|Commander / EDH||Legal|
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|Commander 2015 (C15)||Uncommon|
|Urza's Saga (USG)||Uncommon|
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: Add to your mana pool.
Cycling (, Discard this card: Draw a card.)
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Blasted Landscape Discussion
1 month ago
I like the super budget, but still effective deck. I'd immediately add Drownyard Temple, which you can sacrifice to Gitrog and then pay 3 to get it back.
Other suggestions for lands would be to add all of the black/green/colorless cycle lands (i.e. Polluted Mire, Slippery Karst, Tranquil Thicket, Barren Moor, Ash Barrens, Blasted Landscape, Desert of the Indomitable, and Desert of the Glorified. I'd also consider any of the lands that either sacrifice to get you more mana or lands Evolving Wilds/Jund Panorama None of them are more than $0.20 or so on TCG Player, and are super available. There are way more than this, but these are the ones you're most likely to find for cheap, and avoids fetch lands.
I won't tell you how to build your deck, but this is definitely a way to add some extra card draw and advantage to your deck.
3 months ago
I know it's been over a week, but I'm glad the suggestions were helpful! Why not a potentially excessive amount of them?!
Somehow, all of the cycle lands completely slipped my mind before. In a deck designed to draw as many cards as possible, you'd likely want all of the lands that can turn themselves into cards.
Blasted Landscape, Forgotten Cave, Lonely Sandbar, Remote Isle, Smoldering Crater, and the new ones coming out along with The Locust God in the new set, Desert of the Fervent and Desert of the Mindful. Mikokoro, Center of the Sea and Geier Reach Sanitarium Could also be decent.
Oh, and WHEELS! Don't even get me started on wheel effects! Dragon Mage, Forgotten Creation, Magus of the Wheel, Fateful Showdown, Incendiary Command, Collective Defiance, Reforge the Soul, Runehorn Hellkite, Wheel of Fate, Memory Jar, Magus of the Jar... I can't think of any more.
A nice way to take advantage of your swarm's sheer size is to use Breath of Fury, which can provide infinite combat phases when paired with Bident of Thassa, Coastal Piracy, or Windreader Sphinx, but it's really just good on its own..
If you can't tell, I've been thinking about building this deck since Locust God was spoiled.
4 months ago
With the dredge plan, reanimation effects become way stronger especially with your creature base. Animate Dead, Dance of the Dead, Necromancy etc. will prove to be very powerful effects when you can reanimate a Sidisi, Undead Vizier or an Avenger of Zendikar.
If you want to ramp faster into frog, additional 1-mana elves like Elvish Mystic, Elves of Deep Shadow and Fyndhorn Elves are all good turn 1 rampers. Also, cheap mana rocks like Mind Stone, Fellwar Stone and even cards like Fractured Powerstone will make it way easier to land Gitrog early. Try not to play rocks that cost more than 2 mana though, as they are usually played after getting Gitrog in the field when usually lands are what you wanna play to ramp up.
And of course, if you ever want to build around your Dakmor Salvage combo, any Eldrazi that shuffles itself and the graveyard into your library (like Kozilek, Butcher of Truth) work to give you infinite mana with something like Skirge Familiar. For symmetrical life drain, you can use either Exsanguinate or Faith of the Devoted from the new set. For some less cutthroat win conditions, Ob Nixilis, the Fallen does work as a player killer when you cast Splendid Reclamation with your huge graveyard.
Also, I guarantee you that Gitrog can keep up with his land sacrificing easily, even if you cut 20 lands from your deck straight out. This is due to him drawing you tons of cards, and of course due to the land recursion you already have in the deck. So if you ever feel like needing more slots for spells, you can very safely cut lands for more card slots with your current land count.
Just a couple of small tips, hopefully they are of some use. Cheers!
4 months ago
5 months ago
Your deck reminds me of Astral Slide, the most OG of flicker spells. Since Cycling is now a thing again, you have a whole host of Cycling lands to choose from:
Additionally, you could use:
- Eternal Dragon to help you get more Plains.
- Akroma's Vengeance for mass destruction, and a chance for you to slide a creature to save them from the destruction.
- Decree of Justice A bomb of a spell, especially great after you just do a board wipe.
I realize that these suggestions would basically change your entire deck, but that's what came to mind. Take it all worth a grain of salt. But if you're willing to go into that direction, let me know. I'm curious to see what you'd think up.
5 months ago
I really need to build a deck around this guy...
I have a couple of suggestions for you. First is Gamble. Fantastic card, the only time I can really say it's disappointing is if you're top-decking at that point. Or you discard the card you tutor... But that just depends on your luck.
