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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Chromatic Lantern
Artifact
Lands you control have ": Add one mana of any colour."
: Add one mana of any colour.
DemonDragonJ on Should I Keep Basalt Monolith …
2 days ago
I believe that 40 creatures is more than sufficient for that deck, so what if I reinstated one of the mana rocks that I removed from it, such as either Chromatic Lantern or Commander's Sphere?
DemonDragonJ on
Don't Blink, or You'll Miss It!
1 week ago
I have replaced Chromatic Lantern and Commander's Sphere with Dryad of the Ilysian Grove and Enduring Vitality, as this deck has a strong emphasis on creatures.
Should I keep Basalt Monolith in this deck? I put it in this deck specifically to combo with Kinnan, Bonder Prodigy, but how likely is it that I shall draw both of those cards in the same game?
capwner on
The Most Cursed EDH Deck I've Ever Made
1 week ago
king-saproling -- Yo thanks for the comment! Restore Balance is a really powerful effect that kinda plays with some of the deck's other angles, like we already want Greater Gargadon to enable Academy Rector/Arena Rector. It is also somewhat lower opportunity cost to run cascade/balance with Timesifter compared with other decks (can't run 1-2 cmc). At the least you can sweep go-wide decks or check ramp players, at most it just ends games thru total MLD+Mind Twist and we hopefully we have Smothering Tithe or Timesifter out or something. One example that comes up is we are taking Sifter turns but are in a position where we lose if we pass the turn, so here balance becomes an out. Afterwards we can rely on Sifter to recover even if we miss some turns. The biggest reason for balance though, is because I can :P
The plan with Selective Memory is to remove every card in your deck except Jace, Wielder of Mysteries. Or Maybe Jace+Chromatic Lantern for example. Mirror of Fate is our backup card both to exile the library and retrieve Jace if he ends up exiled himself so it's kind of a cool 2-way tech for that combo.
pyyraus on
Yurlok of Scorch Thrash Mana Burn
3 weeks ago
The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.
I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.
Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.
-
Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat
-
Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?
-
Regrowth: Eternal Witness is honestly just better because it comes with a body
-
Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much
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Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper
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Torment of Hailfire/Exsanguinate: at least one pls :(
trippy_mcfly on
Cumly Cube
1 month ago
Introducing Cumly Cube 1.4.1! 4 months ago, Cumly Cube 1.4 was released. This was the final major update. As promised, minor tweaks would continue, both to fix any remaining imbalances and keep the card pool fresh. The following 19 swaps should help remove some dominant strategies, specifically by curtailing the power of the “green slop” archetype. The additions also add a lot of new excitement to the cube in only 19 cards; there are multiple cards that introduce the monarch into the game, making this a more central mechanic of Cumly Cube, and there is one card that can be used as a niche combo finish with a Cumly Cube staple.
