|Commander / EDH||Legal|
Printings View all
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Vintage Masters (VMA)||Mythic Rare|
|From the Vault: Realms (V12)||Mythic Rare|
Combos Browse all
: Gain . Ancient Tomb deals 2 damage to you.
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Ancient Tomb Discussion
3 days ago
ToolmasterOfBrainerd - I disagree, a lot of the cards that break legacy are in Modern, and therein lies the problem.
Looking at MTGTop8, the top few Legacy decks right now are:
Miracles - 8% - while you loose a lot with the transition from Modern to legacy ( Force of Will , Counterspell , and Brainstorm ), the core of Legacy Miracles is Terminus and an aggressive pack of topdeck manipulation ( Ponder , Brainstorm , and Jace, the Mind Sculptor ).
Ultimately, you lose some of the control spells in the transition from Legacy to MNBL, but the core elements of the deck still will work.
Stoneblade - 8% - the core of this deck is Stoneforge Mystic into Batterskull , Umezawa's Jitte , and Sword of Fire and Ice , all Modern-era cards.. With the exception of True-Name Nemesis , the remainder of the deck tech would need some adjustments, but nothing that would break the core elements of the deck.
This deck might lose its core ramp package in the switch to Modern, but there's already a similar Modern deck--Tron--which would happily take the Eye of Ugin , so you would still end up with a powerful Eldrazi deck.
Note, Tron is not played in Legacy not because it not good enough for the format, but because Wasteland is legal.
A lot of the core components of many top Legacy decks are from the Modern-era (in fact, 11 of the top 20 cards in Legacy are Modern-era cards). The biggest losses when moving from Legacy to Modern are not the core threats of the decks, but rather some of their control elements. Many of the decks themselves would survive and thrive in the slower Modern environment if the Modern banlist was removed.
4 days ago
Mana wise i like Ancient Tomb for explosive plays with such a low curve deck
Carpet of Flowers also tends to be amazing in competative 4 man pods due to how strong blue naturally is.
Lastly, for mana i think you are a bit light on blue sources.
Force of Will is an amazing card, but quick count i see 23(out of 99) blue cards exilable (this includes gold cards). Personally i dont think this is ideal.
I love Mana Leak . Underrated af.
Running the labman alt wincon maybe you would want to add some more blue cantrips? It also helps with the FOW issue above.
This is by heart a semi combo deck. Autumn's Veil is a card that just says NO!!
Worldly Tutor might have a home here.
Lastly, i know you run artifacts that tap for mana, but your curve is soooo low and you dont run swords. Consider Null Rod to stop some tables while you can stay low to the ground.
4 days ago
Since it looks like the deck is semi-budget I won’t suggest anything overly price but one card to start out with to add a tad more speed would be Ancient Tomb and it won’t exactly break the bank. Here’s a few cards that would combo off of Mikaeus quite nicely
- Woodfall Primus with a way to continually sac him you could wipe out your opponents boardstates.
- Aerie Ouphes will take out all opponents flying critters.
- Cauldron of Souls to give any or all your critters persist to survive an opponents board wipe or for whenever you sac one of your own critters for an effect such as your caustic caterpillar.
If you like any of these cards I can’t offer any help as to what to remove for them because it seems you have this deck fairly streamlined as it is right now. If anything it would be a couple creatures but I’m sure they all serve a purpose in this deck right now.
6 days ago
Sad, Lotus Petal isnt legal. Im playing blue/artifacts and am looking for any form of fast mana. Couldnt find any legal Sol Ring lands like Ancient Tomb . I currently have Mox Opal and Simian Spirit Guide any i missed?
Mox Amber has been excluded.
1 week ago
Thoughts for edits
Thopter Foundry + Sword of the Meek + Time Sieve suffers from being a 3 piece combo and from card quality. Foundry can be worthwhile for instant speed blockers, but the other two are dead draws without the combo assembled.
