Acidic Soil deals damage to each player equal to the number of lands he or she controls.
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Acidic Soil Discussion
1 week ago
Found another great addition with Acidic Soil! Now I just have to find a good spot for it. There's even a comment on Gatherer talking about the card that says - "Uhh... Maybe if you just sacrificed a whole bunch of mountains...".
Well sir, it just so happens we have!
1 week ago
Fun game today vs. Omnath, Locus of Mana and Karlov of the Ghost Council. Omnath, Locus of Mana built her board with Snow-Covered Forests and Extraplanar Lens ramp into multiple big stompy creatures, while Karlov of the Ghost Council built his board with Urborg, Tomb of Yawgmoth and Cabal Coffers ramp into Teysa, Envoy of Ghosts and Karlov of the Ghost Council. I played an Acidic Soil to keep everyone wary of counterattack and waiting to see who gets an advantage first. I then ramped with multiple rocks, gained card advantage with Queen Marchesa and Delaying Shield, and eventually played Burning Wish to Insurrection to take out Omnath, Locus of Mana and deal 6 commander damage to Karlov of the Ghost Council with Karlov of the Ghost Council. Karlov of the Ghost Council controlled the board by exiling all the creatures I brought in until I was finally able to play an Act of Aggression on Karlov of the Ghost Council, equipped Sunforger, tapped Teysa, Envoy of Ghosts with Pacification Array, and then Boros Charm'd Karlov of the Ghost Council for 20 more commander damage, winning the game. Crazy game! Both opponents were killed with their own creatures, Karlov of the Ghost Council with commander damage! The addition of Threaten effects has been a good change.
2 weeks ago
As an additional comment on the deck, Acidic Soil and Price of Progress are amazingly powerful cards! I frequently do a combined 40+ damage with them, usually taking out at least one opponent, and I can almost always make the damage asymmetric, even though I have only nonbasic lands. Solitary Confinement, Delaying Shield, Gideon of the Trials, and Selfless Squire all can prevent the damage, and Sun Droplet can regain that lost life over a few rounds. Damage per CMC, these cards smash serious face, and are probably the most powerful offense in the deck. Think about that, Price of Progress has a CMC of 2, is instant speed, is searchable by both Sunforger and Shred Memory, and it commonly does 40+ damage! That. Is. Insane.
3 weeks ago
If you are going Punisher with the Queen, you may like Rakdos Charm, Acidic Soil, and Price of Progress. These are potentially my most cost effective cards for damage per CMC or per card in my Queen Marchesa: Politics, Aikido, and Control deck. Would go great in here.
2 months ago
So the decision to go without Sol Ring was confirmed by consensus today. I will be removing it. I will probably not replace it with another mana rock, I feel like I have enough, and I will probably not miss one, even if it is the powerful Sol Ring. This frees up a slot for something interesting.
Let's talk Wishes and Wishboards. Per the mtg.gamepedia.com reference, "A Wishboard is a sideboard for a deck that is intended to be used in conjunction with the Judgment Wishes (Burning Wish, Living Wish, Cunning Wish, Death Wish, or Golden Wish), or Future Sight's Glittering Wish. Often, these sideboard cards are not intended to ever be sided into the main deck between games; rather, one of the Wishes is used to retrieve the cards instead. The intent of this strategy is to not devote maindeck space to cards that may be irrelevant in any particular match-up. Instead one trades game tempo for the ability to have the correct answer every game. This is, of course, assuming that the Wishboard contains the proper answers."
Wishes are controversial. The main arguments against them are that they can be abused if they are allowed to be used to retrieve any card you own, without restriction; that they are not universally played, giving those who play them an unexpected advantage on other players; and that they are another thing to slow down a game with searches. Many people believe that Wishes are very overpowered. In EDH specifically, Wishboards are often stated to be against the spirit of the format, changing a 100 card singleton format into a 110 card singleton format. Those who dislike them ask why we need 110 card slots, asking, "Aren't 100 cards enough?" Those who are against the use of Wishes are often very adamant and very vocal about it.
