|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Dragon's Maze (DGM)||Common|
Combos Browse all
Drown in Filth
Put the top four cards of your library into your graveyard, then target creature gets -1/-1 until end of turn for each land card in your graveyard.
Drown in Filth Discussion
5 months ago
Hey, DrukenReaps gave you good advice; keep it simple for your first Commander deck. Play one or two colors to start out :) Green Black is called Golgari and to get you started on your new Commander adventure with Golgari consider getting the Guilds of Ravnica Golgari Guild Kit? Scroll down the page to the Golgari one. This Kit is selling for $20 and has many good cards you can use in a Golgari Commander deck including three different legendary creatures to choose from for Commander.
Good cards in the Kit:
- Jarad, Golgari Lich Lord
- Savra, Queen of the Golgari
- Izoni, Thousand-Eyed
- Golgari Signet
- Deathrite Shaman
- Abrupt Decay
- Elves of Deep Shadow
- Grisly Salvage
- Lotleth Troll
- Deadbridge Chant
- Glowspore Shaman
- Stinkweed Imp
- Golgari Findbroker
- Shambling Shell
- Gaze of Granite
- Drown in Filth
- Golgari Charm
- Status / Statue
- Golgari Rot Farm
- 16x basic lands
The Guild Kits are in my opinion some of the best products Wizards has recently made. The value of the cards in the Kit is about $22.
I second both of dbpunk's suggestions as Commander options for you to choose from. Jarad, Golgari Lich Lord is included in the Golgari Guide kit and is a budget Commander option, good creature to give trample. The Gitrog Monster is a more expensive price option as a Commander. If you can afford Gitrog go with him because not only is he a big creature who has deathtouch, but he's also a good creature to give trample too and his abilities are a little more complex than Jarad, more fun to build around and later expand on. Jarad can be a card in the 100 card deck of Gitrog.
6 months ago
Hey DevisTheWayfarer I'm still not settled with Skaab Ruinator . I removed it once (and this deck became BG), but honestly, there were times when I wished I could just cast from the graveyard, so I put him back. Sure, it exiles 3 creatures, but the only creature I have that can come back to my hand is Stinkweed Imp , so I'd cast Skaab when I find myself in a difficult situation in the game. It's a 3-drop for a 5/6 flying, so I think it's a good trade-off.
Necrotic Wound is great, but it doesn't cause any mill. If your deck has more Dredge creatures, I think that is a great option. Because mine doesn't, I'm relying on Drown in Filth for more self-mill abilities.
Wanna share your deck so we can discuss some ideas? :)
6 months ago
Hi I'm building a similar deck, but I'm having several doubts. Isn't it better Necrotic Wound than Drown in Filth ? Furthermore, don't you think that Skaab Ruinator could be dangerous for your strategy?
6 months ago
I apologize everyone for the lack of response, but I appreciate all the feedback!
@M_Malcom — By "an aristocrat route", I assume you mean including the "artist" piece of the Aristocrats triad, since I have so much of the "fodder" already? While I can see your point on that, the reason that Aristocrats can work is because it has the third piece of the triad — sac outlets — to ensure death triggers. I can't take up space in the deck for cards that rely on incidental deaths from blocking. Also, that strategy is ultimately at odds with the main win-con, which is having a lot of spiders.
@mal099 — Thanks for taking a look at one of my decks! :)
As to infect, yes, I've absolutely considered it. In fact, I have an entire brew on the backburner that I might try out at some point. But in that vein, I think the main issue is that trying to fit the various infect cards into this deck would detract too much from the game plan of this specific build. I'd rather dedicate a different deck to that theme if I were going to do it. So I'll let you know if I ever try out that other brew!
You other idea, however, is a very good one. The only worry I have is that Threshold might be too slow. The whole point of most of the spells in the deck is to reach Delirium and stall the game until I can unleash Ishkanah on turn 5. In my playtesting, I found that I don't usually reach Threshold until right around turn 5. Still, I'm going to try it. But you're right — only the cards you mentioned fit this deck. Of those, I don't prefer Rancid Earth because of the double black to cast and the fact that it would only be good in certain matchups. Toxic Stench , though, might be good.
But you also gave me the idea of looking for other graveyard synergies. I'm also considering the Delve card Death Rattle or Murderous Cut . My graveyard quickly fills with redundant card types, making perfect targets for Delve. I think it'll suffer from the same speed issue as Threshold, though, as it won't be castable for 1-2 CMC until around turn 5-6.
