( may be paid for with either or 2 life.)
, , Sacrifice a creature: Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost, put it onto the battlefield, then shuffle your library. Activate this ability only any time you could cast a sorcery.
|Want (8)||vidarski , Etinifni , Taufyr , Shankmaster4k , moggis , matty266 , merdrach , Goes|
Printings View all
|New Phyrexia (NPH)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Birthing Pod occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
BUG (Sultai): 0.7%
Latest Decks as Commander
Birthing Pod Discussion
4 days ago
1 week ago
For myself and others, how to optimally pilot the deck
Philosophy behind the deck, ideally should be played with 2+ other players.
You are a hard to kill end game boss, blue is boring busted and broken and is also expensive. Try to go for cards that will keep your hand healthy since we are not running blue so think how much you can squeeze out of one card for maximum value.
while Triskelion will want cards like Defense of the Heart , Tooth and Nail with the added 2 colorless for entwine (if it's already in hand just pick a different creature and still summon the creatures you want in hand.)
Shifting Shadow will still work even if you are trying to destroy an indestructible creature during upkeep reveal the next creature while still keeping the previous one. Can be easily retrieved if no graveyard hate.
Sun Titan can even get a land into play
Chromatic Lantern can negate damage lands and lands with downside and can make useless lands useful.
Birthing Pod you can sacrifice zero cmc token creatures for a one drop ect.
1 week ago
@TheMaggotPrince Glad you enjoy the deck! I've thought about your question a lot, and I hope you're prepared for a lengthy reply. We are a midrange deck, which means control is consistently our nemesis. You have basically two options: kill them quickly, or play threats that they can't respond to effectively.
To address the first strategy, it really comes down to fine-tuning your ramp and your mana curve. All the action in our deck starts at 4-5 CMC. That means our ramp ideally needs to come down on turns 2 and 3, getting us up to 4+ mana a turn or two early. I get a lot of questions like "why no Commander's Sphere?", "why no Pir's Whim?". They're too slow! Farseek and Nature's Lore get us up to our critical mana threshold earlier, and more reliably. Which brings me to my next point: average CMC. Most Mayael decks are way too top heavy. If you can't impact the board before turn 6, you're in big trouble. I know the cheaper Mayael targets aren't as exciting, but they pull a lot of weight in the early game. I also put a big emphasis on haste, and pack a lot of redundancy for granting it. Being able to swing even once significantly devalues control's sorcery-speed answers. If your non-hasty Soul of the Harvest gets hit with a Vindicate, you essentially just paid 6 mana for them to discard a card - not a good rate. But if Soul gets in once? 6 mana for 6 damage and a discard is doing ok.
Next, we need to pack some resilient threats. This is far more open-ended, and will likely ebb and flow with your meta. Keywords like indestructible and hexproof are obvious good choices in most situations. ETB effects, like haste, will help you generate some value even if things get removed. I've also leaned harder into recursion lately, or at least creatures that have good death triggers. Cavalier of Thorns has become a frequent target of and sacrifice for Birthing Pod. Also, Mayael's ability becomes significantly more useful. It's instant speed, and also dodges most counterspells. Use this to your advantage.
The last bit of advice I can give you is don't over-commit to the board. As you mentioned, board wipes can be back-breaking for our game plan. Always assume they have one in hand (same goes for counterspells). Learn how to play around those answers, learn how and when to hedge your bets, learn how to apply pressure. Don't get discouraged, it takes practice. Best of luck, I hope that helps!
1 week ago
I wouldn't be too bent out of shape if the mainstay tutors were banned. Those being Demonic Tutor, Vampiric Tutor, Mystical Tutor, Worldly Tutor and Enlightened Tutor. Maybe even Sylvan Tutor, Mystical Tutor, and Diabolic Intent.
Another powerful and abusable tutor is Survival of the Fittest, although it's more narrow and needs to be in a creature dense deck to be efficient. Birthing Pod is similar in the sense that it is a build-around card. Entomb and Buried Alive are also both very powerful but require other cards and specific strategies to be useful.
There are obviously tons of other powerful tutors I didn't mention, this was just my quick take. Try talking to your playgroup about banning tutors as a house rule, and have long discussions about which ones to ban and why. Try it out for a few weeks and see how you enjoy it :)
2 weeks ago
Thank you for your suggestions ZendikariWol I am amazed I forgot about Sol Ring and the signets, they have definitely been added. Also your suggestion for sac outlets was great, I added Birthing Pod and Evolutionary Leap. And Hull Breach + Farseek added. Thank you once again, very helpful.
2 weeks ago
Some cards that I use in my Meren deck that I get a ton of mileage out of:
Birthing Pod - Not the cheapest but if you've only been playing for 1-2 months and you've already got Grave Pact, etc. it should be in reach. Great to tutor up/upgrade to the next creature of need while building up exp counters. Eldritch Evolution is a cheaper one shot of this.
Noxious Gearhulk - Removal and lifegain on a decent beater.
Doom Whisperer - Cheap flyer that can fill your graveyard with creatures to recur.
2 weeks ago
Favorite Formats: Commander, Two-Headed Giant draft
Favorite Deck: Bloodstone Circle This is the first deck I have made with any cEDH viability, and Karador will always hold a special place in my heart.
Favorite Guild: I enjoy orzhov because I like tax effects and the colors can make for some crazy fun graveyard strategies.
Favorite Shard: Jund A good aristocrats strategy is one of my favorite things. We have removal for days. I mostly see jund as golgari++
Favorite Wedge: Abzan I get to use all of the best parts of my favorite 3 colors, but they are all improved by the addition of both the other colors.
Card that best represents you: Collector Ouphe
Hobbies Outside of Magic: I enjoy a lot of hobbies, but instead of a laundry list of hobbies I will just say binge watching T.V. series with my wife and playing with our pup.
Tell us about your life outside of TappedOut: I'm a 27 year old man living with my wife of almost 2 years now in the big city of Lincoln, NE. I work for a telecommunications company as a locator (damage prevention). We have a 1 year old australian shepherd/border collie mix named Kaya. In roughly a month our little family is getting 1 bigger.
How did you come up with your username? Karador, Ghost Chieftain is the first single card I bought with the purpose of making a commander deck. I have played some version of that deck off and on since 2012ish.
What first appealed to you about Magic? Not sure, I just saw a deck at a local board game event and decided to get it. It was an infect deck and I pulled a Skithiryx, the Blight Dragon in the pack that came with it.
Why is Magic important to you now? It is a way for me to flex my mental game and keep myself practicing problem solving.
What are your thoughts on the current metagame (any format)? The current competitive EDH format has a boogeyman in the form of sushi hulk. I think that a 2 card 0 boardstate instant speed win is something that needs to be removed from the format.
Are there any cards or strategies you feel overcentralize the metagame? Sushi hulk strats are very very strong right now. Apart from that, consultation decks are in an amazing spot with the new Thassa's Oracle slotting in instead of labman. Funny enough, sushi hulk is a consultation deck. I truly believe that Flash and either Demonic Consultation or Tainted Pact should get a ban and we should get a couple unbans to even it out.
How do you deal with a dominant new deck, card, and/or player in your pod? Learn how to best affect their strategy. Full stop.
What is your approach to deckbuilding? Come up with a strat that I want to win with and only put in things that work with it or that prevent me from losing.
Share with us some of your favorite decks by others on TappedOut you feel are underappreciated/underrated.
- Are there any future releases you’re looking forward to? Why or why not? I just look forward to more magic.
2 weeks ago
poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.
Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.
Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).
Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...
I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.
All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.
These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.
Thanks for sharing and thanks for reading the great wall-o-text!