The arguments to counter these objections to Wishes are pretty straightforward. The first counter is that restricting the searches to only the allowable but optional sideboard, eliminating the potential for abuse of an entire collection worth of cards, and requiring thoughtful inclusion of cards chosen for this purpose, will keep the abuse and annoyance down to a bearable level. The second counter is that many cards are not "universally" played, often appear as "secret tech", but that acknowledging the use of Wishes prior to play is more than fair, given that many players do not even give this courtesy to the opponent regarding their "secret tech" prior to play, but that advantage through card choice is always an element in Magic, and there is no difference here. The third counter is that, while searches do slow the game down, a search of a small and restricted sideboard chosen just for this purpose is much less of a drain on time than many cards that are more universally played, such as common Tutors and even Fetches or green Ramp cards. To search through 10 or 15 cards for an answer, without needing to shuffle your deck following this, is a very small burden on game time, compared to many other well accepted cards. I will address their power level below, but any argument about the spirit of EDH is often a complete waste of time, and usually degenerates into a statement of "I like my EDH like this, and not like that." I will not address the spirit of EDH.
The usual comparisons made between Wishes and other cards are both to modal spells and to common Tutors. I would say that they are similar to both, probably closer in deck construction to Tutors but closer in play to modal spells, and they carry their own unique characteristics not shared by either modal spells or Tutors. Let's compare some cards to see how this could be true.
Tutors and Wishes are probably closest for deck construction purposes, but the results in play are quite different. Tutors and Wishes are put into a deck with the idea of allowing searches for specific cards included in the deck or sideboard, respectively. Compare Mystical Tutor vs Cunning Wish. Both would potentially be included in decks that want to play whatever card is needed from a specific set of instants, at whatever time the Tutor or Wish is drawn. The difference is that Wishes are much less powerful in this role than Tutors. When using a Wishboard, Cunning Wish will have less targets than most tutors, and all the targets are inaccessible for drawing. Given that, if you want to play a specific combination of instants, or play a specific one as quickly as possible, then the fact that Mystical Tutor can essentially act as a second copy of whichever of those instants is needed, and given that for Cunning Wish to have access to an instant, it needs to be inaccessible to normal draw due to being, by necessity, a card from outside the deck, it can never act as a second copy of any card. This means that Cunning Wish can't really function to speed up drawing a combo, and can't really increase consistency. Tutors are far more powerful than Wishes for enhancing the consistency in a deck than Wishes, at least as far as a singleton format goes. All bets are off if you are allowed 4 copies of a Wish in the main deck, 3 copies of the target in the main, and one copy in the sideboard. that essentially gives you 7 chances to draw any specific target card. This is not a factor in a singleton format, and a Wish can only ever search for a card that you cannot draw at all.
Wishes actually play more like a DIY modal spell than a Tutor. Consider Cryptic Command vs Cunning Wish. Cryptic Command allows you to choose two from a list of four great options. With Cunning Wish, you can choose one of up to ten options preselected from a list of all possible instants in the game (including Cryptic Command if you choose). Drawing and playing Cunning Wish substitutes the chosen instant, giving options but not an extra copy of any of the list of options. Consistency is in no way increased with Cunning Wish, in the same way that consistency is not increased with the use of modal spells like Cryptic Command, unless it can be used as a duplicate of another spell in the deck. Wishes behave in play similar to modal spells that you design yourself out of other complete cards.
