|Commander / EDH||Legal|
Printings View all
|From the Vault: Realms (V12)||Mythic Rare|
Combos Browse all
Tap: Add to your mana pool. Cephalid Coliseum deals 1 damage to you.
Threshold symol:U, Tap, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Activate this ability only if seven or more cards are in your graveyard.
Price & Acquistion Set Price Alerts
|Have (13)||Joblaska , abby315 , Wiggins , , angesoir , TheRealPeaches , themindbullet , DaZlInG , scare983 , techneil , NOGzFTW , vishnarg , mziter501|
|Want (36)||NobleSlay3r , trolley , Eljudnir , Blue_Otaku_No.1 , magicthegatheringplayer37 , JackSythe , niner80 , kyuuri117 , MementoMuffin , Roblicious , kvfd1719 , pphhaazzee , TonyD , Jspeed , guacachole , Orbrunner , joemamaishere123 , mango_channel , B1ad3 , jtaddeo , GarethGrey , Egag101 , Nicsor49 , myrmyr , FF42 , marsp44 , kovellen , snowmaster55555atgmaildotcom , notsaying , ASCLEPIUS , xantm70 , cdgalucard , Aleksey85 , Hayliiel , DangoDaikazoku , Nerukad|
Cephalid Coliseum Discussion
1 week ago
Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.
First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).
Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.
Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!
Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.
Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/
It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!
2 weeks ago
I love your deck, love the thematic inclusions. I run a Muldrotha Lands deck, and some helpful glue card have been: Wayward Swordtooth. Exploration on a 5/5 body isn’t really terrible, especially at 3 mana. World Shaper has huge upside because it can fill your GY if they don’t choose to kill it, or put huge amounts of lands out should you chump block or sacrifice it. For example, after a Scapeshift, that’s incredibly powerful. Turntimber Sower. This card synergizes with Scapeshift, Titania, Gitrog, and can get you back key utility lands. Speaking of utility lands, Petrified Field, Command Beacon, Cephalid Coliseum, Bojuka Bog, and Halimar Depths are all lands worth considering, with your access to Harrow. I’d also consider Sylvan Scrying or Expedition Map to have even more. Last but not least, if you wanted to win the old fashioned way, Avenger of Zendikar teamed up with Craterhoof Behemoth usually does the trick. (No points for being original, though). Hope any of my suggestions have helped, keep up the great work!
1 month ago
So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD
With that being said, there are several places I might tune this deck, sorted into the rough categories below:
Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.
Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)
Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.
Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.
Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.
I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.
I hope that helps!! :)
2 months ago
2 months ago
Nice deck but I do have a few suggestions. First, Mirror-Mad Phantasm which is admittedly some extreme mill but allows you to run a few win-cons like Living Death. I'd also consider Crystal Vein, it can ramp you 4 mana in one turn (more if you run guys like Azusa, Lost but Seeking/Oracle of Mul Daya which are worth it here). Cephalid Coliseum is another land worth considering. Animate Dead needs a spot (better than Necromancy but I'd run both). I'm also very fond of Song of the Dryads for removal here (being able to recur these at will can be back breaking to any deck relying on its commander like Purphoros, Animar, etc.).
Anyways, here's a link to my list. Feedback and/or upvotes on any of my lists is appreciated. Muldrotha's Madhouse - No Infinite
3 months ago
Hey there. Thank you for the comment on my Aminatou deck, Dare to Believe, Dare to Become.
I am going to make this comment mostly centered on your land base. Even in a deck where the curve caps at 5 (not even peaks, caps!), and even with rocks (and free ones at that), 32 lands is far too few to reliably get your land drops where it matters. Now, I’d suggest that maybe this is offset by the filtering power of this deck but I don’t exactly 100% trust in that principle when things cost mana in the first place.
Don’t get me wrong; the deck is pretty sound regarding it’s contents and the quality of said contents. However, you need potatoes to go with that meat.
The 3-tax Rishadan is honestly a win-more card if you have your engine going well enough already, and tbh the 1-tax one won’t do enough lategame. I’d swap them out for 2 lands that produce blue. Not sure how effective Cephalid Coliseum is for you but that’s probably a solid maybe. That and a Moonring Island may suffice to that end.
Anyway another consideration to take into account is that you (presently) have too many blue costs in your spells, and not enough mana sources to offset the ratio to a good degree. If you look at my deck (admittedly too budget for say an Underground Sea or even an Arid Mesa), you’ll see that everything is aligned in that color ratio pie chart that TappedOut has available. Yours has an over abundance of blue costs, or an under-abundance, so to speak, of blue mana sources. That’s mainly why I suggested those two lands above, at the cost of two blue-costing spells. It might not completely even it out, but it’s a start and I really would suggest investigating that a bit further. :)
3 months ago
You def want to cut away your non creatures, You should run around 40 creatures to have a good chance of her trigger.
3 months ago
Hey, I was looking over this list, would Laboratory Maniac/Demonic Consultation/Tainted Pact combo fit? it is 3 two card combos in 3 cards, and it is great with the amount of card advantage this deck can acquire!
If you are concerned because of the landbase not supporting Tainted Pact, drop down to one basic of each type and then add:
These will replace the 11 you dropped, and for what else I would consider dropping, Vapor Snag could be easily dropped for Chain of Vapor, or Unsubstantiate, either way I think it would be an upgrade.
What do you think?