, : Add to your mana pool for each Swamp you control.
|Want (9)||ElbowWarrior , Agronoth , Jblakerey , darksteelgiant , Archlibrarian , isharpu , metalmagic , Stone_Hearts , Golgoroth|
Printings View all
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Cabal Coffers occurrence in decks from the last year
Commander / EDH:
All decks: 0.1%
WB (Orzhov): 0.69%
Cabal Coffers Discussion
1 week ago
1 week ago
1 week ago
Woah Woah Woah Woah. Complete basics for your lands? I guarantee you, if you use some of the following lands instead, you will win SOOOO much more. Try some of the following:
- Blooming Marsh
- Verdant Catacombs
- Nurturing Peatland
- Overgrown Tomb
- Temple of Epiphany
- Woodland Cemetery
- Llanowar Wastes
- Twilight Mire
- (If this is within budget) Bayou
- City of Brass
- Mana Confluence
- Reflecting Pool
- Prismatic Vista
- Exotic Orchard
- Fabled Passage
- Ancient Tomb
- Gemstone Mine
- Command Tower
- Strip Mine
- Forbidden Orchard
- Urborg, Tomb of Yawgmoth
I know they can cost a lot, but I promise you that by including them all your mana based problems will slowly fade away, and you will win A LOT more. Guaranteed. If you found this helpful be sure to check out and give me feedback on some of my decks, like Double Trouble EDH, I would deeply appreciate it. (Don't forget to upvote them if you like them
2 weeks ago
First things first - you need to have a proper deck description. I have no idea what you're really going for with this deck outside of:
- Play a bunch of random infect cards
- Get some stax pieces out
- Hope for a Win?
Writing a thoughtful deck description will not only help everyone who randomly visits your page (like me), but will help you gain a better understanding of what you're trying to accomplish with this deck. A general guide you can follow would be answering the following questions:
What turn can my deck consistently threaten to win the game?
What are the themes in this deck? (Obviously Infect, and +1/+1 counters)
These are also questions you should be asking your opponents before you sit down and start a game (those three questions you would be discussing with your opponents are known as the turn 0 talk). One thing that does help alleviate some of the salt Infect produces is ensuring that your opponents know what they are signing up for. I guess the term "social contract" applies here. But yeah, you need to be doing this before starting a game - especially with an infect deck.
Another resource to consult is Epochalyptik's Do you want to write a primer?. There you have an expanded list of topics to address and questions to ask yourself. I know it's easy to throw together a bunch of cards - but if you really care about your commander, and the deck you're constructing then you'll go deeper and ask yourself
A suggestion: Cut about 5 to 8 lands, and include more interaction, ramp, and rocks - especially the latter. Grixis has few cheap ramp staples, but the usual suspects i'd recommend are: Cabal Coffers + Urborg, Tomb of Yawgmoth, Fellwar Stone, Arcane Signet, Talisman of Dominance, Talisman of Creativity, Talisman of Indulgence, and Mana Crypt (Sorry, I know the last one is dumb expensive). If you're playing infect, then usually you're playing some form of prolifeation. That doesn't seem to be much of a subtheme here, but if you do decide to lean more into it then you could try out Everflowing Chalice as well.
As for interaction, you have some very strong color options. Imp's Mischief, friggin Toxic Deluge, Damnation, Black Sun's Zenith, Deadly Rollick, Counterspell, Fierce Guardianship, Negate, Mana Leak, Vandalblast, Blasphemous Act, Faithless Looting, and Countersquall. All very good options. Also, you could do with a bit more draw options as well - Windfall, Wheel of Fortune, (Expensive, I know - sorry) and Rhystic Study are all great staples.
Infect/Poison counters can only get you so far in commander. Take it as an inevitability that you will outright lose due to the mechanic being so politically weak. Assume that at the start of every game you will be isolated and that players will more often than not band together to remove your infect creatures/sources. To better compensate, you need to have a reliable secondary theme built into your deck that can help you get to victory.