Here are the changes, provided with brief justifications:
REMOVED:
- Artifact Mutation: too powerful
- Aura Mutation: too powerful
- Captain Sisay: too powerful
- Chromatic Lantern: mana fixing should not be this easy
- Druid of the Anima: too obvious a choice of Cumly
- Endbringer: too powerful in multiplayer
- Explosive Vegetation: mana fixing should not be this easy
- Firemind Vessel: mana fixing should not be this easy
- Gilded Goose: too obvious a choice of Cumly
- Gilded Lotus
: too much ramp
- Glissa Sunseeker: too hateful against artifact decks
- Growth Spasm: too much ramp
- Growth Spiral: too much ramp
- Jetmir, Nexus of Revels: too obvious a choice of Cumly
- Joiner Adept: too obvious a choice of Cumly
- Karakas: too powerful
- Library of Alexandria: too powerful
- Muldrotha, the Gravetide: too powerful
- Worldfire: an iconic Cumly Cube card, but sadly too unbalanced due to the ability to float mana and cast your Cumly after, almost certainly winning the game. This strategy still exists with Apocalypse, but is less of a guarantee now
ADDED:
- Afterlife Insurance: supports the Spirit creature type and instant synergies
- Arcane Encyclopedia: supports artifact decks
- Court of Ardenvale: the monarch is now supported more heavily in Cumly Cube
- Eldrazi Confluence: supports Eldrazi decks
- Fiend Hunter: supports the Human creature type
- Horizon of Progress: a utility land to help with mana fixing
- Moira, Urborg Haunt: supports the Spirit creature type and graveyard synergies
- Palace Sentinels: the monarch is now supported more heavily in Cumly Cube, and supports the Human creature type
- Papalymo Totolymo: supports the Dwarf creature type and noncreature synergies
- Refocus: supports instant synergies
- Rile: supports instant synergies and works well with Dinosaurs
- Sage of Hours: supports the Human creature type and +1/+1 counter decks
- Secluded Courtyard: encourages creature synergies
- Sigarda, Champion of Light: supports the Angel creature type and the Human creature type
- Staunch Throneguard: the monarch is now supported more heavily in Cumly Cube, and supports the Construct creature type
- Thassa's Ire: supports enchantment decks and can do some very powerful things with certain creatures
- The Golden Throne: supports sacrifice decks and facilitates possible great comebacks
- Three Tree City: encourages creature synergies
- Wizard's Rockets: a utility artifact to help with mana fixing
InvalidUsernamePleaseTryAgain on
Possible Free Dinosaurs?? Yes PLEASE
3 months ago
legendofa Love the reccommendations. me personally, I only own Ghalta, Primal Hunger, Cultivator Colossus, Peer into the Abyss, Progenitus, A Realm Reborn, and Chromatic Lantern. I will be buying the rest of the cards whenever I'm able to, and as long as the cards aren't too expensive (ahemmm Rhystic Study) then I would definitely add them in. also I think just adding in first of Suns and still keeping in the Jodah, Archmage Eternal might be good but I use Morophon, the Boundless as the commander so I have a 2 in 50 chance to get the dinos to be free. later today I'm going to get the name of all the bi-tri lands that I have and find out what ones of those are better for the mana base
CommanderNeyo on
The Ultimate Warriors (Updated)
4 months ago
I love Mardu! My favorite deck plays a lot like this one.
Below are some of my recommendations, but I would mostly recommend you check out the CommandZone on Youtube - they have a deckbuilding guide that is very good. Also, for some ideas on cards, you can check out EDHREC, which is a database for deckbuilding.
Anywho, here are some of my recommendations:
== ADD ==
Isshin, Two Heavens as One and Windcrag Siege double all your attack triggers.
Alesha, Who Smiles at Death and Terra, Herald of Hope
if you face a lot of removal.
Swords to Plowshares, Damn, Blasphemous Act, and Ruinous Ultimatum for removal.
Boros Charm
for protection.
Voice of Victory, Bone-Cairn Butcher, Infantry Shield, and Dalkovan Packbeasts for more Warrior tokens.
Hardened Tactician, Raiders' Spoils, Mindblade Render, Skullclamp, and Zurgo Stormrender for card draw.
Professional Face-Breaker for ramp and card advantage. Boros Signet, Orzhov Signet, Rakdos Signet, Talisman of Conviction, Talisman of Hierarchy, and Talisman of Indulgence for more ramp.
Shared Animosity, Fiery Emancipation, and City on Fire for buffs.
Reconnaissance to remove any creature your opponent blocks so it won't die, and Redoubled Stormsinger to double your tokens.
33 Lands is very low, especially since you have so little card draw and a high average cmc of 2.67. I recommend at least 38, if not 40 - you generally want to be playing a land every turn for the first 5 turns.
== CUT ==
Here are some cards I recommend cutting:
Aeronaut's Wings, Colossus Hammer, Greatsword of Tyr, Inquisitorial Rosette, Mardu Monument, Team Pennant, Amazing Alliance, Cartouche of Solidarity, Rally the Ranks, Shared Triumph, War Effort - Most of these provide modest buffs or require too much mana to use in one go. Most equipment are better in dedicated equipment builds, while Zurgo is generally more about going wide. If you do want to play equipment, I would recommend ones that provide utility (like Sword of the Animist, which you already have) or provide large buffs (like Blackblade Reforged). Cards that only buff your damage by 1 are generally underpowered.
