and 2 Unburdens because I want to see how it will fare in contrast to Negate. My thought process is that it's really good against aggressive decks that want to play lots of cards, may remove counter spells from control decks's hands and may serve as a preemptive counterspell that can be cycled. But I haven't had the opportunities to properly test them.
In addition, you'll notice that the sideboard has been completely reworked.
Forgotten Creation was just too slow for my taste. Whist it is "nice," I never needed it because whenever I would play New Perspectives to draw 3 cards, I would also often have enough cycling to close out the game. On top of that, Creation can't be cycled unlike many cards in the deck and requires a slow 4 mana to play which might not even be worth it if u only have 3 cards in your hand. The skulk is irrelevant because we're always going unblocked because of Key anyways.
On the topic of "Hollow One": I have not yet tried him at all.

Added Deck Tech!
Kinge, 8 years ago
Added 3x Inquisition of Kozilek to the mainboard and added a deck tech. Hope You like!
Land Swap
CapableGrain, 8 years ago
Underground River, Sulfurous Springs and Shivan Reef replace Ash Barrens, Rupture Spire and Transguild Promenade.
bluechandra, 8 years ago
Quick update: I've been busy lately so I have not had much time to be posting on the log, however I can go ahead and quickly say my record with this deck so far, which happens to be 7-2. Just wanted to let y'all know, thanks for all the support!


Hour of Devastation
Matso, 8 years ago
Out: Thespian's Stage
Since I rely so little on my graveyard an extra piece of hate might prove useful, especially with these new gods.

Hour of Devastation
Matso, 8 years ago
Out: Nissa, Vital Force, Wheel of Fortune
In: Ramunap Excavator, Splendid Reclamation
Nissa failed to impress me; I'd rather have a second fetchable crucible. Wheel is going in my new Locust God deck and I think Reclamation belongs just to guarantee ramp for multiple casts of my commander.

Updates
SlimJim83, 8 years ago
I added 4x Searing Blood and 4x Skullcrack, along with 2x Valakut, the Molten Pinnacle and Collective Defiance. These cards replace in order Lightning Axe, Fiery Temper, Looming Spires, and Incendiary Command. The last addition, Collective Defiance, was on the advice of a TappedOut user, and the other are simply Burn staples.
Description Change
KuraiU, 8 years ago
Made edits to the Description tab to make it a bit cleaner. More edits to the Description tab to make it more orderly will be done in the future
Hour of Devastation
Matso, 8 years ago
Out: Phyrexian Altar
In: Mirage Mirror
As amazing as the altar is, there are enough other sacrifice outlets in the deck that steal effects double as removal, and this new mirror looks like a lot of fun.

Update #5
WhrThRdFrnGr0w5, 8 years ago
Recently took out Wildest Dreams for Tooth and Nail. Giving it a try, don't often need to grab cards out of the graveyard, and even if I do I have Eternal Witness and Skullwinder
MisterOblivious, 8 years ago
Previously known as Thermo-Tremors: http://tappedout.net/mtg-decks/thermo-tremors Updating the deck for HOD to add Firebrand Archer
Deck Update #1
Olde_English, 8 years ago
I've reached a very competitive, consistent level of play with this deck. At this point, the only thing left to do is purchase some of the more expensive upgrades this deck needs to run even more efficiently. Most of these upgrades are lands, specifically Cavern of Souls and the Khan's fetch lands. This is easily my best commander deck and the one I enjoy playing with the most. There are so many different ways to win, which makes every game exciting to play. I'd like to say thank you to everyone who has upvoted and offered helpful comments for this deck. Your support is greatly appreciated!
darkember375, 8 years ago
Updated for HOD, Might put in Magmaroth as well for a 4 drop slot
Grand Prix Vegas
Aenderan, 8 years ago
I've been exhausted since I got back, but it's about time I record my results from the modern main event here. Overall didn't do too bad. I was one game off of making day 2, but some misfortunate draws definitely occurred so I'm attributing my favorable matchup's losses to that.
Overall: 5-4
Round 1: Grixis Death's Shadow (2-0)
- This is one of my best matchups in the current meta, which is oddly enough also the best deck in the meta. My burst is too fast and resilient for them. Losses happen, but generally without multiple Stubborn Denial and hand disruption every turn, I'm fine.
- This matchup is mostly dependent on my opponent's hand. With a turn 3 combo, unless I have Anger of the Gods on turn 2, I'm dead. However, the longer the game goes on, the better my odds are. Game 1 my opponent had a slow hand which planned on beating me down with Kitchen Finks and Gavony Township, and Game 2 I had Anger of the Gods. Overall a decent matchup.
- This is a difficult matchup, but not unwinnable. Games 1 and 2 were close, me winning the first sideboard game. Game 3 was down to the wire. Basically, I had to resolve a Courser of Kruphix to be able to survive one more turn and have lethal. I had mana to pay for Mana Leak and Anger of the Gods for Spell Queller, but the last card in hand for the control player was Logic Knot and enough stuff to delve to have X equal 2 more than I could pay.
- This matchup is kind of the opposite of the Counters Company matchup. The longer the game goes, Bant Eldrazi is favored, while my combo is faster than the opponent can deal with. Unfortunately, I had grindier hands both games that were still close, but I couldn't get there.
- Matchup's still the same. Just this time they got a turn 3 kill. I got to hard-cast Worldspine Wurm and win with it Game 3 though.
- This is where that misfortune really shines. Game 1, 2 copies of Stubborn Denial and a Snapcaster Mage beat Through the Breach on both turns 3 and 4, and then I was beaten down with Death's Shadow from there. Game 2, I drew no lands after a mull to 5. Unfortunate, but that happens in Magic.
- I used to hate this matchup. However, since my deck has evolved over the past year, it's become more resilient to the taxing effects every turn. Not too hard to beat, but the matchup can go either way.
- The way the matchup is meant to go is I lose Game 1, then win Games 2 and 3. Instead, I lose Game 1, win Game 2, then Game 3 get basically the best anti-Burn hand. Mountain, fetch, Explore, Courser of Kruphix, 2 copies of Obstinate Baloth, and Through the Breach. His Goblin Guide should help me find the lands I need, as well as how it's paired with a fetch if the top isn't a land. Then Explore gives additional draw towards one, not to mention I'm on the draw this game. But I didn't draw a 3rd land in 5 turns and lost. Unfortunate.
- Same matchup as before. Game 1 slipped away but it wasn't too bad.

Archetype set
karakken, 8 years ago
I have decided on running the archetype of playing soldiers (not necessarily tokens but not opposed to them) without equipments. I am only running a few enchantments for some control and mana fixing.
Draft deck 1
ZMZMFXY, 8 years ago
First drafted deck on this site.
Mk. 5.1
Walker2148, 8 years ago
New: Venser, Shaper Savant; Glen Elendra Archmage; Caustic Caterpillar Cut: Aura Shards, Nissa's Pilgrimage, Wickerbough Elder Venser and Glen Elendra needed to come back. Aura Shards has been underperforming for me lately as the number of creatures in my list declines; it's fantastic in a stax deck or even a fair control deck, but this list just isn't focusing on value ETB creatures anymore, and most of my creatures are mana dorks that want to come down before Shards does. Nissa's Pilgrimage has also not been as close to Cultivate or Kodama's Reach as I'd hoped; I rarely have Spell Mastery, and only getting Forests is a bigger downside than I expected. Finally, I'm replacing Wickerbough with Caustic Caterpillar as my answer to Torpor Orb. It can't be reused, but it's cheaper, and I think that's more important.
