: Add to your mana pool.
Basic landcycling (, discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.)
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Ash Barrens Discussion
20 hours ago
Jarad's Orders seems like a great card here. It tutors a creature into your hand and can provide up to three card types towards delirium (sorcery, creature plus artifact or enchantment). You could even use it to set up reanimating a fatty with Phyrexian Delver, though currently you don't have any big pay off cards like Terastodon or Baleful Force.
Ash Barrens is very similar to Evolving Wilds except you can just play it as a Wastes if you need mana right away and don't care about colors. I suggest you add it to have another land that enables delirium.
To further support your self-mill theme, Mulch, Vessel of Nascency and Dakmor Salvage could be added.
2 days ago
5 days ago
This looks like a lot of fun, great to see these blasts from the past get used! One card that you might consider for ramp is Thran Turbine, could give you a free cycle each turn. As for lower CMC creatures, some that I think could be useful are Cryptbreaker, Stoic Champion, Ruthless Sniper, Cho-Arrim Alchemist, Pack Rat, Skirk Ridge Exhumer, Undertaker, and Devout Witness, since they get a different kind of value out of discards than cycling. Similarly, Key to the City and Smuggler's Copter can allow you to use discards for different kinds of value.
As far as other cards related to cycling go, did you consider Ash Barrens, Gilded Light, Stir the Sands, Unearth, Radiant's Judgment, Street Wraith, Viscera Dragger, and Pitiless Vizier? I'm not sure if those fit in perfectly, but they might be worth considering.
If you wanted to make all players discard but have you benefit more from it, you might consider cards like Oppression and Necrogen Mists. I also think Library of Leng is worth looking at, but it might not fit your strategy.
Do you think getting Hellbent is something you are looking to do with this deck? If the former, maybe something like Gibbering Descent, Asylum Visitor, Dark Suspicions, Grim Strider, or Hollowborn Barghest could be interesting. In either case, some card draw like Phyrexian Arena could be very useful.
Also, watch out for Stabilizer!
1 week ago
1 week ago
This is a nice build but you simply HAVE to put in more non-basic lands! Lol. But seriously, things like Lonely Sandbar, Halimar Depths, Nykthos, Shrine to Nyx, Tectonic Edge, Ash Barrens, Sea Gate Wreckage (just in case), Geier Reach Sanitarium, Arcane Lighthouse, Buried Ruin, Academy Ruins, Faerie Conclave, Tolaria West, Myriad Landscape, Wasteland, Minamo, School at Water's Edge, Remote Isle, to name a few...
4 weeks ago
I hate to tell you but while your ramp suite is ok, it's not as heavy as a typical elf ramp suite is. And with 24 lands you still only have like 35 mana sources in the entire deck, which is not that many.
On top of that, you have a bunch of cards that work on the number of lands you run; see Burgeoning, Caged Sun, Horn of Greed. Espctually give your opponents more advantage than it gives you. Not to mention that part of your removal package, Devastation Tide, returns all nonland permanents to their owners' hands. This means you're shooting yourself in the foot when you cast this as you'll most likely have less lands than your opponents.
On top of that, the fact that you can play half the cards in your deck on turn 4 doesn't help your argument. Your average CMC is 3.4 and most of your cards are less than 7 CMC. This means that if you just hit your land drops for the first 4 turns then you could play half the cards in your deck.
The point of a ramp package is to accelerate play. On turn 4, you want to be seeing more like 6 mana (given the price range and intended meta). You want to be playing your commander on turn 3 consistently and turn 2 with a really good hand as Rashmi gives you card advantage to help refill your hand. As it stands, your deck cannot constistently do this.
The other thing is that since you're a control deck, you want to spend the first two to three turns ramping so that you have mana available to play something as well as have counterspell mana open. Even if you're playing mana dorks, if you're missing your land drops the ncome turn 4+ when you want to start countering things, you won't have the mana available. Or you will have to hold off playing things.
You could vey easily replace Spellbook, Copperhorn Scout, Ivy Lane Denizen, Fog, Wellwisher, Stolen Goods, Illusionist's Bracers, Psychosis Crawler and Mystic Genesis with lands and you wouldn't even notice. Especially if you use lands like Bant Panorama, Evolving Wilds, Terramorphic Expanse and Ash Barrens, they all provide some level of deck thinning. You also have utility lands like Alchemist's Refuge and Cephalid Coliseum which provide functionality above and beyond just tapping for mana.
1 month ago
Don't get me wrong, I love Temporal Spring more than most- but is it worth 4 slots? Might be. I jam Chittering Rats where they don't belong sometimes.
Upping your fetches (Terramorphic Expanse and Ash Barrens) loads up your graveyard faster. More fetches = more Brainstorms = more Insectile Aberration Flip. Commune with the Gods might serve a better purpose than Mental Note, but who knows?
1 month ago
You're playing a really heavy number of lands here with no way to thin, and limited draw power. At this point i'd go down one or two basics, and then cut more to add easy ways to thin. Ash Barrens, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Thawing Glaciers, and cost permitting: Polluted Delta, Marsh Flats, Verdant Catacombs, and Bloodstained Mire. Also Urborg, Tomb of Yawgmoth to turn all your utility lands into swamps. Cards like Journeyer's Kite, Burnished Hart, Solemn Simulacrum, Wayfarer's Bauble, Armillary Sphere, and Renegade Map can help thin early so you won't see so many lands late game.
Also, Liliana of the Dark Realms has to be in here. She is the mono-Blackest of Black walkers.