|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Vintage Masters (VMA)||Mythic Rare|
|From the Vault: Realms (V12)||Mythic Rare|
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: Add to your mana pool. Ancient Tomb deals 2 damage to you.
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Ancient Tomb Discussion
1 week ago
Love the flavor! Very cool deck. Methinks Ancient Tomb would be a saucy addition here.
1 week ago
I see where you are coming from. I'm going to be honest, I forget all the time about the Talismans, but I agree with your argument. I think I'll replace Into the North with Talisman of Unity and swap Arctic Flats with something like Ancient Tomb.
I'll try out Mom in place of Archetype and Mangara in place of green Myojin in my next couple of games to see how they run. I like Mangara and want to run him, but I've been trying to figure out what to take out in his place. What would you suggest to make room for Swords or Path? I guess I can try it in place of a tutor? What would you swap for Avacyn's Pilgrim? I run Bloom Tender and Priest of Titania because they often tap for more than 1 mana. I guess I could replace Sac-Elder?
I'm going to try out a couple of other changes I've been meaning to try as well, like Stonecloaker in place of Scooze, since it plays better with Paradox Engine.
2 weeks ago
Ok, I added Ancient Tomb
Also Mishra's Workshop would be amazing for the Green Blue Artifact Deck! OH shit just looked up the price, I don't think its even Modern legal and it's $6,000 for a playset, lmao nvm...
2 weeks ago
Also this has an upsettingly low amount of 0 mana or otherwise free spells for "storm"
Remand storm spells
The aim of a storm deck is to combo out as quickly and efficiently as possible at any cost, just cramming a bunch of spells with storm into a grixis deck doesnt make it a storm deck, if you arent winning when a spell with storm resolves, you aren't playing the archetype correctly, and this list has very few draw engines and is far too slow to be able to build a respectable storm deck
The other problem with storm is for storm to be good enough to win games reliably, its nearly budgetless, you'd need Dark Confidant Snapcaster MageJace, Vryn's Prodigy Flip Lion's Eye Diamond Imperial SealForce of Will Pact of Negation Mana DrainMox OpalMox DiamondMana CryptAncient TombGrim Monolith Mana VaultGamble Personal TutorEntombDemonic Tutor and other non budget cards to make the deck have any chance of presence before you get focused down by the table, especially because people already know what to expect from the nearly identical and widely infamous Jeleva, Nephalia's Scourgewas
2 weeks ago
Nice deck. Some thoughts/suggestions
cut Underground River and friends
add Underground Sea and friends
You're trying to run High Tide, so you need as many actual Islands as you can get.
cut Dragonskull Summit and friends
add Misty Rainforest etc
Same idea here. Also, you really don't want lands coming into play tapped in a deck built for combo if you can help it.
add Temple of the False God
add Ancient Tomb
These make the "free" spells negative mana cost.
Strongly consider Treachery as this is both removal and free storm count. It is also negative mana cost with a resolved High Tide.
Vendetta and Snuff Out might be better off as Dismember and perhaps Terminate or even Unsummon. Unsummon is as good as destroying when you're following up with a Wheel of Fortune.
Not sure the Traumatize / Past in Flames plan is worthwhile. This cost 7UUR + whatever you want to flash back. Doing it over multiple turns invites someone to flip up Rest in Peace or Tormod's Crypt or Relic of Progenitus.
Helm of Awakening is dangerous due to symmetry, but can lead to added explosiveness. Could experiment here with Semblance Anvil and similar.
Mystical Tutor usually just as good as vampy.
3 weeks ago
ScrOuch, lBahamutZeROWe seem to agree on most things here. I am working on getting my hands on an Ancient Tomb Expedition. I won't be taking out Gruul Turf ever though. It has flat out won me games already. Being able to bounce itself back over and over is amazing for landfall. Pairing it with Amulet of Vigor is just an occasional bonus.
JuQ: Although I do not discourage anyone from running Blade of Selves, I don't think I will myself. I have tested it myself, and there has always been better plays for six mana, and it is to circumstantial on a ton of things going right.
Spoosky: Glad you like the update. Things have been going MUCH better since the last two updates! The power level is back! I have been missing turn two ramp though since I took out Rampant Growth... I really would like to see Three Visits reprinted, or just a new ramps spell for 2-3 cmc!
ScrOuch: I am not a fan of the new Curses to be honest... The red one looks tempting for its cmc, but I is not for me man.
WHyFLy: Welcome to the Om_rath army!!! How have your games been going so far?! I find that I just run everyone over... I only get one game a night in when I go to play commander. I want to keep my friends lol. Although most would not consider this deck Tier 1 because it does not just win of some stupid combo on turn 2-4, I consistently wins within 6 turn, and is normally sooner if I go unchecked. That being said, I love the deck the most because it recovers better then any deck I have played. Someone can counter my "WinCon" and I just go trucking along to victory! Most "Tier 1" decks just pucker out of you get rid of their one or two infinite combo pieces. ( They really just need to ban Doomsday and foodchain already!!!)
Kneyo: Shaper's Sanctuary seems pretty interesting! It pretty much reads "Whenever an opponent spot removes Omnath, Locus of Rage draw a card." Although that is not to bad of an ability, I would much rather add another way to protect him if anything, lol. If it said 'player' and not 'opponent', then that would be a whole different story!
3 weeks ago
@MrTom, hah, I see that now. Yeah, cheap/not cheap. Damia, has been occasionally taking some removal, but it hasn't been terrible in my play group so far. I probably could do with a few more "blocks" in there.
@Swamy, If that happens, or if I can't seem to stack my hand well enough, then I try to fall back on dumping the creatures in the graveyard and reviving them from there with things like Shallow Grave, Animate Dead, Ever After, etc.
@Spooky, I agree, the mana base can certainly be improved. I don't have a Tropical Island at the moment to complete the dual cycle, but I agree I should really take out the slow-lands and replace with non-tap stuff like Ancient Tomb or more fetches. Thanks for the tips.
3 weeks ago
I generally don't have trouble Dethroning people. I'm not sure if you abuse your Pain Lands and the like, but you can still Pain yourself with them to lower your Life Total on command. I often don't have a Turn 1 play, but if I Fetch+Shock myself to 37, I'll be off the Throne on Turn 1. Then I can Fetch+Shock again or just keep using my Pain Lands to get down low enough to Dethrone for awhile. I noticed that you're not running City of Brass, Ancient Tomb, Polluted Delta, Scalding Tarn, or Talisman of Dominance / Talisman of Indulgence. If the issue is money, then you do you man. However, City of Brass could easily swap for Crosis's Catacombs and you could swap the 2 Talismans in for Dimir Signet and Rakdos Signet.
As for gaining +1/+1 counters off the Throne, it seems that we both have all of the same Utility Cards: Drana, Liberator of Malakir, Feast on the Fallen, Unspeakable Symbol, Vigean Graftmage, Olivia, Mobilized for War, Sage of Fables, Mikaeus, the Unhallowed, and Metallic Mimic. I may be a bit bias on the subject since my playgroup is mainly Combo oriented. I hardly ever win through Combat as I mainly use it for Dethrone value. Everyone has a few Infinite Combos in their Deck, so not everyone is always attacking, thus allowing me to manipulate Life Totals by myself. I know that, when my playgroup was more Creature and Combat based, it was much harder to always be off the Throne and stay alive through it all.