|Commander / EDH||Legal|
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At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature.
If a land is tapped for mana, it produces (Black) instead of any other type and amount.
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Culex on Combo Meren
20 hours ago
Nice list! Have you considered Null Rod? It does a ton of work, especially in combination with Contamination. Here's my take on meren combo/stax if you want to check it out: http://tappedout.net/mtg-decks/meren-protean-stax/
4 days ago
Contamination in a creatureless deck? much confusion
4 days ago
I think Yawgmoth's Will could be use to replay your rituals, generate even more mana, maybe replay 0 CMC creatures to continue sacrificing, maybe at like 2 creatures you could combo tutor now? Don't know if my math is correct or if the mana investment is positive, I did not had a long night and will be going back to sleep...
And holy crap, for all those years I misread Infernal Darkness!!! Absolutely better than what I thaught it was, so keeping it seems legit. I will keep on testing with the other changes I suggested you I am pretty sure they will speed up the deck by a turn.
I really enjoy play testing and gold fishing so far, so next step... PROXIES!
5 days ago
Ok, a couple things:
Soldevi Adnate can't sacrifice mana rocks, only black or artifact creatures. To sacrifice my mana rocks I'd need Priest of Yawgmoth. I thought about including them, but since my ramp is spilt between creatures and non-creatures, most mana rocks have low CMCs, and every creature that survives to 8 mana is an extra tutor for Razaketh, I felt they weren't worth it.
Infernal Darkness doesn't cut the mana produced by lands. It just changes the color. I thought hosing everyone might be worth slowing down a little, and you can just sacrifice it the turn you want to go off. I'll probably cut Contamination, it was in there from when tutoring Bloodghast seemed like a good idea.
I'll look into those other edits.
5 days ago
As strange as it may seem, I would also cut Mishra's Workshop, because the opener would require a lot of artifacts to make it work, it doesnt help you to cast your commander faster. Once I was stuck with this in hand and was missing a single mana to cast the commander, and I was hoping it would be another land... I would also replace a basic land by Peat Bogfor further acceleration, since it can help you cast your commander faster and it can tap twice, which should not be a problem since after two turns tapping it you should be in your winning turn already.
I would also cut both Contaminationand Infernal Darkness, as they play against your gameplan. Yes they slow opponents down, but the idea here is to play your commander as fast as possible to combo earlier. It would make lands such as Ancient Tomb tap for less, which is bad, you would need to invest mana to keep it alive (which is bad) or you would need to sacrifice creatures to keep it alive, which also is bad since you want to have those creatures available to sacrifice for your commander's ability. I would go for more speed, so Grim Monolithand Dark Confidant, a mana positive rock and a small creatures that could come down early, help you draw faster into ramp pieces, and could be sacrificed during your combo turn. This would also lower your average CMC in case or Ad Nauseamplay, which is not bad also.
To prevent your life total, I would think about cutting fetches. They are not of that much use, since deck thinning is so small in a 99 cards deck, and you would only get basics. I would replace them with basic lands, it would preserve you some life (they are not played in storm decks such as ANT Sidisi because you want to keep as most life as possible for AdNaus, it also is the case here).
1 week ago
I forgot to suggest Expedition Map that card is important to be able to get your good lands more often. And Palace Siege is another great way to refill your hand each turn to use Greel more easily. I think Mutilate is great in your deck since you actually have very few creatures to worry about killing. Now that I'm looking for cuts maybe forget the Mind Sludge suggestion i made...because my first inclination is getting rid of 1 use discard spells like it and Duress and Persecute. They seem unnecessary with so many other repeatable discard effects in addition to your commander's ability. Other cuts and reasons... Whip of Erebos it exiles and you don't have many creatures to use, Feast on the Fallen there's more efficient ways to kill opponents, Mindcrank mill strategies don't work unless you are all in, Contamination not enough fodder to sacrifice to make it stick, Temporal Extortion opponent always chooses life every time...I guess that could be good still, Sangromancer is just a life gain spell basically, & Sewer Nemesis is okay as a big creature but the mill angle seems pointless. Cheers :D
1 week ago
My attempt at a mono black discard lock down deck, my meta runs almost no black so it is easy to shut them down with cards like Contamination. Here's the deck
Commander / EDH
5 COMMENTS | 43 VIEWS
I up voted the deck before mine, I have no useful suggestions
1 week ago
@DarkLaw, I can agree that its pretty messed up in terms of EDH, but I saw many people talking about how it would be a viable win-con in other formats such as Modern and Legacy. Maybe six was the perfect number, but I think 10 is a lot more difficult.
And though I wouldn't be surprised if it gets banned in EDH its important to note most boardwipes are sorceries which gives all the opponents at the table a turn to possibly remove the enchantment. Having a form of enchantment/permanent removal is the equivalent of having a counterspell in hand when you need it at a critical part in the game. Also just having a Ratchet Bomb on the field is an automatic reset for that strategy. I feel for the card to be optimal ten opponents creatures have to be on the field for it to work out best to then follow up with a board wipe. Any less and your opponent's can merely stop playing creatures until the enchantment is removed, so it does add an aspect that makes it situational. Six creatures on a field at once is common, but in most of my play groups the possibility of a board wipe going off before there are ten happens quite often. I think if anything Wizards are testing to see how far it will go. I certainly remember when Wizards spoiled Day's Undoing and how busted everyone ranted that card would be. We simply don't know until we play it for ourselves.
Also, if the card didn't have its second paragraph I'd still run it. My opponents are addicted to playing Contamination a card to this day I still question why its not on the banlist. If this card gets banned I'll be pretty sad Wizards banned a card that effectively addressed this problem quite well.