The difference between Tutors and Wishes is that the target cards for Wishes will never be drawn, and the difference between Wishes and Modal spells is that a Wish can access more options than the preselected list printed on the Modal spell. This places the power of a Wish somewhere between that of a Tutor and a modal spell. That is arguably pretty powerful, but this is not the extent of it. The true difference and power of the Wishes is that their targets do not need to be in the deck. Targets can be cards that you would never include in the maindeck or would frequently be a dead draw, but would occasionally be an absolute bomb. Eliminating or decreasing the frequency of the dead draw can be considered a way to increase consistency, just not the way that Tutors usual increase consistency. You can also design your Wishboard with it's own mana curve, allowing the wishboard to be useable at any point in the game, decreasing the dead draw factor of cards even further. Wishboards can also be designed to incorporate a toolbox, effectively creating the opposite of a dead draw.
For Queen Marchesa: Politics, Aikido, and Control, Wishes could fit in this deck really well. I could easily add Tutors, but it is not lacking in consistency, so I am not sure this will enhance the deck any. I could add some modal spells, and I have several, but the ones not already in the deck don't seem to have enough options that would enhance the deck. I had been resisting adding some non-modal spells that were similar to some of the modal spells because they did not have enough use in that one mode to justify the card slot. By using a Wish or two, I could create a few DIY modal spells out of the single use spells that I thought that the deck could not accommodate, increase the options available, and enhance the complexity and interesting lines of play that this deck facilitates. Spells like Exsanguinate, Stronghold Discipline, Acidic Soil, Browbeat, Wheel of Fortune, Vindicate, Past in Flames, Damnation, Austere Command, and many other sorceries would all be great bombs as possible targets. Both Burning Wish and Death Wish would potentially be options for inclusions as Wishes. Toolbox options could include the archetype hosers like anti-graveyard antics cards, huge turnaround cards that I would never include otherwise like Reverse the Sands or Insurrection, and many other possibilities. This is an interesting new way of potentially developing this deck.
So what do you all think? This is obviously not a direction that every meta would facilitate, but I think it could be fun to explore. Are there cards that would be very useful in the Wishboard that would never fit in the main deck? I listed some that are my initial thoughts, but I am interested in any help that could be offered. I am interested in wincons, bombs, and toolbox cards. Given that there will only be two Wishes included, how many of the sorcery wincons could be moved to the Wishboard without compromising the offensive capabilities of the deck? Thanks ahead of time for any advice offered.
3 months ago
Ok, all. I am an idiot. I had a realization in play yesterday that should have been obvious, but I had missed it. Ayli, Eternal Pilgrim was meant to be both Rattle Snake and spot removal, but the deck was not built around it, so she never got going. I focused on the spot removal, and when she was removed from the deck, I replaced it with repeatable creature spot removal, thinking that would at least come close to replacing the value of Ayli, Eternal Pilgrim. What I didn't fully grasp was that the weakness of slow speed of the removal, along with the durability of the removal was the problem, and that Assassins would never be able to make up for this. I was sitting on one of the best removal spells that are available in Queen Marchesa's colors, and I recognized this at least enough to put it into a sideboard slot because I just couldn't cut it all the way. I think I should just put the good spot removal back in, and skip all this getting fancy with creatures for removal BS. Since my Rattle Snake and Pillow Fort defense is already very strong, I am not sure why I am worrying about it so much, especially since I keep strengthening it with the most subtle of subtle Pillow Fort cards like Duelist's Heritage, Slayers' Stronghold, and Key to the City.
Right now, I think I just need to consolidate what I think this deck does best, make sure that I bring enough of both the offense and defense that this deck works off of, ensure that I am optimally countering common deck archetypes in ways that are synergistic with the rest of the deck, and not get distracted with complicated additions.
With that said, I have a sideboard that I have constructed of cards that are meant for tuning this more specifically to different metas, and for including cards for combating common archetypes that my meta does not contain. Even if I don't use this as a common sideboard between games, this is my list of cards to adjust for changing metas as I go between them, likely usually between sessions.
Changes that I plan:
Main Deck changes should be to consolidate the theme of the deck, removing weakness in favor of the strengths.
Stronghold Discipline - Rakdos Charm is a huge part of my offense, and wins a ton of games. Stronghold Discipline is essentially another copy. Unconventional offensive plays are what this deck does best. Consolidate around the deck's strengths.