Other than those mechanics, most cards that care about the graveyard care about specifically creatures in the yard, which isn't as good in my deck. But I found two cards that might be good — Drown in Filth and Ghastly Demise . I'm leaning toward the latter.
@Vman — Thank you so much for your multiple points of feedback! Budget is not a huge concern, as this deck will be a gift, so I don't mind spending a bit extra. ;)
I will give Mishra's Bauble a try. Thanks for suggesting it!
I feel like Green Sun's Zenith is just an alternate card for / additional copies of Traverse the Ulvenwald , since I won't want Ishkanah to enter the battlefield unless I have Delirium anyways. So 1 green mana + 5 to cast GSZ is functionally identical to 1 green mana for Traverse + 5 to hard-cast the searched-up Ishkanah.
I actually already have Dryad Arbor in my Maybeboard, due to it having two card types. Other than the two card types for Delirium, why do you suggest Arbor? And why only 1-of?
I might look for an Overrun effect. Anyone know what would be good? Triumph of the Hordes perhaps?
Lastly, I do acknowledge that Constant Mists is very good. But this deck can't afford to sac lands. If anything, it needs to ramp. And this card would have to take the place of Arachnogenesis , which is obviously much more on-theme!
7 months ago
I have been struggling to build a Delirium deck that's both consistent and flexible. Both versions rely on Ishkanah, Grafwidow and / or Assault Formation as the win-con. I need to reliably achieve Delirium by turn 4 and reliably have access to Ishkanah by turn 5 (assuming no ramp), in order to start stabilizing and applying pressure. I also need to be able to stall the game or otherwise stay alive in the early game.
Here's what I've got:
VERSION 1 Show
SCORE: 2 | 12 COMMENTS | 237 VIEWS | IN 1 FOLDER
- Can churn through the deck quickly via multiple means of self-mill, digging to the key cards faster
- Limited amount of value from a full graveyard, between a couple sources of recursion ( Crop Sigil , Nyx Weaver ) and a couple of the "maybe" cards ( Gnaw to the Bone , Drown in Filth )
- Due to both of the above, doesn't generally have a problem with missing land drops, even at only 22 lands
- Linear strategy and low amount of "answers", due to not very many card slots being available (and due to not having full access to the graveyard when the needed answers get milled away!)
- Slow to get going, and sometimes has a hard time staying alive in the meantime
VERSION 2 Show
SCORE: 1 | 77 VIEWS | IN 1 FOLDER
- Not using self-mill means instead having cards that provide value when going to the graveyard
- The deck has more room for low-CMC "answers" that both stall the game and enable Delirium
- Harder to "churn" through the library to find the right cards, and having a lot of cheap Delirium-enablers often means quickly having an empty hand
- Like version 1, slow to stabilize and reach its more explosive plays (though it seems to do a better job of surviving past the early game)
Please help me decide which of these build directions to focus on.
I want it to be enjoyable to play, so that each turn there's something useful to do (no dead cards or dead abilities on permanents), and when facing a faster deck, that it doesn't just feel like you're constantly back peddling and not being able to develop your board state.
I've been working on Version 1 for a while, and Version 2 is a more recent idea. But it's hard for me to tell whether it's going to be better, and I don't want to waste my time and energy focusing on it if Version 1 can actually be better.
9 months ago
hkhssweiss I agree about Drown in Filth but The Mending of Dominaria is the only other mass land reanimation other than Splendid Reclamation in the deck so I like it for that reason. But thanks for the help!
9 months ago
9 months ago
So, I think the main issue that I and other commenters seem to be getting at, but not saying is that deck as is seems fairly inefficient. I’ve read why you don’t want Wild Mongrel or Putrid Imp in the deck and that’s fine reasoning, but at the same time Midrange thrives on being mana efficient and right now the deck is relying on 3-4 Mana beaters which relies on you casting multiple 2 mana spells to be active consistently. This simply isn’t where we want to be as far as Midrange in Pauper is concerned, as the format has both cheaper threats and cheaper removal that makes this deck susceptable to losing mana and card advantage. Because I assume we want to keep the Delirium sub-theme, I’m not going to say “Play G/B Morbid or G/B Tortured Existance instead” but I will say that this deck could probably cut some inefficient cards like the Rhizome Lurcher and Shambling Shell as well as Drown in Filth and Grapple with the Past to instead round out the 3 ofs in your deck to playsets as that will increase consistency. That will leave some blank slots however, too which I would add Thorn of the Black Rose and Grisly Salvage as card advantage engines as well as Executioner's Capsule as an efficient kill spell that turns on Delirium easier. Hope this helps!
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