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Destroy target nonlegendary creature.
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Cast Down Discussion
1 day ago
Okay, foxx2487 then I'd suggest you add some Divests to go along with your Duresses, once it goes Standard in October, I'd use Never Happened to replace your Lost Legacies. I'd also mainboard your Raiders' Wake and drop the Vampire Neonates for more Vicious Conquistadors. Bloodcrazed Paladin would be a good addition for board wipes. Cast Down will likely serve you better than Murder and I concur that you should invest in more Vraska's Contempt. Urgoros, the Empty One would be a better alternative to Vampire Sovereign even though it cost more. I believe Ruin Raider replacing Skymarch Bloodletter would give you more of a reason to have a Reliquary Tower.
2 days ago
1 of each creature is going to be pretty inconsistent. It'd be good to play some turn 1 ramp like Llanowar Elves and you'll wanna see it a lot so I'd use 4 of them. Then you can focus on combo and such. So 4 Slimefoot, the Stowaway and I would think 4 Sporecrown Thallid. Then you just need token generators. You have Fungal Infection and Yavimaya Sapherd which are good. I really like 4 of Spore Swarm too. Then fill in with your finishers. Ghalta, Primal Hunger and Demon of Catastrophes are strong. Play some removal like Cast Down and hand hate like Duress. Maybe a couple cards that can help return your big finishers from the graveyard or a way to help ramp into them, Song of Freyalise is my choice in my saprolings. Does wonders with 4 creatures on the board already.
In the end, you only need 4 Tendershoot Dryad to make saprolings really work.
2 days ago
Brewing with Elves for Guilds of Ravnica Standard has been amazing fun because Elves have so many options right now (and more are still to be revealed). More than any other time I can remember there's been this many playable Elf options in Standard :) Elves are in both Golgari and Selesyna guilds and each guild brings something different to the tribe. So many possibilities; why not combine them? This weekend I've done just that and as a result this deck has changed, it's now Abzan.
White for Emmara, Soul of the Accord and Trostani Discordant and black for Assassin's Trophy and Swarm Guildmage. Having access to both black and white for the sideboard will open up a lot of versatile options; some are Knight of Autumn, Shalai, Voice of Plenty, Midnight Reaper and Duress. Emmara and Trostani add a new Solider token theme with Elves. New Trostani is pretty powerful for a five drop with Elves because she can give them all +1/+1 as well as make tokens who have lifelink. She's great at stabilizing against aggro as well as making my army of Elves and tokens safe from Goblin Chainwhirler's ETB ability.
Shes another anthem effect for the tribe to go along with Elvish Clancaller. Against control she puts out 5 power, 8 toughness over three bodies, good recovery from a board wipe. Trostani is great with ramp with Elves following a Trostani after a Steel Leaf Champion is a power play. Currently I'm playing 2x Trostani main deck, but I could see playing a third copy since she's another anthem effect for Elves.
A three color manabase is tricky and it's the main thing I worked on this weekend; can't play three colors if the manabase is shitty. I came to conclusion that Abzan could work with Steel Leaf Champion and Assassin's Trophy because of Overgrown Tomb, Temple Garden and by adding two cards District Guide and Song of Freyalise. Both these cards can help to fix colors of mana.
Guide is an underrated card. I tested Elvish Rejuvenator instead of Guide, but came to the conclusion that Guide is better even though if I reveal a land with Rejuvenator I can put it onto the battlefield tapped (including a dual land). Guild only puts the basic land I tutor for into my hand, but the difference is Guide can as long as I have a basic land in my library tutor for a land. Rejuvenator can miss in the top five of my library. With 30 creatures I was finding this was happening and Rejuvenator is a terrible card if he doesn't get me a land.
The 1 toughness vs 2 toughness is another factor since I'm relying on Elvish Clancaller as the tribal lord (reason to play Elves) or Trostani as anthem effects. A 3/3 Guide is much better than a 2/2 Rejuvenator with one of these anthems. 2/2 Guide survives Chainwhirler's ETB, 1/1 Rejuvenator doesn't.
I've been waiting for a reason to play Song of Freyalise with Elves and Emmara, Soul of the Accord is now the reason. Emmara and the tokens she can create have amazing interaction with Song. With Song Emmara can be ramp of any color as well as create more fuel for even more ramp the next turn. This interaction creates more creatures for more ramp, more color fixing, but these creatures are also making Song much better for it's chapter three ability which can be a win condition now.
Another reason I added Song is to make Beast Whisperer better. Using Elves as ramp instead of attacking to play even more Elves and draw cards. This is doing things that are good with Song it's adding more creatures to the battlefield who can be more ramp the next turn and it's creating a bigger army to smash my opponent with chapter three of Song.
