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Darkwater Catacombs Discussion
2 weeks ago
Hey, I saw your forum topic, nice deck description :)
I suggest you focus on upgrading the manabase before you make any other changes to the deck. If you want more efficiency in game play then you need a more efficient manabase. The manabase is really bad, other than a few lands, but when you're at the point in deck building when you're adding Guildgates and lands like Submerged Boneyard then stop, take a step back and ponder/research card choices for lands improvements more than anything else. Try to reduce the amount of lands that ETB tapped because with Zombies you don't want to get bogged down from playing your early game Zombies because of these lands.
- Tainted Isle
- Tainted Field
- Isolated Chapel
- Drowned Catacomb
- Sunken Hollow
- Underground River
- Caves of Koilos
- Darkwater Catacombs
- Concealed Courtyard
The Tainted lands, the Check lands and Sunken have interaction with basic lands (Swamps) making them good additions to the manabase because Swamps should make up the majority of the manabase.
Varina is a four drop who requires in her casting cost the two splash colors of the manabase because of this consider adding some two drop mana rocks to possibly help to cast her in the early game? Adding two Signets (Dimir Signet, Orzhov Signet) and two Talismans (Talisman of Dominance, Talisman of Progress) can help. Later on in the game if you don't need these rocks then you can simply discard them to pay for Varina's ability and then they can be used as fodder to exile to make Zombies.
Good luck with your deck.
1 month ago
To start, I'll work on the manabase. Temple of the False God and Darksteel Ingot should be dropped immediately, with Talisman of Indulgence and Mind Stone as nearly direct upgrades in this specific deck. I would also drop Rogue's Passage, Dismal Backwater, a single Swamp, and Dimir Aqueduct for Darkwater Catacombs, River of Tears, Fetid Pools, and Underground River.
This should smothen your draws and manabase, giving you your colors faster and more efficiently, for a small cost. Other cards I would drop outside the manabase would be Grisly Spectacle, Balustrade Spy, In Bolas's Clutches, Hedonist's Trove, Psychic Strike, Fated Return, Keening Stone, Mindcrank, Trepanation Blade, Riddlekeeper, Dreadwaters, Increasing Confusion, Paranoid Delusions, Psychic Drain, and Traumatize, many of these 15 cards are simply overcosted or only affect one player, and don't do enough.
Cards I would run instead would be Animate Dead, Ink-Eyes, Servant of Oni, Phenax, God of Deception, Mesmeric Orb, Szadek, Lord of Secrets, Counterspell, Brainstorm, Ponder, Stroke of Genius, Prismatic Lens, Jace, Memory Adept, Dreamborn Muse, Thought Scour, Dimir Charm, Whispering Madness
1 month ago
Mana Fixing - Hard to go wrong with Chromatic Lantern! Since your commander costs 4, Coldsteel Heart or Fellwar Stone might not be bad ideas to go along with your signets so that you can ramp it out on turn 3. As far as lands go, I think they're gonna be your best bet for filtering since you have so many options available to you! Aside from the obvious dual lands and fetch lands; there are the rest of the filter lands cycle with Mystic Gate and Sunken Ruins; there's the old Odyssey filters Skycloud Expanse and Darkwater Catacombs; River of Tears and Nimbus Maze are criminally underplayed but fantastic cards; there are the new battlebond lands Morphic Pool and Sea of Clouds; and lastly there are the lands that tap for any color like Mana Confluence, City of Brass, Forbidden Orchard.
As far as staying alive goes, I notice you already have Solemnity in your maybeboard to combo with Glacial Chasm and Delaying Shield but another card that works well with Delaying Shield is Soul Echo. As long as Soul Echo has one counter on it, you're pretty much immune from damage. Also it's another card that lets you drop below 0 life. Obviously not a great combo with Solemnity but I think running one of the two wouldn't be a bad idea!
On the other side of that coin, if you happen to have Repay in Kind in hand and need to be at 0 life, Wall of Blood or Hex Parasite can help with that. Hex Parasite can only drain in increments of 2 but is a bit more versatile of a card whereas Wall of Blood can drain one life at a time, but is pretty much there only for that.
Hope some of this helped at all!
1 month ago
1 month 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?
2 months ago
Unfortunately, Plumeveil and Darkwater Catacombs can’t actually be in this deck since they both have blue in their color identity (the hybrid mana symbols in Plumeveil’s cost count as both white and blue)
3 months ago
For budget color fixing you could run the fetch lands from Mirage: Flood Plain, Bad River, & Grasslands. They come out tapped, but that also makes them affordable. You could also run the Bant Panorama since are your most common colors, but I wouldn't run the other panorama fetch lands. Also, you can add more cards that have Basic Landcycling. You already have Ash Barrens, but you could also run something like Sylvan Reclamation, which could be used for either landcycling or it's normal effect. Wayfarer's Bauble has a similar effect to basic landcycling except it really does ramp you, and Expedition Map can be used to tutor Seaside Citadel. Kodama's Reach would help significantly. Then there are also the staple Burnished Hart and Solemn Simulacrum that can also chump-block on behalf of your planeswalkers. You could also do with 1 less land, 38 is probably good for your Mana curve. When removing lands, first go for lands that don't produce mana on their own like Darkwater Catacombs, and then lands that cost mana to play as if they were a spell, like Rupture Spire, and then start removing ones that come out tapped no matter what you do like Meandering River versus Glacial Fortress. Opal Palace would be a great way to play your commander and imediately have a counter on her.
Also consider Thalia's Lancers since they can now tutor any planeswalker now that all planeswalkers are legendary. As well as Call the Gatewatch, Deploy the Gatewatch, Djeru, With Eyes Open, & Arena Rector.
5 months ago
Kismet is a must have in this style deck. you really don't want your opponents doing much of anything, so Kismet is really important. Both Thalias are a good idea.
Remove the vivid lands... they are pure junk, and just slow you down. The Temples are okay early game, but if you get one after turn 3, you're going to cry. A general rule of thumb in MTG is to stay away from taplands, and EDH is no different. Unless they have an advantage, like the temples, they are generally useless.
some old-skoo painlands or the Odyssey filterlands like Darkwater Catacombs will help you much more than most of the lands you have on your list.
Speaking of mana/ramp... you are really light on rocks. Thran Dynamo, Fellwar Stone both of these are inexpensive and easy to get a hold of. Insert an Expedition Map or a Wayfarer's Bauble to help get out the lands you will need.
If you choose to go a little deeper into this rabbit hole, the BFZ Tangolands (i refuse to call them battlelands because that just sounds "basic") are really good with an Expedition Map.