|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Common|
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Desert of the Glorified
Land — Desert
Desert of the Glorified enters the battlefield tapped.
T: Add B to your mana pool.
Cycling 1B (1B, Discard this card: Draw a card.)
|Have (9)||frederiklw , Atroxreaper , bakunet , Supremespeed , MattN7498 , TThors , rmnevarez93 , FiggyMadison , LeroyJones|
|Want (27)||spacemonaut , Waldeaux , correcthorsebatterystaple , fancysaurus , bolke , Wolfninja , Baugen , Miesgjah , LagAngel , Jspeed , JSLardizabal , Oloro_Magic , RobRiots , NotVoss , PoisonSamurai , SilvanSage , bhc.000 , Allbeing , mistarilledawn , Astor , Djricci97 , jjscaliseok , Willberg2000 , Ouranos , poley5 , GoodestBoi , Aerosquid47|
Desert of the Glorified Discussion
3 months ago
It just seemed to me that the only real reason to run Ifnir Deadlands was for its utility sacrificing Deserts to take out targets. No reason you can't sacrifice a tapped Desert of the Glorified that was just played if need be. (Otherwise I imagine you'd just run a normal Swamp rather than pay life for colored mana)
3 months ago
I think the reason he didn't put Desert of the Glorified in was indeed because it enters the battlefield tapped. This deck has a couple of measures against aggro decks, as these sorts of decks are usually weak to, and this card might disrupt the balance a bit.
I might put it in the Maybeboard anyway, because the ability to draw extra cards is always good
Thanks for the feedback!
3 months ago
Perhaps I'm just especially biased towards the utility of Cycling, but in a pinch they could also be fodder for Ifnir so that it remains in play to use again should you ever utilize its sacrifice ability.
Upvoted because I'm an old-school player and this still heralds back to the era when mono-color decks were all the rage.
7 months ago
K gonna try to build it into a value sac outlet, recursion plan. If you like it look at Shirei, Shinzo’s Caretaker who also can the the same strat.
Mana base changes boring I know
Now onto cards to add
land base like this you have 3 tapped lands so a pretty fast mana base. I would say 1 of the land destruction lands ie Ghost Quarter would be a good addition, while over budget Urborg, Tomb of Yawgmoth is the best. Non budget options Fetid Heath, Godless Shrine,Westvale Abbey Flip, Cabal Coffers.
Cards to ditch
Removal package 5 pieces of spot removal in Utter End, Swords to Plowshares, Mortify, Anguished Unmaking and Unmake can target all toss Vindicate IF you can grab it. 3 board wipes Dusk, Fumigate, Day of Judgment Will post again am sleepy
9 months ago
Thanks @zenozia! As a newer MTG player, I'm thankful for any feedback.
Some of the upgrades I wanted were the exact cards you mentioned, like Disallow instead of Cancel, Vraska's Contempt instead of Hour of Glory and Never, Fatal Push instead of Moment of Craving, and Fetid Pools instead of Desert of the Glorified and Desert of the Mindful. Unfortunately, they are just out of my budget at the moment.
I do think additional Torrential Gearhulk's would help my deck quite a bit. I had considered Duress, but I have preferred using more counters and removal. I'm still unsure if I should include cards such as Censor and Bontu's Last Reckoning.
9 months ago
Cultivator of Blades is an example of a card with messed up legality. It doesn’t state it’s illegal or legal. It doesn’t list Brawl as a format at all on that page. Many other cards from that block and the next are similarly affected, but there is no pattern as to why. Desert of the Glorified is affected but not Desert of the Indomitable.
10 months ago
Needs more Rat Colony
With only 6 Relentless Rats you need half of your total number on the battlefield to even make them 4/4s. Most of the time they will be 3 mana 2/2s. You need a critical mass of Relentless Rats--at least 20. If you want to dedicate only a small portion of your deck to the Relentless effect, then Rat Colony is much better; unlike Relentless Rats it benefits from any rat you control, including Marrow-Gnawer's tokens. Pack Rat is also superior if you have many non-Relentless Rats.