I would recommend Tainted Pact for running with Laboratory Maniac . It serves as an A + B combo for winning (+ draw 1 card ofc), and is safer for the purposes of your deck than Demonic Consultation , although you could easily run that for cheaper CMC comboing. Worth noting that Pact has synergy with Isochron, or can be used for getting the last combo piece for a Top combo.
It seems as if assembling infinite mana + draw deck is your goal. I would recommend slotting Copy Artifact + Winds of Rebuke as an alternate wincon to lab man wins. Combos with dramatic scepter (you copy the scepter, imprinting winds of rebuke, to mill everyone out and pass to them, causing draws into empty libraries for GG). Copy Artifact and Winds of Rebuke also both have very high card quality, both are playable independently.
My last combo suggestion is for Praetor's Grasp . Especially with Sen having the potential to steal combo pieces, you have the potential to stop win cons as well as getting closer to your own. Praetor's Grasp will run as a functional tutor here, grabbing faster ramp or the combo pieces you need.
ad nauseum is a strong card, but you should consider the following. You are already pressuring your own life total with Dark Confidant as well as Phyrexian Arena , plus incidental damage from Mana Crypt as well as Ancient Tomb and the talismans. Your average cmc 2.33, meaning your Ad Naus will usually dig 10-20 cards, depending on damage and what you flip.. You also don't run any rituals, and have no way of reusing rocks outside of Dramatic Reversal . Supporting cards like Chain of Vapor or Hurkyl's Recall give extra mileage to Ad Nauseum as they let you re-ramp your own mana positive rocks after landing the Ad Naus, and Yawgmoth's Will is a monster in Ad Naus decks. You are also light on creatures and pack a medium sized removal package, so creatures can get free swings and reduce your Ad Nauseum that way too. You are running white, so you could decide to make ad nauseum + Angel's Grace a win-con as a possibility too. Right now Ad Nauseum looks more like expensive card draw in this deck than a strong win condition. As it stands, I firmly believe Necropotence is stronger in this current list.
You should consider swapping slower, permanent based draw spells for faster, instant/sorcery speed draw spells. Brainstorm + Ponder + Preordain + Sleight of Hand will all bring down the cmc for Ad Naus, help guarantee smoothness in your early game, and give you cantrips to "win immediately" with Lab man. They also allow you to hold up counterspells more meaningfully. You could cut Padeem, Teferi, and the U/B Tezzeret, those changes alone would cut 10 CMC out of your deck for speed and Ad Naus purposes. For what it's worth, I also believe that Scroll Rack is most effective in edh with decks that sustain larger handsizes (gives ability to dig deeper), and would also be a proponent of cutting for a cantrip. One final note on card draw, your commander acts as card advantage for you,
Your removal package can be modified to be faster and stronger. Council's Judgment has some nice perks, but it should be tertiary to both Swords to Plowshares as well as Path to Exile . Both of them are just far more efficient. You also only have two answers to artifacts or enchantments on the board, Cyclonic Rift or Council's Judgment . 2-3 more bounce spells could help with board state by quite a bit, especially if you are able to stax them out of replaying their pieces. 1-2 pieces or artifact/enchantment removal will also go a long way to helping your board presence, especially since cEDH skews towards non-creature permanents.
Humility + Night of Souls' Betrayal is a nice creature lock, but I would rather see wipes in both of those slots. Humility wrecks card advantage from your own commander, and Night is low card quality outside of combo. Elesh Norn, Grand Cenobite is the preferred -x/-x effect, as it kills many of the strongest hate bears in the format (+ lab man) and allows your own hatebears to win through beatdown. I wouldn't recommend Elesh in a bear-lite build, so I would propose two wipes or pieces or removal instead.
