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Darkwater Catacombs Discussion
4 weeks ago
The lands are always important. I have also created a Mairsil list that I haven't posted yet, but I would like to recommend some cheap lands that can help a lot, and also some utility lands. I honestly don't know why you're not running a Command Tower. As for the double color lands that mostly don't come in tapped: Darkwater Catacombs, Shadowblood Ridge, Dragonskull Summit, Drowned Catacomb, Underground River, Shivan Reef, Sunken Hollow, Smoldering Marsh. As for the utility lands, you've got Hall of the Bandit Lord, Flamekin Village and Hanweir Battlements.
1 month ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
2 months ago
4 months ago
I'm not sure the mana is right here...
CARD: MANA POOL
Darkwater Catacombs: UB,
Dark Ritual: UBBB,
Priest of Gix: UBBB,
Culling the Weak: UBBBBBB,
Laboratory Maniac: BBBB,
...and now you don't have enough to cast Plunge into Darkness.
7 months ago
7 months ago
MindAblaze I understand what you are saying but I feel this still links back to the Sol Ring vs Mana Crypt thread. If you're playing Meren of Clan Nel Toth, the question I would have to ask would be, why would you not run BOTH Cultivate and Call the Scions? Yes one is better, but both provide you with stuff you want to do. Both are easily great cards for the deck. Why force yourself to pick one when you can have both?
I personally don't find it fun to purposely neuter myself. Like I mentioned earlier in the thread, I'm all for it if you get with your playgroup and have everybody build their decks according to the same restrictions. Then it wouldn't hurt to neuter yourself. That would make it fun to build such a deck, but to do so just for the hell of it? No.
I also disagree with the idea that this is what Commander players should do. The format allows for a lot of different play, by no means should we build every deck by this philosophy.
I understand the exaggeration but it still goes over the top. For me at least it invalidates the entire argument. It would work better if a more serious approach was taken and it wasn't said to replace good cards with relatively garbage cards.
Here are some examples, why play Sunken Ruins and spend all that money when you can play Darkwater Catacombs? I could understand something like that, not stuff like replace Wrath of God with (insert crap boardwipe here). There are even points to be made like, if you're playing Daxos the Returned why don't you save some money on Damnation and use Extinguish All Hope instead? I would understand that point. It fits the flavor and actually benefits you more for that specific deck. The suggestions made in the article remind me of when my 5 month old daughter got into my Magic cards. I'm not building a deck out of whatever random jank she decided she wanted at the time.
I'm sorry, but any article that tells me, exaggerating or not, I would have NERF a Precon deck before Commander will be fun is absolutely ridiculous and all points made are null and void. Besides the fact that if you remove exaggerated points, was there a single good point made in the entire article? The article fails because it doesn't bring up any relevant discussion, and can be reduced to terrible trolling.
7 months ago
Hey man, I'm playing G&G at my LGS lately and they've been running very good, they're the only truly zombie tribal commander in my opinion. There are some cards you should definitely get in your deck:
Piranha Marsh should be cut, even a basic Swamp it's better. 1 life means nothing in Commander, an untapped land beats that EVERY time.
Unknown Shores fixes your colors, true, but you'll be tapping 2 lands for 1 mana.Sunken Ruins does the job needed best than everything else, but it's expensive. Darkwater Catacombs is a very good alternative, and it's easier to find and much cheaper, since it just got reprinted in C16.
Skyline Cascade has an interesting effect, didn't know that one it may worth trying it. I still play Halimar Depths to take a little look on what will be going to the graveyard before casting G&G.
I'm pretty sure you're aware of Urborg, Tomb of Yawgmoth, but that shouldn't stop me from mentioning it. Does marvels with Zombie Master.
Related on the previous Urborg point, it's close friend Cabal Coffers worths every dollar you spend getting it. And while we're talking about lots-of-mana-producing lands, I shall include in this point Crypt of Agadeem and Nykthos, Shrine to Nyx, since you're more inclined to black than blue. Fatestitcher will untap them and there you go, more mana than can be spent.
Fleshbag Marauder, just keep casting him and sacrificing himself, get rid of pesky indestructibles or hexproof or whatnot. Works well with your Dictate of Erebos.
Convolute and Cancel should go. 3 mana can pay for lots of better counterspells, just to name a few: Dissipate, Dissolve, Hinder, Spell Crumple, Forbid (my favorite). If the double blue is an issue, then you got options as well: Negate, Arcane Denial, Swan Song...
Lastly, since I was talking about flavor, G&G on their independent cards aren't that bad, especially Ghoulcaller Gisa. And if you got them both working together, you can spawn a big zombie with Stitcher Geralf and sac it to Gisa for lots of tokens.
Hope any of these helps, though most of them aren't that new of ideas.
8 months ago
welcome to commander hope you enjoy it! its all about multiplayer! here are some quick suggestions that hopefully don't break the bank and help up your power level.
Unsubstantiate over Unsummon
Crux of Fate is good with a dragon commander.
Lim-Dul's Vault over Diabolic Vision although it doesnt actually draw a card but its an instant...
Dimir Aqueduct, Underground River, and Darkwater Catacombs are good lands.
Phyrexian Reclamation and Mystic Remora are high value enchantments.
Bloodgift Demon and Burnished Hart and Steel Hellkite are good creatures.
Sol Ring and Dimir Signet are good.
Animate Dead, Brainstorm, and Swan Song are great.
final note Resounding Wave is also not allowed in a dimir deck because it has in the card text.