I don't want to be attacking with Whisperer unless I know for sure it's safe. He's much better to have alive on the battlefield then attacking and doing some damage. With Song I can use Whisperer as ramp to help to play Elves which in turn is making Whisperer double useful (draw and ramp). Whisperer's draw allows me to trim the numbers of cards making it easier to build a clear core (4x Llanowar, 4x Thorn, 4x Clancaller, 4x Champion, 4x Trophy) while also having enough draw power to help to draw supporting cards.
I'm playing both Swarm Guildmage and Conclave Guildmage. It's amazing that both the Golgari and Selesyna Guildmages are Elves; these guys provide a lot of utility for the tribe. I'm been very impressed with Swarm, much less so with Conclave. Swarm in combination with Song's chapter three ability can wreck my opponent. Song gives all my creatures vigilance, I can attack with all of them including Swarm and then with five mana I can tap Swarm and give all my creatures a pump and menace. Song gives vigilance, trample and indestructible to my creatures until EOT and Swarm gives them menace EOT making my army pretty much unstoppable for the turn potentially winning the game.
Conclave is a lone 1 of because it's abilities while good are less needed and as impactful as Swarm. Giving Steel Leaf Champion or 6/7 Thorn Lieutenant trample are good reasons to play Conclave, but these are too situational scenarios. Emmara is the same exact casting cost as Conclave and she's a much more integral part of this deck's new strategy.
Assassin's Trophy is a card that's worth playing and heavily testing a three color manabase to play it. This card is powerful that theoretically I don't need to play any other removal because it can destroy anything including a damn land. Giving my opponent a basic land that they can put into play untapped does have it's disadvantages though when against aggro especially red with burn spells. As a result Trophy is a not good removal spell for the early the game, it's a mid and late game removal spell when lands matter much less to my opponent. I'm playing 4x Trophy main deck right now, but if aggro is dominate in Standard then I could see cutting some for other removal early game removal like Seal Away or Cast Down.
4 days ago
Path to Exile = The best spot removal spell.
Thoughtseize = Hand disruption can be just as equally powerful and devastating as it removes a threat before it even gets played.
Those cards are expensive but I can recommend budget cards that out-perform the ones you're using.
Take Vengeance can be replaced with Seal Away since it does the same thing but can be cast at instant speed. If you want to remove creatures that aren't tapped then Temporal Isolation removes the creatures ability to attack and block in essence. If you want the creature gone for good then Declaration in Stone will do the trick.
I'd say there are a couple other black spells that are better than Murder. Go for the Throat and Cast Down hit quite a lot of creatures. If you ever get better color fixing Devour in Shadow/Orzhov Charm hits everything so long as you're gaining enough life to counteract the drawback, though Dismember would probably be type of removal spell your deck could easily abuse. Sinister Concoction also makes for good removal if you don't mind the drawback.
5 days ago
I considered Seal Away for a while and it was originally in my sideboard, but then I wasn't sure when I'd use it over Cast Down. Now I realize you're right, indestructible things. Ill out it in the maybeboard for now until I decide what to cut for it. Also Chromium, the Mutable is in the sideboard for any control matchup, or any other deck that races to combo of. It's a big body that's hard to deal with. And I I leave my mana untapped I can flash it in during combat.
1 week ago
My biggest issues with Underrealm Lich, and why I have not included him in any of my sultai/Golgari builds so far is he is very vulnerable to removal. We are going to be in a format with two lightning bolt effects, Cast Down, and Assassin's Trophy. I feel like tapping out for a creature on turn 5 is going to be a larger issue when your OP can just drop a Teferi and go ham.
1 week ago
Welcome to Tapped Out!
From what I gather from your description you're aiming for a budget deck that doesn't cost too much, correct?
I'd go looking for some Dominaria cards to replace some of those M19's you have. Picking up Cast Down to replace Murder and Vicious Offering to replace Strangling Spores would be good starts. Graveyard Marshal or Josu Vess, Lich Knight would be a better alternative to Infectious Horror.
1 week ago
@ghgiunco I haven't been playing a ton of modern recently, I've been kind of obsessed with Miracles in legacy, but I think all of your suggestions are pretty good. I've been thinking of playing Cast Down to help deal with bigger threats, as well as I'm super hyped for Underrealm Lich. It's unbelievable with Gitrog and Tireless Tracker. I haven't been playing enough modern though to make a very educated response on the Brutality/Thoughtseize split. Choices on those are almost exclusively metagame dependent.
Right now, with the rise of graveyard based decks and hardened scales affinity, I think we also need some more sideboard dedication to those strategies, like Creeping Corrosion and probably Leyline of the Void.
Thanks for the comment! All hail The Gitrog Monster!