Disallow is high cmc for a counter, consider running something else if you still want Ad Naus. If you want to hamper activated abilities, run either Pithing Needle or Phyrexian Revoker , both can deal with some of the premiere critters of the format, from Sisay to Thrasios. There are still plenty of fantastic 1 or 2 cmc counters that are common in the format that you don't run, such as Negate and Counterspell . Special mention to Swan Song for also doubling as a dramatic scepter + Copy Artifact wincon
Land base looking strong. Only changes I would suggest are remove the ETB tapped manlands, because speed is important, as well as swap out the artifact lands for basics. With a very high artifact density, you don't need to be worried about metalcraft enabled for Opal, and having nonbasics that don't give abilities and only produce 1 color of mana is not worthwhile when you can get caught by someone else's Back to Basics
1 week ago
I think more ramp would be good. The important thing about Ghalta is getting him down early, even if that means flipping one or two good dinosaurs per turn, rather than two or three mediocre ones. You'd be much happier keeping an opening hand with three pieces of ramp and a dino than the inverse.
I would look at bells and whistles like Kindred Boon and Onward / Victory the same way. in the case of O/V, having it stuck in your hand, rather than a ramp spell or another draw spell could delay getting Ghalta on the field by one, or even two turns, losing you that damage.
True Conviction is great. If you feel that you need another double strike effect, Duelist's Heritage is strictly better, since it's cheaper and you can politick your opponents into attacking each other by pumping their creatures. I'm also questioning Growing Rites of Itlimoc Flip in this deck. I love the card, but I run it in my Druid deck, which expects to flip it within a turn of it hitting the battlefield. A more reliable ramp piece like Hour of Promise might consistently perform better, and it will allow you to lean into Sunhome, Fortress of the Legion and Ancient Tomb more.
1 week ago
This looks like such a fun deck to play! I definitely recommend running that Unbender Tine in your Maybeboard. One of my absolute favorite cards. And not only is it perfectly on-theme here, it ends up super useful every game I draw it in. And absolute worst-case scenario, it's another mana rock. But it can untap Ancient Tomb for 4 colorless mana per turn, Rogue's Passage for two unblockable creatures each turn, or a whole host of other fun little uses that I discover every time I play it.
1 week ago
cdkime, those are good points. In response:
It's true that new players tend to do that. I'm a very Johnny player and enjoy researching, buying, and trading for singles that make my deck tick, but some people just like to play the cards they have. It never had to be that way with Temple, though. Until it found its way into every Commander product, it had only ever been printed in Scourge. If Wizards was going to let lands from Onslaught Block like fetchlands remain inaccessible to newer players, I don't see a reason they had to put a new supply of Temples out there.
I agree wholeheartedly. I do think that the Bouncelands are good if you have a casual meta, though. They line up horribly against Blood Moon and Strip Mine , but for budget 3-color decks, I think they're a good way to avoid missing land drops in the mid-game. For example, I put them in my dollar Shu Yun, the Silent Tempest deck.
This one, I have an issue with. I think Temple is worse than a basic land in the vast majority of decks. Fetches and shocks are a manner of fixing, rather than power. Whether you have to fill out your manabase with Cinder Barrens or not shouldn't have bearing over whether or not your deck should be running Temple. If anything, colorless utility lands lose value if you have to run more tapped duals to fix your mana as a result.
I agree entirely, and that's why I think it's so damaging to put Temple in precons. If a new player sees an Ancient Tomb across the table and goes looking for a budget alternative, they'll have to weigh what to cut, and what benefits from the inclusion, which is the right way to evaluate cards.
Ancient Tomb occurrence in decks from the last year
All decks: 0.47%
Commander / EDH:
All decks: 0.13%
U/R (Izzet): 0.19%
GW (Selesnya): 0.17%
W/B (Orzhov): 0.13%
G/U (Simic): 0.15%
RW (Boros): 0.14%
RG (Gruul): 0.12%
W/U (Azorius): 0.16%
U/B (Dimir): 0.1%
W/U/B (Esper): 0.29%
BRG (Jund): 0.13%
RGW (Naya): 0.11%
U/B/R (Grixis): 0.18%
BUG (Sultai): 0.18%
BGW (Abzan, Junk): 0.13%
RUW (Jeskai, America): 0.15%
RBW (Mardu): 0.12%