Second. Replace Chandra, Pyromaster with Chandra, Flamecaller. Far more useful to you. You can get rid of all of the cards in your hand that aren't useful to you any more and get a fresh set of cards. Plus, she can clear the board of a surprising number of creatures - even in EDH - and if nothing else, she makes a couple of guys for you to swing around.
Third. Wheels. Cards like Magus of the Wheel are fantastic for red decks. Not only are you going to run out of cards in hand fast, but you're opponents are likely to constantly have more cards in hand than you. And thus, more to lose from you wheeling. Wheel of Fate, Wheel of Fortune and Chandra Ablaze are other cards that can do this for you.
Fourth. Word of Seizing. Okay, so this is more of a fun card. It might be a little too slow for your deck. But I recently discovered this card when someone used it to steal my Jace, Unraveler of Secrets on 8 loyalty counters. I still can't believe I managed to win after that... But yes, it can be a ridiculously helpful card in the right scenario.
Fifth. Harsh Mentor. As stated in a previous comment, hilariously good card in mono-red. So mana activated abilities in EDH, it's going to be burning people so often. (I mostly hate it because it really weakens Lightning Greaves.
Speaking of, sixth. Lightning Greaves, and to a lesser point Swiftfoot Boots. People are going to want Zo-Zu dead. Simple as that. While this won't protect him from wraths, Black has lost all of the common ways to kill Zo-Zu, Blue can't bounce him easily and White is forced to wrath if they want rid of him. Sure, Green isn't going to care particularly, they'll just be forced to use Krosan Grip before their Beast Within, but it still can be handy.
Seventh. Obsidian Fireheart. You've already punished them for playing lands, so why not punish them for having lands in the first place? In all seriousness, this is a pretty good mana sink, and there are going to be turns where you don't have anything else to spend your mana on. While it can only target lands that aren't already on fire, it can still quickly drain your opponent's life, especially if you have that Caged Sun out. Three red land, two lands burning away.
My final suggestion is somewhat more tentative, since while it is a really good card, in this deck it's pretty dependent on you hitting yourself with your commander. Valakut, the Molten Pinnacle. It's a lot better than Hellion Crucible, especially if you aren't running any land recursion or proliferate effects, but it does require land ETBs.
Oh, one or two more cards. Blasted Landscape and Smoldering Crater are some more lands with cycling you can run, which might be nice in your deck. Gauntlet of Might and Gauntlet of Power are both essentially Caged Suns. Sensei's Divining Top and Gilded Lotus are both great. Sol Ring is one of the best mana rocks in existence. Subterranean Tremors and By Force are pretty good. Chaos Warp and to a lesser extent Divergent Transformations are really useful if you can't deal with something. And Charmbreaker Devils are always helpful to have around, but may be a little too pricey for your deck mana-wise.
... I need to stop before I've just built a deck in your comments. These are just suggestions from what I've seen from some other red players (plus the start of my research into building a Red deck), so I can't guarantee them all being good ideas, but they may help you.
Also, I'm aware that some of the suggestions I made are almost hilariously expensive, but they are just suggestions and the most expensive one you'll probably want should be dropping in price at the moment since it was banned in another format, if I recall.
Now... Do I finish a deck or start a new one? Choices...
6 months ago
Yeah It That Betrays I realize may not be the best option here, even though I like it, it's costly.
Oh but I know what you can add, some of the cycle lands like Barren Moor, Polluted Mire, Tranquil Thicket, Slippery Karst, Blasted Landscape and Ash Barrens. I just thought since you had Archfiend of Ifnir you might want perhaps 2 of these or something.
Additionally here are a few other considerations:
6 months ago
dont use 21 Wastes use a few because ghost quarter and so on, these are better options yes tron is just a waste with only upside. Ash Barrens, Blasted Landscape, Blinkmoth Nexus, Buried Ruin, Darksteel Citadel, Zoetic Cavern, Wasteland, Urza's Tower, Urza's Mine, Urza's Power Plant Rogue's Passage, Mutavault, Mishra's Factory, Geier Reach Sanitarium, Ghost Quarter, Homeward Path, Inkmoth Nexus, Tectonic Edge, Shrine of the Forsaken Gods, Sea Gate Wreckage, Reliquary Tower, Nephalia Academy, Mystifying Maze, Ghost Town, Dust Bowl, Drownyard Temple, Deserted Temple, Arcane Lighthouse, there are more, all of these are strictly better Wastes make sure to have few in your deck, weird stuff happens it's a multiplayer format.