Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
|Want (2)||sageulf , Darimasus|
Printings View all
|War of the Spark (WAR)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
1 month ago
TolarianScientist, your concern is real. At the moment, I'm running 16 spells which deal with that concern:
- Basic Landcycling: Jhessian Zombies, Ancient Excavation, Migratory Route, Treacherous Terrain, Grave Upheaval and Sylvan Reclamation
- Mana Rocks: Chrome Mox, Lotus Bloom and Mox Tantalite
- Land Fetch: Frenzied Tilling, Deathsprout, Grisly Salvage and Exploding Borders
- The Lone Mana Dork: Leyline Prowler
- Also: Primal Amulet Flip and Coiling Oracle
The problem with mana dorks is that none of the best ones are color pairs. With any other 5-color commander, this decklist would look totally different.
I like your suggestion of borderposts. Right now, the Spells I'd most consider removing are Merfolk Skydiver, Rise of the Hobgoblins, Deathbringer Liege, Terminate and Dovin, Grand Arbiter. Of those spells, how many and which would you replace with borderposts of the same colors?
Sorry for the long response.
1 month ago
I’m working on a similar style deck myself minus counter spells. I might try to add some now though. I’m running a play set of Casualties of War, Deathsprout and Meteor Golem for removal. Works well with a play set of Minion's Return whenever you’re playing against a deck with Pacifism or similar effect removals.
2 months ago
Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.
Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.
Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.
Fossil Find alluded to graveyard order... in a 2008 set... huh.
Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.
And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.
2 months ago
I think you've got some good ideas in this deck, but I have a few suggestions. And I've also brewed a Korvold deck, you can find that (here)Sac-it-to-me! ~ Korvold EDH if you want some more ideas.
Add more ramp. About 10 ramp spells is a good number to shoot for, but you could make more than 10 work with a commander like Korvold who can draw cards. For this I would suggest Sakura-Tribe Elder and Commander's Sphere and Arcane Signet and Harrow and Curse of Opulence and Dockside Extortionist and Deathsprout and of course there's always Sol Ring .
Add more reusable card draw. You've got a few card draw effects, and Korvold can draw cards on his own, but most of your card draw effects are one-use effects. Again, about 10 is a good number to shot for but you might be able to go lower since your commander will draw you cards. You might want to add Tireless Tracker and Yawgmoth, Thran Physician and Priest of Forgotten Gods and Izoni, Thousand-Eyed and Moldervine Reclamation and Liliana, Dreadhorde General .
Add Evolving Wilds and Terramorphic Expanse and Blighted Woodland and if you have them, the expensive fetches. These will fix your mana and draw you a card with Korvold. Really any land with a sacrifice ability is great with Korvold.
Add in more sac boons. Anything that triggers when something is sacrificed or a creature dies, such as Mayhem Devil and Blood Artist and Poison-Tip Archer and Zulaport Cutthroat and Revel in Riches can give you a good way to win the game.
Maybe add in more treasure-generating effects. Treasure is great as ramp and extra great with Korvold because he'll also draw you a card for each treasure you sac. Perhaps Dockside Extortionist and Pitiless Plunderer and again Revel in Riches are some of the best treasure makers.
Hope this helps and good luck against your buddies!
3 months ago
Hello everyone. This is the first time posting here. I hope I did all this right sorry if I screwed this up. I'm looking to improve my Yarok deck. I know there are at least two cards on the tip of everyone's tung. Questing Beast and Hydroid Krasis . I would love to add thees but alas they are too pricey. The deck is as follows.
Commander) Yarok, the Desecrated
Creatures) Meteor Golem Dream Eater Gravedigger Evolution Sage District Guide Dungeon Geists Cavalier of Gales Murderous Rider Thief of Sanity Golgari Findbroker Agent of Treachery Cavalier of Thorns Paradise Druid Yarok's Fenlurker God-Eternal Rhonas Cavalier of Night Risen Reef Incubation Druid Voracious Hydra
4 months ago
Haha, thanks for tagging me here. I think land base shouldn't stop you and I believe you can find your way into a solid mana base here.
Danielisaias is certainly right is the idea that guild gates may be a good approach but there are certainly many ways to get the mana base right. IF you want to go the guildgate path, here is the cards you want for that build.
Lands Now I am not entirely sure, but I believe that around 10 gates is the best way to build this. Since our ramp and mana fixing is primarily green, we will include 1-2 copies of all gates that include green. Then add 0-1 of the other gates as relevant. IF you were to run all of the following ramp, you will most definitely not need more than one copies of most gates. In addition Gateway Plaza is a great gate that effectively taps an additional land when it enters. You can probably run 4x Evolving Wilds and put in mostly forests and 1-2 of each of the other basics if you want.
Open the Gates - A land of your choice that you can play the next turn. Like a wildcard land
District Guide - Will build a board presence and get you a extra land of choice
Circuitous Route - Terrific ramp straight onto the battlefield and includes gates
Support creatures and spells
Gatebreaker Ram - Powerful when 2+ gates are in play
Gateway Sneak - Ok card draw, guaranteed when gates are played
Guild Summit - Great way to refill hand late game and good set up in the early game
If THAT wasn't enough, here's more!
If you don't want to build a gate deck, you are already almost there. All the "land fixing" cards from the gate build are still relevant here but not as good without the synergy.
Mana Geode - This is a simple card, effective for ramp into any color and scry can fix your draw.
Beanstalk Giant - Not only is he mana fixing/ramp but he is also a giant threat!
Deathsprout - Harder to build in, but is a awesome combination of removal and ramp!
Whisper Agent - in this deck would simply be a pseudo-removal while draw fixing
Faeburrow Elder - I haven't played with him before so I don't know how good he is. Seeing as he can only ramp you mana you already have access to he is hard to judge. However, know that cards like Whisper Agent or Sphinx of the Guildpact will give Faeburrow Elder substantial bonuses.
… I think I went overkill with suggestions. Sorry ;)
7 months ago
Seb McKinnon has been outstanding recently, and has really committed to a beautifully haunting aesthetic entirely distinct from the photo-realism that I feel Wizards leans a bit too heavily on. Cards like Deathsprout and Vengeful Rebirth look fantastic, and seem great spiritual successors to Hoover, Guay, and Thomas, the three artists I had listed as my favourites previously.
7 months ago
Note one blood for bones: you can return the creature you just sacrificed and it triggers etb.