Utter End - One of the best spot removal spells available. Control is one of the things this deck does best, especially surgical removal. Consolidate around the deck's strengths.
Sideboard changes should compensate for different metas and allow me to combat the weaknesses in the deck with respect to commonly played archetypes that are just not that common in my usual meta. I am OK with unfairly destroying decks in metas that are not my usual meta.
Out: Utter End - Into the Main Deck!
In: Rest in Peace - The best at what it does, kills a lot of combo, storm, spellslinger, value engines, reanimator, etc...
So, what does that leave us with?
Ramp and Fixing: Lots of Ramp and Fixing that is tuned and synergistic with the rest of the deck, as well as a curve that allows us to bring out early big plays. Gift of Estates and Tithe double as card draw late game, and our unconventional manabase is highly synergistic with the rest of the deck.
Draw and Tutoring: Enough Draw and Tutoring to make the deck consistent and holding enough answers for every threat or weakness, without being obtrusive or conventional enough to be obvious about it. Three all star players in this list are Shred Memory, Key to the City, and Sea Gate Wreckage. Uncommon tutors and draw with huge impact in this deck without ringing any danger bells for most players. This suite makes my already versatile card list even more versatile.
Defense: A 25 card subtle and somewhat unconventional Pillow Fort and Rattle Snake defense with a low curve, the potential to be used offensively, and which is synergistic with itself as well as my offense. Back this up with a nice Fog suite, making my defensive wall extend into my hand so as to not have all of it sit on the battlefield to be effective, and bringing it's own offense in the right circumstances. Add to this a control package that is complete with a very strong and versatile spot removal suite, some reactive board wipes that have offensive uses, and multiple cards to allow us to protect our board state, including counterspells in Mardu colors!
Offense: The offense is structured to take advantage of typical board states and the strengths of my opponents with cards that have outsized effect for their costs. It is designed to be huge Aikido bombs against any Big Mana, Big Creature, Big Army, Big Hand, or Big Attack deck. It is structured in pairs of cards for each of these, including Acidic Soil/Price of Progress, Backlash/Delirium, Rakdos Charm/Stronghold Discipline, Sudden Impact/Toil / Trouble, Deflecting Palm/Comeuppance, with Arcbond, Batwing Brume, and Eye for an Eye all reinforcing this array of counterattacks. This reactive offense is backed up with a couple of big bomb offensive attacks in the form of Master of Cruelties and Hatred, a couple of midrange beaters in the form of Serra Ascendant, Gisela, the Broken Blade, and Kazuul, Tyrant of the Cliffs, and an army of smaller defensive and utility creatures. Bring in combat tricks and enablers like Duelist's Heritage, Slayers' Stronghold, Key to the City, and Rogue's Passage to act as later game silver bullets, and the offense is quite versatile.
Sideboard: Packed with Combo hate, a counterspell suite of my own for Counterspell and Blue Control hate, Graveyard Antics hate, and extra offense in the form of Dark Depths as an uncounterable big beater and Exsanguinate for big burn.
In all, I think I am pretty satisfied with where the deck now sits, and will likely consider this list to basically be the core deck. Testing will confirm, I think I have chased down all the areas that needed shored up, and I feel like this is, at the moment, a completed list.
3 months ago
feyn_do_alduin: Without trying to sound snarky, the best way to avoid dying to that is to either proactively protect yourself (not let yourself fall into the life range where Acidic Soil can kill you) or optimize your deck to the point where you can kill them first. Given that Acidic Soil does 1 damage per land and Omnath nets 8 (5 power and a Lightning Bolt) you shouldn't be super afraid of the card?
3 months ago
for example, I run a decent quality Omnath, Locus of Rage build, in response they started running Ground Assault and Acidic Soil to one-shot me after i've gotten to critical mass. the only way to get around it is to bolt the guy who played it until he's dead before the card resolves