|Commander / EDH||Legal|
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|Battle for Zendikar||Uncommon|
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: Add to your mana pool.
, , Sacrifice Blighted Cataract: Draw two cards.
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Blighted Cataract Discussion
1 month ago
Holy card draw, Batman!
But for real, this looks super fun! A couple suggestions:
Desolate Lighthouse and Blighted Cataract seem like good includes. Low opportunity cost to play - just cut a couple basics. You may want to consider Boseiju, Who Shelters All as well since this is a spell-heavy deck.
Additionally, I'm not sure Day's Undoing works the way you want it to. Since Locust God's trigger would go on the stack in response to drawing the cards, it would exist on the stack before you hit the "end the turn" clause, and it would get removed and you would get no locusts :(. Maybe replace it with Arcanis the Omnipotent or Mercurial Chemister? Not great suggestions, but better than Day's Undoing here.
1 month ago
I'm the guy on the other side of the table (probably with an RG Pummeler deck), so please take my thoughts with healthy skepticism!
But it seems like turning on Delirium for Manic Scribe would be very important, so you may want to add some more Vessel of Paramnesia or Sac Lands (e.g., Mirrorpool, Blighted Cataract, or maybe even Evolving Wilds).
Also in case you hadn't already seen it, I wanted to point out a recent Mono-U Mill article and videos by SaffronOlive. Might be worth a look!
Finally, I love Thing in the Ice (though my experience with it is all in UR Control) and it seems like Baral, Chief of Compliance would be very strong with it ... but it might be better in a more "pure" Control build (with more Instant/Sorceries and only 4-8 Creatures).
Good luck (and good skill!) with the brew!
4 months ago
Dec in Stone is one of your best uses for White mana, but in the argument between Fatal Push and Anguished Unmaking I think Anguish is the way to go. You have way more than enough kill cards to remove basically anything that would be a target for Push since it is mostly going to handle smaller threats quickly, but Anguish can not only take down those same threats but also any threat. This can deal with Vehicles, Panharmonicon, Gearhulks, Eldrazi, anything. I think the flexibility makes it the better card here, even though Push is considered one of the most powerful removal spells right now. I think still keeping them in sideboard is a good idea to fight off quick Aggro and they can be swapped back and forth. Against the right opponent, that 3 life could be helping them more than it helps you. I'd run 3 or 4 or each in opposite boards so you can adjust as needed kinda like it is already.
The only card I don't see up there that comes to mind that would allow you to exploit Gonti at the next level is Eldrazi Displacer. It can stop Ulamog from even attacking and kills Walking Ballista dead. Torrential Gearhulk benefits from it too with it's ETB effect allowing you to recast an Instant like Glimmer or any of that removal. Would it be possible to make room for 2 or 3 of these? I don't know. The huge issue there though is producing colorless mana, which currently you can't do at all.
Aether Hub is probably the best choice since it gives you some color fixing without any drawback if you need it. You can even use the energy later if you don't need the specific colors. I'm always a fan of the Blighted lands from BFZ too. A couple Blighted Fen and Blighted Cataracts have nice options if you need to use them for more removal or card draw. I don't think Blighted Steppe would do anything for you, but the life gain would counteract some of that life you spent on Anguish. Hell, rainbow one of each in there and see what happens. I think realistically though 4 Hubs and then maybe a Fen would be adequate to run Displacer.
Finally, had you considered Demon of Dark Schemes as a sweeper? It gives you energy or at the very least gives you a way to spend that energy to steal creatures. You could buy back your Hulk or Gonti, or whatever selection your opponent has dumped into their yard. I'd consider running one in the sideboard and see what happens. For the three more mana than Flaying Tendrils I think the 5/5 Flyer is worth it. If the Tendrils are there to deal with tokens but small enough so Gonti and your Hulk doesn't die, then the Demon would work as well and have a hell of a payoff against that matchup. It would also leave the Displacer alive if you went that way.
Just some thoughts. Good luck :)
4 months ago
Add-Shepherd of Rot
5 months ago
i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.
Now lets look at green. what does green give you that red does not have.
mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).
1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.
so lets walk through the deck piece by piece.
Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.
Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.
Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.
Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.
Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.
World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.
Lightning Bolt: probably one of the best red cards printed.
Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.
Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)
Stone Rain: Bread of the deck. does exactly what you want to do.
Molten Rain: bread, meet butter.
Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.
Aether Hub: if you switch to a 2 color deck you can take this out.
Blighted Cataract: regardless of if you stick with blue or not you should take this out.
Botanical Sanctum: obciously if you drop blue you drop this.
Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.
Forest: basics are cool.
Island: this card makes people concede in legacy.
Mountain: glory be to red and all the pain it will cause.
Spirebluff Canal: you drop this if you frop blue.
Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.
if you couldn't tell i really think you should drop blue.
hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.
best of luck with your deck.
5 months ago
I ran a mono blue Baral/Thing in the Ice/Gearhulk control deck at Gameday (and got 4th), the card I found to be a dead card most of the time was Horribly Awry. I'm not sure why, but I was often using a reduced costed Void Shatter or Disallow. I also ran four Baral, Chief of Compliance to make sure I get him and if I had one in my hand, I could use it as a filter outlet for his counter/draw ability.
You could also look at Blighted Cataract. I didn't use it's ability often, but late game, it could refill your hand.
Just some thoughts :)
5 months ago
I play an izzet version of this deck and would like to throw some pointers.... gearhulk here seems awkward. If you had more instants i could see justifying 1 but no more than that. Eldrazi is your archetype try keepings it focused. A sleeper card many forget is the Blinding Drone...a 1/3 that can effectively stall a large creature. Also may want to look into dropping Corrupted Crossroads for Sanctum of Ugin comboing Elder Deep-Fiend into fetching a Reality Smasher for 10 damage. Also fixing your lands by removing Blighted Cataract and using more basic lands Wastes Island and 2 or 3 Evolving Wilds