|Commander / EDH||Legal|
Printings View all
|Urza's Saga (USG)||Uncommon|
Combos Browse all
Acidic Soil deals damage to each player equal to the number of lands he or she controls.
Price & Acquistion Set Price Alerts
Acidic Soil Discussion
2 weeks ago
Flooremoji do it! If you need help with any of them hit me up!
conk2000 ain't no body got time for that! Thanks!
Pallino Thanks for the comment!
2 weeks ago
2 weeks ago
Suns_Champion, thanks for the upvote and the very kind words. I appreciate it. Here are my initial answers to your questions. I may have other answers as I think more about your questions, but these are my answers based on what I have seen so far.
First, the deck is fun, and if you already win most games, this deck will probably not change that, unless you are seriously cutthroat already. It basically just evens the power of most decks until the last round or two, and plays as a 75% deck at every table I have found it. I probably wins more than that, but this is because I am the most experienced and obsessed player in my normal meta (it has seen 2 different metas so far, due to a move) and when I show up at random tables, no one really expects it. It has become more popular to play Queen Marchesa, but not enough to be that big of a deal. I would love people to build it and give me feed back on how it does at more tables than I can reach. Even with the concerns about inexperience in your meta, it can withstand more hate than it seems, and while the intention is to ride below the radar, even if it doesn't, it can still often hang. If they waste resources on your death touchers, even the Queen, something else will get them. The Queen and her deathtouch army definitely add to the strategy, but the deck runs fine if they are taken out. Something gets them in the end.
Second, as for Swiftfoot Boots and Lightning Greaves, I didn't include them for two reasons. First, I needed the slots. It is a really tight list. Second, removing the Queen is less of a problem than you think. Bring her back out and you are the Monarch again. This provides some disincentive to take her out, at least for the guy who is currently or soon will be the Monarch. She is fairly inexpensive with a CMC of , so this can happen a few times before it gets truly out of hand. For a minor third reason, you only get half of the benefit of those cards when playing with Queen Marchesa, since she already has haste. I found better uses for those slots.
Third, Price of Progress, Anathemancer, and Acidic Soil are all just cards with a low CMC and a high potential damage for the average meta. Commander is notorious for non-basics. If this is not worth it in your meta, think about a resource, situation, or game characteristic that is very common in your meta, and hit them for that. If a bajillion creatures are often on the board, try mainboarding Insurrection, Incite Rebellion, and Stronghold Discipline. If people draw a ton of cards, try Underworld Dreams and Sudden Impact. Go after common game states and the usual overreach for your meta. Take advantage of the way that players build their decks to work. Use their strategy to take them down. Become one with their deck, let their power become yours. There are many ways to do this, I have just seen that excessive lands, especially nonbasic lands, can be a source of power for my offense, and Price of Progress and Anathemancer are usually just really efficient bombs.
Fourth, there have been a few times I have really wanted Arcane Lighthouse. It is pretty amazing. This has been especially true against really aggressive decks, especially voltron decks, since Greaves/Boots are standard issue for voltron. That is definitely a consideration, and probably could be fit in if shroud/hexproof are a problem.
Fifth, Scavenger Grounds is a great card, and if graveyard is a serious threat in your meta, it is a good include. I find that with Bojuka Bog, Shred Memory, and Rakdos Charm, I am often covered well enough. If it got further out of hand with the graveyard shenanigans, I would possibly include Scavenger Grounds, or maybe Rest in Peace.
Sixth, Pacification Array is pretty weak. It occasionally allows for something surprising, since it is often forgotten about, and is otherwise pretty cheap. It probably gets played from my hand as a sorcery speed tap one creature or artifact card for immediate advantage more than any other way, but it does act as a decent Kor Haven replacement with some frequency. Think of it like surprise tempo, defense, and politics all wrapped up in a relatively cheap package. I like how flexible it is, being used for both offensive and defensive uses, as well as politically by defending other players (rare) or opening a line of attack against a common opponent (more frequent) so that I can encourage that attack to point away from me. It is honestly still in there because I have just not taken it out again, since it has come out before, but you may be overlooking it's subtle power. It will get replaced with Forcefield when I can get one. With a deck as pimped as I have made this, Forcefield kind of needs to be in there. It will be some day. For someone else's deck, it could be just about anything.
Thanks again for the kind words. I look forward to seeing your version when you make it. It really is a ton of fun to play, and never disappoints, even when it loses.
2 months ago
Questions/Suggestions spacefishben: These are mainly just alternative burn spells.Acidic Soil Cheap and doubles as a better Mana Geyser. Arcbond Not sure about this. Overloaded Lightning bolt? Fall of the Titans will always be cast for Surge in this deck.Quietus Spike If you want to equip Neheb since he has afflict too. Also how do you feel about copying stuff Increasing Vengeance or Reverberate for the x spells? I feel like Sin Prodder is risky and has a high chance of backfiring since most of the spells deal more damage than its CMC and they can send the X spells to the graveyard for 1 or 2 life.
I'm also wondering if we have enough mana rocks to be running 35 lands. Do you think we can take out like shock/tarfire or something for an extra mountain or two? I trust your judgment over mine though.
2 months ago
"How mean is "too mean", what do you consider off limits, and most importantly, how do you counter land-based ramp strategies if you can't touch the lands?"
So how mean is too mean?
When you have 10 to 15 minute turns where you are just playing things non-stop, and the game basically turns into your opponents sitting there waiting on you.
When you have a tier 1 deck, and everyone else is using a janky tier 3 or 4 deck.
What do you consider off limits?
Personally I have no issues with any single legal commander deck strategies. I do take issue with illegitimate strategies though i.e. illegally using multiple copies of cards, using unglued/unhinged cards etc. I mean, my "best deck" if you will is Slivers so I don't have much room to judge others on what is considered "valid" for EDH.
How do you counter land-based ramp strategies if you can't touch the lands?
Have opponents who have land-ramp based strats? That's just fine. Hit them with the following spells late game and reap the salt.
3 months ago
3 months ago
illumfolly: Thanks for commenting!
Mana Echoes - I had this card in a long time ago, but the deck isn't built to take advantage of it. The curve is really, really low, and the only X cost card I have is a sideboard of Rolling Earthquake. When I played Echoes before I would quite often make 200+ colorless mana the turn after it went down, but any turn after T3 I only have one or two cards in hand, and neither of them can take advantage of all that colorless mana.
Wildfire/Burning Sands/Keldon Arsonist - The problem with a deck like mine and effects that have a land sac effect means I can't do anything in response to it. Keldon Arsonist for example, if I spent the 1 colorless, and then sacc'd two lands to active his ability, I can't then sac them to Ib before they go to the graveyard because it's part of a cost and doesn't use the stack. With a cycled Decree of Annihilation or a Boom/Bust I can respond to the destroy trigger with an Ib sac, and still get Goblin tokens out of a symmetrical spell. To go with the land destruction suggestions though, I used to run Shivan Harvest and a Ruination, and realized that the land destruction got me a ton of hate that I often couldn't survive through, while Price of Glory/Price of Progress/Blood Moon/Magus of the Moon/Acidic Soil had a better ultimate effect, and I had a lot more control over the table hate too. I'm always on the lookout for more "land dysfunction" or control type of effects though! I sideboarded Mana Web just because I want another 1 or 2 stax effects that deal with land specifically.