Rat Colony is strictly better than Swarm of Rats. It's also generally better than Bog Rats, Carrion Rats, Muck Rats, Nezumi Cutthroat (fear isn't worth a large power loss and "can't block", especially when Marrow-Gnawer provides fear), Pestilence Rats (Rat Colony gets +2/-2 under most conditions and costs 1 less), and Earsplitting Rats (not enough graveyard/discard synergies).
I'm not sure how Shriveling Rot serves the deck.
There are two Cabal Strongholds, so one needs to come out. Cycling lands--Barren Moor, Polluted Mire, and Desert of the Glorified--hedge against land-heavy draws. Some cheap utility/value lands like Zhalfirin Void, Encroaching Wastes, Mystifying Maze, or Temple of the False God might be good over some number of Swamps too.
Phyrexian Tribute -> Scour from Existence, Unstable Obelisk. I know black is bad with artifacts, but there is a reason Phyrexian Tribute is in 55 edh decks, and the other two are in over 5000 each, and it isn't just color restriction. They cover all five permanent types instead of just one, including the equally hard-for-black enchantments. Requiring two creatures to sacrifice, Phyrexian Tribute isn't even always easier to cast, and it's effect is far less flexible.
Speaking of Unstable Obelisk, more mana ramp would be prudent, like Wayfarer's Bauble, Mind Stone, and Commander's Sphere. Bontu's Monument isn't Jet Medallion, but is still worthwhile with 27 creatures.
I don't think there are enough graveyard synergies to make Living Death appropriate.
Night Dealings is slow, does nothing if the battlefield isn't somewhat favorable, can potentially get removed, makes you reveal, and can't get lands. Razaketh's Rite and Mastermind's Acquisition tutor with no fuss. If you want slow, multi-card tutoring, Diabolic Revelation, Demonic Collusion, and Increasing Ambition are reliable options. Although none feature Nezumi in their art.
10 months ago
There are many ways to build mono black, and there aren't many different cards that I can suggest that haven't been included in your maybe list. Typical builds of mono black that has had some success in modern include Zombies or Vampires. The deck formula is usually the same. ~22 lands, ~26 creatures (8 1-drops, 8 2-drops, 6 3-drop, 4 4+ drops), and ~12 disruption spells consisting of discard and removal. Some problems I see with your current deck is that the curve doesn't flow as your lowest creature CMC is 3 and you would only have about a 17% chance to have one in hand by turn three. Another problem with mono black is that it runs out of gas compared to other colors, your current build has only 2 draw spells (and not a great one at that).
If i was to build i would try out something like this: Creatures (in order or preference):
Shadow Alley Denizen - makes other creatures difficult to block (worse against other black deck matchups)
Typhoid Rats - unfavorable to block, trades favorably on defense late game
Hex Parasite - Usual for removing counters / killing plainswalkers (Meta Choice)
Gifted Aetherborn - Vampires - difficult to block, gains life, good on defense
3 - drops (6): Vampire Nighthawk is the best option in the three spot and should be a 4x of.
if building zombies you have other options, usually they use the 3 spot for lords DeathBaron ($), Diregraf Colossus, or Lord of the Accursed (budget) pumps and makes blocking harder.
Geralf's Messenger can remove 4 life without even attacking, trades favorably once and gets bigger - downside is the coming into play tapped. or Plague Belcher which is good if you have a gravecrawler to target the negative counters.
4+ Drops (4): These are you finishers, if budget is not an option than Phyrexian Obliterator is the choice.
Vampires the choice is Vampire Nocturnus
For your removal package you need to think about a balance that supports your deck. If you are playing aggro with creatures that have recursion than hand disruption that targets instants and sorceries are weak. I would focus on creature removal with high kill spells and Harsh Scrutiny. If your creatures are weak to removal or have high amounts of evasion then the protect package Duress would be better. Obviously cards like Thoughtseize which targets both is better, but stick to one type that best suites the deck you build and place the other type in the sideboard.
For lands I would cut to 22, they can be all swamps but you can try out cards like Leechridden Swamp/Piranha Marsh/Desert of the Glorified/Ifnir Deadlands/Scavenger Grounds (meta choice) or Terramorphic Expanse/Canyon Slough/Fetid Pools if speed isn't too important
Desert of the Glorified occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%