Chromatic Lantern, Commander's Sphere - Your commander is 3-mana, so it is nice to have 2-mana ramp so you can still play your commander on curve.
Diabolic Tutor and Mastermind's Acquisition are a lot of mana for a tutor, and I would generally recommend cutting them.
Anywho, that's a lot, but let me know if any of it was helpful!
Doombeard1984 on
The First Skep
5 months ago
Good morning Tulsasaurus_Rex, and thank you for sharing your hive with us.
I have a brood of my own, and much like yourself have had an affinity for Tribal decks, and especially Slivers for the better part of nearly... 2 decades (dang... now I feel old). So I would like to maybe make a couple suggestions if thats ok?
Creatures:
- Sedge Sliver - I would probably remove Crypt Sliver for this as Crystalline Sliver switches this Sliver off. It also works with all those shock lands you have as they have the appropriate land types.
- Quick Sliver - Having flash on all your slivers can be so powerful. I'd take out Blur Sliver. You have haste enablers on Cloudshredder Sliver Heart Sliver and Thrumming Hivepool which are just better. Blur seems like a wasted slot.
- Basal Sliver - Big fan of Basal (goes great in pasta...), as means you can sacrifice those tokens for mana etc. I would remove Winged Sliver as again, you have flying from Cloudshredder Sliver and Galerider Sliver.
Non-Creature spells:
So these I am less sure on what to remove, but will give some explanation as to why I think they may help:
- Eerie Ultimatum - Can see you have Patriarch's Bidding in your maybe board, but I offer this is way better. You get all your things and you opponents get nothing. You even get all your other non-Slivery things.
- Boros Charm
- You are playing Slivers, and therefore you are going to attract a board wipe. Boros Charm
is the classic "go-to" for making your board indestructible, all for the low price of .
- Removal - Going to mention a few cards here that are just good. Assassin's Trophy, Swords to Plowshares, Path to Exile. Trophy is another hit anything card, and Swords and Path both exiles tricky creatures your opponents have. All super low cost, to let you spend your mana on better things.
- Card advantage - So I think something like a Mirri's Guile or Sylvan Library just lets you have some card selection of advantage every turn. Lets you make sure you are hitting those land drops, or if you are flooded, you can make sure you are getting gas to help power your deck forward.
- Ramp - Id be looking at maybe Three Visits and Nature's Lore as they can get you any forest type shock land into play, and if you want untapped by paying the 2 life. Id also look at other mana rocks (Ichor Elixir and Fractured Powerstone don't seem that great). Any of the Talismans (Talisman of Hierarchy, Talisman of Unity etc - there is a full cycle) would give you access to colours at only , and up until recently I ran Chromatic Lantern to help with smoothing out any mana issues. Yes it costs , but can be really useful with how mana intensive Slivers can be where is concerned.
- Blasphemous Act/Austere Command - I love these cards. Sometimes you will need to answer a board. Austere Command is modal so gives you lots of flexibility. And if you have Sliver Hivelord on the board, your Sliv's are safe. Blasphemous Act can win you the game if you have a Spiteful Sliver with a board state. Means you can ding 13 damage to any target should this fire, and again may be safe with a Boros Charm
or a Sliver Hivelord.
Hope this helps, and have given you a +1. Please feel free to hope on over to my Hive and have a browse (Sliver Overlord - Predatory Super-Organisms)
| Have (5) | Azdranax , metalmagic , gildan_bladeborn , Firebrids4sparx , MoJoMiXuP |
| Want (7) | Atzaru , pnkghst9 , qao50 , pabloriv , slvstrChung , Pare771 , freshie9000 |


















