Acidic Soil deals damage to each player equal to the number of lands he or she controls.
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|Urza's Saga (USG)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Acidic Soil Discussion
1 month ago
There are a several cards in Zendikar Rising that will probably make it into the deck! Just a really, really solid set all around. Here are the all the auto-includes for me.
Nahiri's Lithoforming: This card has so much potential! Not only is it decent draw when you only sacrifice a land or two to it, but if you have Crucible of Worlds out this becomes downright ridiculous. Also another rare land sacrifice effect that sets us up for Acidic Soil and Price of Progress.
Valakut Exploration: Just a very strong draw engine, and also the cheapest repeatable effect we have access to that isn't symmetrical. Adding damage to each opponent on top of that is just icing on the cake.
Lithoform Engine: I'm on the fence about whether this is too costly of an effect, but there is no doubt it is strong, and fun too. We have many, many things of each category that can take advantage of this.
Are there any others you think I should consider?
3 months ago
I have found both Acidic Soil and Price of Progress to deal some heavy damage. The deck I use these in has a very low curve and no nonbasics so it always deals significantly more damage to other players than it does to myself. With this build, I could definitely see these cards putting in a lot of work but, of course, it also largely depend on your meta and the types of decks your play group runs.
Looks like fun deck to run!
5 months ago
It seems like you're running burn as your wincon.
Here are some cards that might help.
Since these are symmetrical burn, you could also run Glacial Chasm and stall it out. This is also the most important land card to run with these mono red sorcery finishers. Your Pariah is also a god level card with this setup. You might also consider Heartless Hidetsugu as a combo with these 2 cards.
For more drastic changes, you can fix around your landbase to cut a lot of nonbasics and add basics with a load of fetchlands, such as Fabled Passage, Prismatic Vista, , Ash Barrens, Terramorphic Expanse, Evolving Wilds, Myriad Landscape, Warped Landscape, some Panorama fetches, and keeping Flooded Strand + Scalding Tarn + Arid Mesa. I have this landbase in another of my burn decks and its fully sufficient for tri-colour commanders. In white, you get access to Land Tax as well so it helps further fix your mana - although in my experience with this landbase I would say its not even necessary.
With a basic land landbase, it opens you up to more burn, such as Price of Progress, Burning Earth. It also opens you up to hard stax cards if you have a vendetta against someone: Magus of the Moon, Blood Moon, Back to Basics.
An alternative package you can consider with your wheels is Narset, Parter of Veils and Alms Collector to discard their entire hand. You already have Smothering Tithe as well. Psychic Possession is also insane with wheels as it lets you draw 14 off a single wheel.
I would also just add Underworld Breach because its straight up insane.
You can also try Mana Geyser for a super explosive turn by recasting it from the graveyard again.
Dack Fayden is both a ramp card and a way to dump cards into your graveyard.
Some cards I see that you could also try cutting/changing are:
Land Tax - you can run ramp artifacts instead, such as Surveyor's Scope. Surveyor's Scope is an excellent card with many fetchlands as you can tap them to sac as a cost, then activate Surveyor's Scope for up to 3 basics untapped since your fetchland is no longer on the field. Or basically any other 2 mana rock will do.
I would consider Ral, Izzet Viceroy a bit too slow.
Long live our Overlord Sevinne
5 months ago
Spellshock - Antagonism - Sulfuric Vortex - Power Surge - Bulwark - Pyroblast - Red Elemental Blast - Flame Rift - Insult / Injury - Pulse of the Forge - Battle Strain - Collapsing Borders - Acidic Soil - Heat of Battle - Incendiary Command - AEther Flash - Devastate - Gratuitous Violence - Incite Rebellion - Citadel of Pain - Dictate of the Twin Gods - Manabarbs - Impatience - Burning Earth - Cave-In - Kyren Negotiations - Flame Fusillade - Pyrostatic Pillar - Ancient Runes - Rivalry
5 months ago
I would up the land count to 36 to ensure you can hit some of your later land drops.
6 months ago
If you wanted, you could add a non-basic land punishment package with Price of Progress and Ruination. Price of Progress can finish a game by itself but is even more devastating with damage doublers. If you run that though, you might consider swapping for more basics yourself.
Another good punishment card that can dish out a lot of damage mid to late game is Acidic Soil but this may be rough with you deck since it looks like you have a little more land and a higher curve.
8 months ago
alexjustdoit - makes sense. Perhaps I'm underrating Vampire Nighthawk. I suppose the lifegain effects help a lot when you are running things like Acidic Soil & Price of Progress (which I am currently not) which also hurt you.
Have you tried Kunoros, Hound of Athreos? My meta probably isn't resilient enough to fight against strong hate or stax, but I like that this guy does other things and being a creature is easier to remove (as opposed to something like Rest in Peace which could just lock someone out and does nothing against decks that don't utilize the yard).
Abzkaban - interestingly I just had a commission done for a Cersei alter of Queen Marchessa with Gregor and Qyburn assassin tokens, so I'm taking a similar GoT theme with my list. I'll post me list with the alters on here shortly.
Thoughts on Assault Suit in a combat oriented build?
9 months ago
My regular playgroup made a "no two-card infinites" rule (this deck didn't have any so it didn't effect me), but a long time ago when I had a few 3+ card infinite mana combos (mostly built around Mana Echoes ) and a few infinite Goblin generators (Krenko + Thornbite Staff , Goblin Warrens + infinite mana, etc..) I realized I had a lot more fun winning or losing through combat than I did with any of my infinite combos. Especially with Ib as a commander and the path this deck has followed since I started it, I definitely wanted the focus to be on combat shenanigans, even it meant working a lot harder to do win (dealing 120+ damage in a game isn't always easy!), or giving up on a few easy wins out of nowhere.
Personally no infinite I ever cast felt better than a Blasphemous Act + sac outlet win, wiping a table off the back of Repercussion , or going all into a Price of Progress / Acidic Soil combo after saccing all of my lands.
I still like something like Aggravated Assault a lot as it is a nice boost to combat on its own, but if you get the right 10+ cards/creatures on the battlefield it will go infinite in this deck as well. That's the kind of convoluted, hard to follow type of infinite that I like to pull off. Plus, no one really gets butthurt when it takes you 10+ cards to do it!