|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Commander Anthology Vol. II (CM2)||Common|
|Iconic Masters (IMA)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Planechase Anthology (PCA)||Common|
|Commander 2016 (C16)||Uncommon|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Planechase 2012 Edition (PC2)||Common|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
Dimir Aqueduct enters the battlefield tapped.
When Dimir Aqueduct enters the battlefield, return a land you control to its owner's hand.
: Gain .
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Dimir Aqueduct Discussion
1 week ago
So I notice your group's ban list is focused on the "feel bad" cards like game warping fatties and land destruction. This means your land is relatively safe and a deck focused on drawing cards can easily function on 34 or 35. I would build it with 33 but I see you want to get to a few select top end cards. I would cut these lands in order: Shinka, the Bloodsoaked Keep, Rakdos Carnarium, Izzet Boilerworks, Crosis's Catacombs, and Dimir Aqueduct.
High cost cards can be fun but it's important to balance their impact with the fact that drawing too many of them can stunt your game play. Cruel Ultimatum immediately jumps out at me as a fun card but ultimately lacking in the impact. Targeting a single player and being super heavy both in cmc and color requirements makes the risk to reward ratio not in your favor.
Jaya and Nicol Bolas both fall in a similar camp of cost outweighing their impact. Of the two a greater argument can be made for Jaya pumping out spells and drawing cards but that triple red is rough. Keep in mind the big goal here is to force draw absurd amounts of cards, each high cost and color intense spell you hit is a speed bump in that card drawing engine.
Dominus of Fealty and Thraximundar are a pretty high cost to invest into things that are off strategy. Nezahal, Primal Tide is in a similar boat but if your play group creates a need for a 7/7 uncounterable then it’s a fine inclusion. Mirko Vosk, Mind Drinker is strategy adjacent but the slot can probably be put to better use. I also don’t like Guiltfeeder but I recognize that is likely do to my meta shaping my opinion of it.
Cards I would look at adding
Anvil of Bogardan I am surprised isn't already in here.
Memory Jar is another great wheel.
Psychosis Crawler is too on strategy not to include.
Sunder is great in decks like this but your group would probably ban it in a heartbeat based on your current ban list.
You’re already fairly deep in artifacts so a mana rock ramp package would massively increase speed and consistency. Sol Ring, Mana Crypt, (maybe) Mana Vault, Rakdos Signet, Dimir Signet, Izzet Signet, Thought Vessel, Chrome Mox, and Mox Diamond.
Vandalblast if your playgroup uses a healthy amount of artifact ramp.
2 weeks ago
To start, Wooded Foothills, Windswept Heath, Scalding Tarn, Marsh Flats, Flooded Strand, and Bloodstained Mire are all fetch for lands that you can't run in this deck, you're losing value there. I would instead run the bounce lands in those colors, Dimir Aqueduct, Simic Growth Chamber, and Golgari Rot Farm. If you're really looking for that mana fixing, obviously the go to Evolving Wilds and Terramorphic Expanse. From looking at your decks, you seem to build a lot of 4-5 color EDH, from someone who plays quite a few 3 colored decks, colors aren't that big of an issue. 37-39 is really the range of lands to stay in, whereas you have 34. I know you'll have to cut more in other areas to hit that, but it will help with mana issues if you have them. I would look into adding the Scry lands; Temple of Deceit, Temple of Mystery, and Temple of Malady. Tasigur is all about top deck manipulation, so free scry is nice. Again, I'm not helping with the cutting, but Thassa, God of the Sea and a Sensei's Divining Top would be great additions for top deck manipulation. As for cuts, Grave Titan and The Scarab God.I see the synergy of zombie creation, leading to scry-ability, but I just don't see that paying off in the way you want. The likelihood of having both of them out, creating zombies, and the table allowing that to continue is low. There just isn't a whole lot of Zombie synergy in the deck, and you're losing value there. I went on quite a bit above talking about mana fixing, with that in mind, Mox Diamond just seems excessive. You have a Command Tower, you have a lot of dual lands, while a high-value card, maybe not as necessary here. The next one I would go with is Languish. You have a ton of answers, and this one is the weakest. I would put it in the sideboard, that way if you're playing against a token deck or other low-powered creature deck, it has great value as a wrath, but otherwise, it might just be a dead card. Another card would be Impulse while top deck manipulation is very valuable in this deck, a one-off Impulse, when you could have other repeatable top deck manipulation, isn't as valuable and it can probably be taken out. In a similar vein to Languish, I would cut Pernicious Deed. People don't like being held hostage, and on deck board wipes like Pernicious Deed or Oblivion Stone or Nevinyrral's Disk etc, all draw a lot of hate. People are going to come at you and try to force you to crack it. Unless you're going to play it, and immediately wrath, it's going to draw hate your way, and people are going to try to force your hand, I'd cut that. Also, similar to Grave Titan and The Scarab God, Ishkanah, Grafwidow can be cut. He'd be great in a spider's tribal deck, but paying 6 and a black for draining someone 4 life is fairly low value, unless you want your primary win-con to be the Deadeye Navigator+Peregrine Drake+Ishkanah, Grafwidow. Like, that's a cool combo, but Deadeye Navigator is so widely known to be an infinite mana machine, people will be throwing whatever they can at him to get him out of the game.