2 weeks ago
Boza There is no way that card A and B has no plausible mana cost. Concentrate draws 3 for 4 mana. Put either of A and B into a 4 CMC and it will never see play. That means for it to be worthwhile it would need a CMC of 3 or less. Now a 2 CMC draw 3 is almost certainly too good, riding dangerously close to Ancestral Recall, so I'd think 3 CMC is where these would be at.
Card C, I agree on 3 CMC, be it or . It rides close to Remand but is borderline a functional reprint of Lapse of Certainty or Memory Lapse. You will almost always shuffle and draw, while the opponent will have to value the countered card against card draw.
Card D. Cheap is where it's at. You provide your opponents with additional options and only if they take advantage of it do you gain a benefit. Only other situation is when you Braingeyser a player to push for lethal.
Actually the more I think about it, the more it seems like a Nekusar, the Mindrazer card where you just want to wheel and make people draw with Teferi's Puzzle Box to mill them out if the damage plan doesn't work out.
Card E: I would go for a 4 CMC. Vigilance and Deathtouch are a powerful combination and losing Deathtouch (for all creatures, not just yours) in trade of a card seems like a fair trade in many situations. The wording would have to specify that the controller of Card E draws a card - otherwise the opponent who activates it draws the card.
"All creatures lose deathtouch until end of turn and Card E's controller draw a card. Only your opponents can activate this ability and no more than once each turn."
Since deathtouch is very much a black/green ability and vigilance is present in white/green, you can go for either a monogreen version or a combination of black and white or black and green. I would never make it green and white as it doesn't have the right flavor. That color combination is often more about building up, community and society - not tricks (outside stat buffing combat tricks). To me the black and white pairing is the most flavorful, as black grants the deathtouch but is also willing to trade an advantage/resource for power - hence the card draw. The flavor in a monogreen seems a bit off. So I would go with .
Card F, I don't like the specification on the owner instead of controller of the equipment. If an opponent yoinks it with say Grip of Phyresis, they don't get any benefit from the card's abilities. I would make it somewhat like this:
Card F Show
Artifact - Equipment
Equipped creature has hexproof, indestructible and can't attack you or planeswalkers you control.
Equip - Discard a card.
: Attach to target creature you control, Card F's controller draws a card. Only any opponent may activate this ability, they may only activate it during their turn and at any point where they could cast a sorcery, and only once per turn.
This is more a shared Lightning Greaves for the protective measures it grants than any offensive capabilities like Assault Suit - I view in the perspective of multiplayer. I doubt it'll do more than allow people to save a creature they control when they decide to board wipe. The opponents will immediately realize (hopefully) that if they fight for use of it, they'll give the controller way too much value, so they'll just ignore it. At least that's my take on it. But then again I've been in plenty of games where people take the offer of Tempt with Discovery and I facepalm every time, when the caster goes to find Cabal Coffers, Urborg, Tomb of Yawgmoth and Gaea's Cradle or similar.
2 weeks ago
Everyone's deck will vary depending on their own financial situation but you are welcome.
Your creature base can be improved. As a rule of thumb for creatures generating tokens creatures with a CMC of 1-2 create one token and creatures with a CMC of 2-4 create 2 tokens.
A Planeswalker that is just made for a deck like this is Liliana, Dreadhorde General.
3 weeks ago
Lands to add
Battlebond Lands Luxury Suite
3 weeks ago
You have a lot of basic lands and lands that enter tapped, if you have the budget I would invest in better mana fixing lands like Blooming Marsh, Botanical Sanctum, Breeding Pool, Exotic Orchard, ]Fabled Passage, Morphic Pool, Overgrown Tomb, Path of Ancestry, Reflecting Pool, Sunken Hollow, and Watery Grave would make the deck that much faster.
Some lands with great utility, again if you have the budget, Boseiju, Who Shelters All will help stop your spells get countered, as well as when it is multiplied by the likes of Nyxbloom Ancient you have 3 of that kind of mana to use on 3 different spells to keep from being countered. Cabal Coffers and Nykthos, Shrine to Nyx are both great ways to get tons of mana for your spells. And finally, Alchemist's Refuge gives all of your spells flash so when you have Seedborn Muse on the battlefield, you now have no limits on what you can cast.