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|Modern Masters 2015 Edition||Rare|
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Creature — Horror
Other black creatures you control get +1/+1.
Other green creatures you control get +1/+1.
At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token onto the battlefield.
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Creakwood Liege Discussion
1 week ago
You aren't running the combo, so he doesn't serve a purpose here.
Just put in Ancient Tomb for any of these. I don't think you will miss 'em.
I think CW Liege is alright, but he's more combat oriented than anything else. Even at 4 CMC I'm eh about him.
I know you love him, so I won't even start to talk smack. Just saying there's wiggle room here if you need a slot.
Other than that though, I really don't think there's much more to cut unless you want to focus your synergies more so towards certain mechanics.
2 weeks ago
The Regeneration ability works to remove Damage, or prevent effects that would say "Destroy".
Because Elesh Norn, Grand Cenobite is applying a static global -2/-2 effect, it is neither damage, nor is the creature being 'destroyed'.
The creature in question, Creakwood Liege, being only a 2/2 innately is going to be removed from the battlefield as a Stat-Based Action, due to a creature with zero toughness equating to a creature with no life that cannot possibly exist.
Official rulings are as follows:
"701.12a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, Regenerate [permanent] means The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If its an attacking or blocking creature, remove it from combat."
To put it into simpler terms:
Blessing of Leeches can prevent damage effects and effects with the keyword "Destroy".
2 weeks ago
However, I can regenerate him, which will leave him tapped, but then the Norn's ability would still be in effect, so he'd just die again? It seems to me this then becomes a "regeneration loop" where the Creakwood Liege is now constantly tapped, but can otherwise remain there forever? But what about the Creakwood's abilities? The regeneration action doesn't remove it from play, right (it's not like it's flickering in and out of existence)? So it will still be on the battlefield for the beginning of my upkeep's trigger to happen?
3 weeks ago
Firstly I like the deck build in that even with meren off the field you have serious threat. +1 Upvote
Here are a few things I would recommend for the deck.
Nykthos, Shrine to Nyx - You have plenty of and permanents to get positive on devotion.
Thoughtpicker Witch - She can shut out an opponent for a while, also an immediate target for exiles and a 1 cmc that can sack itself.
Mindslicer - This is fun against blue.
Creakwood Liege - Buff your creatures and get your tokens.
Phyrexian Obliterator - Effectively requires removal for decks that win with combat, otherwise it gets nasty.
Gonti, Lord of Luxury - This new guy allows you to remove parts of their deck for use against them. Nifty.
Deathcap Cultivator - Self explanatory.
Enchantments and Artifacts --
Contamination - You can effectively win on the spot against decks without black.
Deadbridge Chant - Gets a lot of things into graveyard and brings stuff back.
Phyrexian Altar - A sack outlet for .
Instants and Sorceries --
Tooth and Nail - It can help immensely with finding an answer or wincon.
Jarad's Orders - An easy creature to grave, plus one to hand.
4 weeks ago
1 month ago
1 month ago
Well, I do have some advice I can offer regarding Shattergang, mostly because my friend tried playing him for a little while. The deck can be slow- there's nothing wrong with being a little slow. You just have to make sure your opponents are also going slow, too.
Contamination is one of the most dangerous cards you can run. Mana rocks and Cryptolith Rite would help you still get your red and green, and it's easily upkept by your token generators. I happen to like Reassembling Skeleton, Bloodghast, Nether Traitor, etc., in Shattergang (reusable Edicts are nice), and they work wonderfully with Contamination. I'd definitely recommend at least one or two of those to go alongside Contamination, as your opponents will assuredly hate it when you and, like, Chainer, Dementia Master are the only ones who can still cast your spells.
Nihil Spellbomb should really be in here. It and Salvaging Station would form a cute little draw engine, and it doubles as graveyard exile to prevent people from keeping their stuff by using Reveillark, Karmic Guide, etc.. I'd suggest cutting Profane Memento for it. Yes, Memento gains you life, but cards help you win the game, so I strongly feel that'd be a better use of that slot.
Ophiomancer is a decent option as it helps upkeep Shattergang's first ability quite nicely.
Awakening Zone seems quite good here. A token every turn that can be sacrificed to Shattergang, or turned into mana ramp, plus the enchantment can be used to get rid of pesky enchantments your opponents have. I don't see a negative to using it, at least.
Creakwood Liege is strong in here as well. Makes solid 3/3 tokens for you.
Solemn Simulacrum seems like he would be decent here, as well. 4 to ramp, then 2B to make each other player sacrifice a creature and you draw a card doesn't seem terrible at all.
Mycosynth Wellspring is reasonable for an inclusion. 4R to draw 2 cards, each player sacs and artifact isn't bad at all, and Glissa can turn it into an engine.
Phyrexian Arena would be a decent draw engine. You can draw extra cards off of it and then sacrifice it if you get low on life.
I really like Hangarback Walker in Shattergang decks, and it would be especially great in yours due to Glissa. See, getting a few tokens out of it is wonderful, repeating it just makes it absurd (as it's a good card on its own).
