T: Add 1 to your mana pool.1UR, T: Draw a card, then discard a card.
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Desolate Lighthouse Discussion
5 days ago
i see you're tryin to keep this budget, so ill keep my suggestions in line with that. out of budget tho, i would HIGHLY recommend you pick up 4 copies of Remand. the card is just bonkers good. and still in line with Darth_Savage's advice, Mana Leak and Spell Pierce are cards you should definitely be looking at. they're super easy to find, too.
Now for some jank control cards =D Kiln Fiend > Mercurial Geists. Clout of the Dominus would run really well with your creature package. and speaking of creatures, i always found Satyr Firedancer to be less than ideal in most situations. same with Thermo-Alchemist. if you added clout, i'd also recommend Riverfall Mimic. Izzet Charm is decent, and Desolate Lighthouse can put in some work for longer games. I also once ran Quiet Contemplation in a budget control deck, and it worked pretty good.
1 week ago
hardhitta71194 will do! Thanks for the upvote and all hail the Firemind!
xyr0s I'll keep Distortion Strike in mind, I do see the advantage for both cards. Considering it's a relatively cheap card, I'll see if I can get a playset for testing. Gut Shot is very nice being a 0-drop, it'd be great for another deck idea I have involving Thermo-Alchemist, so I'll keep it in consideration. Do you think the Mana Leaks could be replaced? I was thinking of Dispel and Titan's Strength as a possibility, or 2x Spell Pierce. Desolate Lighthouse looks great for filtering cards! I'll add it in.
As for Thought Scour, it thins the deck by 3 cards and fuels the graveyard for Bedlam Reveler. It's a tad RnG, but there's a metric ton of instants and sorceries in the deck so your chances of hitting a creature are low. At worst it's a cantrip, which is still nice for triggering Prowess. Thanks for the suggestions and input!
1 week ago
Gut Shot. Because 0-cost can be important.
are you sure about the main board Mana Leaks? It's pretty hard to keep 2 mana up...
Desolate Lighthouse could be helpful for games that go long.
1 week ago
You need Serum Visions to set up your draws so you always have the maximum number of options available. The thing with Grixis is you're trying to 2-for-1 your opponent out of the game. You have to grind them down on cards, then capitalize on your more efficient spells to close the win. Part of that is hitting them early with Inquisition of Kozilek to ruin their early game, part of that is setting your draws up with Serum Visions. The best part about Serum Visions is it lets you play a lower land count for a control deck and never miss land drops. Serum Visions is actually stronger than Thought Scour in this deck.
Your lands look good. I'd toss in a singleton Desolate Lighthouse and single Urborg, Tomb of Yawgmoth. Shizo, Death's Storehouse and the other lands in that cycle I've also found put in a lot of work once your deck has 2 or more legendary creatures. I also think you need some manlands, especially Creeping Tar Pit. That way, you don't need so many win conditions and can use those extra spell slots on more utility and removal. You optimally need more fetch lands, but Scalding Tarns are expensive.
As for a sideboard, I would use this:
1x Anger of the Gods
1x Crumble to Dust/Blood Moon
1x Engineered Explosives
1x Keranos, God of Storms
1x Lost Legacy
1x Slaughter Pact/Spell Snare/Grim Lavamancer
1x Olivia Voldaren
1x Rakdos Charm
1x Vendilion Clique/Thoughtseize
2 weeks ago
Sorry I forgot this in my main post. I'd like help figuring out where to put in a Desolate Lighthouse in my landbase. Thanks again!
2 weeks ago
I would need to get a Desolate Lighthouse to try it. As for Keranos, God of Storms, it seems good against control, but that might be overkill given the counters in the side when the game plan is to combo off early with counter backup, which also works in late game after they tap out once.
2 weeks ago
I like it! Do you think Desolate Lighthouse could fit in the 75 somewhere for additional digging in grindy matchups? Or the UR Theros God?
3 weeks ago
I think your mana base is a little messy.
- There's no need for the Panoramas (Bant Panorama and Naya Panorama), you could just go with Terramorphic Expanse and Evolving Wilds.
- Checklands (Rootbound Crag, Hinterland Harbor and Sulfur Falls) and Bouncelands (Simic Growth Chamber, Izzet Boilerworks and Gruul Turf) benefit most from decks having more basics, so I'd tell you to replace some utility lands with basics (drop Alchemist's Refuge, Desolate Lighthouse and maybe even Kessig Wolf Run)
- Manlands (Lumbering Falls, Raging Ravine and Wandering Fumarole) aren't all that useful in EDH. Considering the amount of lands in your deck, I think you might want to cut them as well.
- Considering the amount of card-draw in the deck, you might want to consider Reliquary Tower
As for ramp in itself:
- Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
- I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
- Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.
Cards I don't like/I don't find useful enough:
- Crystal Shard - Reusable bounce is good, but I don't think this card is good enough to be here.
- Ranger's Path could be replaced with Nissa's Expedition (if you tap a creature it's exacly like a Explosive Vegetation) or Nissa's Renewal (costs more, but gets you 3 lands and 7 life). Or simply drop it. You run too few basics and with all the sorcery ramping you might run out of lands to search for...
- Recurring Insight - In the late game where you can give in to the luxury of spending 6 mana to draw some cards it can be great, but I'd rather use it in a See the Unwritten or Seasons Past or Selvala's Stampede or Saheeli's Artistry.
- Zendikar Incarnate - poor defenses and no trample. You can do better. Mystic Snake or Ogre Battledriver or Master Biomancer or Faerie Artisans (you can clone the token with Riku in order to keep it)
- Charmbreaker Devils can be good, but they might do nothing as well
- Deadwood Treefolk doesn't seem that appealing to me either; specially considering it only gets back creature cards. Greenwarden of Murasa is almost strictly better (bigger body and returns any card, but no "leaves the battlefield" trigger)
- Rampaging Baloths seems out of place. Yes, it creates some good tokens for playing lands, but generating 1 trample-less 4/4 per turn seems pretty bad. This creature is better suited for landfall-based decks in my opinion.
- Sphinx of Uthuun and Fact or Fiction are cards I just can't enjoy. I think the impact they make is negligible in the game, but I understand the appeal and sometimes it can be quite interesting. I'd say keep the creature and ditch the spell.
Other suggestions (mostly more creatures to use as a toolbox):
- Farhaven Elf another ramp on a stick.
- Reclamation Sage is a staple in the format for a reason
- Peregrine Drake generates infinte mana in conjunction with Deadeye Navigator and gives you some quick ways of ending the game (such as paying buyback of Capsize to Upheaval everyone but yourself constantly)
- Triumph of the Hordes - another win con
- Ghostly Flicker gives you a way to reuse ETB triggers or save something from removal. Also has a combo with Peregrine Drake + Archeomancer.
- Coiling Oracle forces you to reveal the top card, but the fact that it ramps if it's a land makes it so much better
- Phyrexian Ingester - removal on a stick. You could also go with Duplicant
- Drowner of Hope - never underestimate this little guy, since it's quite versatile. The "sac a scion: tap a creature" has saved me quite a few times and it can also work as some sort of ramp tool (It costs , but it refunds with the tokens).
- Nim Deathmantle brings a creature back for one more round.