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
So I think you have the right idea; you just have to make a couple tweaks. First, I would take out some islands/swamps for some life-lands or bounce lands like Dismal Backwater or Dimir Aqueduct. Since the deck is already kind of slow it probably wouldn't hurt to give you a better mana base at the expense of being slow.
1 month ago
Sorry. That last comment was bad let me try again:
I would remove at first glance:
Azorius Chancery Dimir Aqueduct Forge of Heroes Orzhov Basilica Conundrum Sphinx Geode Golem Jeskai Infiltrator Loyal Subordinate Night Incarnate Ninja of the Deep Hours Phyrexian Delver Silent-Blade Oni Sphinx of Uthuun Varina, Lich Queen Yennett, Cryptic Sovereign Yuriko, the Tiger's Shadow Skull Storm AEthermage's Touch
These I chose either for the simple fact they don't go for the plan or are too slow. There are better cards that aren't that expensive.
1 month ago
Your deck looks like very good, I also have a Gisa and Geralf Commander deck and I like it a lot. So, I can give some suggestion based in the deck that a use:
As mass removal that I like is Kindred Dominance, You choose zombie and kill the others, it's very nice for tribal decks
Some other good suggestions: Skullclamp, liliana, death's majesty, Forgotten Creation, Graveborn Muse,... and of course Cyclonic Rift, I consider a must have card in all commanders deck that uses blue, Damnation can wait (I'm not use it too)
2 months ago
This is my first commander deck I got a few months back and have built it up slowly but am in dire need of help finishing it. I know it is slow and probably bad but I like it and it suits me just fine. I like how it can focus on the graveyard but the only strategies I have for it is the Duskmantle Guildmage and Mindcrank set and the Sphinx's Tutelage. I want to focus it on wizards mill where my wizards can help me use my graveyard getting back my instants and sorceries that help mill and draw using Sphinx's Tutelge. Other creatures can be added like Consecrated Sphinx but i'd like for creatures to be mostly wizard. Any help is appreciated.
Commander: Inalla, Archmage Ritualist
3 months ago
Being in three color is not too difficult to fix the mana base.
I'd remove Rupture Spire since it's very slow and Bant Panorama since you don't play bant. I'd remove karoos like Dimir Aqueduct since they slow you down, and if they get destroyed, you lose 2 mana. I'd remove Opal Palace because it's just a filter: you need 2 lands for 1 mana, and even considering the +1/+1 counter isn't worth it imo.
I'd suggest adding 3-4 taplands per combination of colors (maybe the ones that give you 1 life when they hit the field), for a total of 9-12 taplands. Consider getting the other 2 temples from the Theros block, they're pretty good if you can afford them. The remainder can be filled with basic lands according to your needs and the eventually with some utility lands and then you should be fine.
Btw, your mana base, as of now, isn't much unbalanced.
Feel free to take a look at my decks, I'm in EDH too :D