Garruk Wildspeaker or some creature that ramps might be a better call than Life and Limb: I don't like the idea that your Forests can be board wiped by a Toxic Deluge or Wrath of God or something, even if your opponents Forests can be sacrificed to your Edicts, even if it does make your saproling tokens generate mana (which, only one card of yours makes Saprolings right now, and it's Sporemound. If you had a heavier saproling theme before, LaL makes sense, but you don't seem to have that any longer).
Birthing Pod is another card of which I'm a huge fan- it'll chain you straight up through to your Avenger of Zendikar and Sheoldred.
Nullmage Shepherd is phenomenal with token decks. Your opponents have multiple enchantments/artifacts and you don't have enough mana to force them to sacrifice the one you specifically hate? No worries, just tap four dudes and destroy that one anyway! I strongly recommend this card if you're able to get 4+ creature out regularly.
Kiki-Jiki, Mirror Breaker is a high recommendation because he makes tokens you can swing with and then sac to keep other creatures off the field. Very advantageous. If you want to go infinite with it, Zealous Conscripts makes infinite tokens for you to attack with, and Conscripts is especially good here since your Commander is a sac outlet (this could easily replace your Necroskitter + Glistening Oil combo, IMO).
I have apparently recommended too many cards, and I can't also recommend Nullmage Shepherd, the mana dorks, or Kiki and Conscripts. Just know that they exist and might be of great benefit to you, lol.
Recommendations for cuts:
Profane Memento removed for Nihil Spellbomb, as mentioned above.
Unwinding Clock is another card in a very weird place. The only card it works with well is Myr Turbine (which is a combination I loved back when I played lockdown Arcum), and you don't run Possessed Portal to make it a tried and true lock (which, the Possessed Portal lock is only really good in Arcum, anyway, so it's probably best you don't run it). I don't see much reason to run one card that is only good with Myr Turbine, and has slight use with Salvaging Station (meh, requires a lot of mana for Shattergang + that over other people's turns), Bow of Nylea (meh), Whip of Erebos (super meh), Sol Ring (meh, you run few instants and most don't want double colorless), and pseudo vigilance for Wurmcoil. That doesn't seem worth the four mana slot to me, especially over something like Reassembling Skeleton which could be used to make Shattergang always viable to activate.
I don't like Praetor's Council. I never have. It's too much mana for what it does, and you could shortcut the middle man, with a sac outlet, and use Living Death or something to just dump all your stuff back into play (Nihil Spellbomb helps with this a ton, too, remember).
Explorer's Scope isn't very good, in my opinion. I would think that slot better utilized by Golgari Signet or something from the above list.
Infiltration Lens just seems worse than some of the other draw engines mentioned before- I wouldn't even run it over Phyrexian Arena.
Shield of the Avatar seems unnecessary.
I'm assuming Glistening Oil is in here for Necroskitter or Kresh (nothing else seems to be able to get big enough to OHKO an opponent with infect), but I'm not sure that's actually worth it. A Rogue's Passage in the mana base would probably get the same job done, because if Kresh isn't being answered then he's always going to get stupidly big. As for Necroskitter, I don't think that combo is really worthwhile as it takes an entire round of turns, then you have to kill the creature its attached to.
Deathrender seems cute but unnecessary. Eldritch Evolution could basically do its same job for way less mana investment (lol it can turn Vorapede into Sheoldred or Avenger).
Bow of Nylea doesn't really seem worth the slot.
Necroskitter. You have Glistening Oil but it's really your only way of putting -1/-1 counters on things. It's a cute combo, but Black Sun's Zenith would probably be a better choice. Either way, I don't think that combo is viable enough to warrant both of their inclusions, as Necroskitter is worthless without Oil, and Oil is worthless without Kresh or 'skitter, because putting it on opponent's creatures without them just turns it into a BB: Kill a mana dork on your next upkeep, which isn't super valuable.
Those are all of the suggestions I have for your deck. This should, ideally, lower your curve and reduce the number of cards that are dependent upon other cards in your 99 without being strong themselves. As far as speed goes, Shattergang isn't a particularly quick deck unless you build a combo variant (like Kiki Jiki and Conscripts) with a bunch of tutors, and while you do have an infinite squirrel token combo, both of those are good on their own.
2 months ago
Here are a few cards I think you should add if you want to go down the Hapatra trail mindful some a loot right now >.< Harbinger of Night, Grim Poppet,Deity of Scars, Serrated Biskelion, Deadbridge Chant, Victimize, Grave Pact, Skullclamp, Dusk Urchins, Sudden Spoiling, Creakwood Liege, Krosan Grip, Mikaeus, the Unhallowed, Channeler Initiate, Seshiro the Anointed, Skinrender, Beastmaster Ascension
I can add more later but the gist of it is using Sac and reanimate to abuse ETB. Then using overrun effects like Seshiro and Beastmasters ascension to roll over the cleared out boards. Also using lots of sac reanimate lets you use a more toolbox approach similar to Meren decks!