Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
: Add or to your mana pool.
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Drowned Catacomb Discussion
6 hours ago
How vital to the list do you feel Quicken is? It's a redraw, but I personally don't see anything too crazy that you could consistently do as a large portion of your cards are already instant speed. Instead I'd consider more hand discard and change the numbers to the following: 3 Inquisition of Kozilek, 2 Thoughtseize, and 1 Collective Brutality. I think it would really help get your deck running in the early turns of the game. If you aren't a fan of a heavy hand discard package, I believe that Serum Visions could also be pretty sweet in this build as a redraw that improves your card quality as the game goes on. I'm not sure how high your budget is either, but using fetchlands like Flooded Strand, Polluted Delta, and Marsh Flats could make your manabase go from decent to great, and as an added bonus they would make Fatal Push a superb option for additional spot removal! Another potential include for the manabase is checklands such as Isolated Chapel, Glacial Fortress, and Drowned Catacomb. Because you typically want to keep your cards in your graveyard with your gravehate, I'd recommend using Nihil Spellbomb over Relic of Progenitus in the sideboard. Nets you a card like Relic, but it targets the library so you can keep your goodies for your Snapcasters. Also, I really think that using all these different planeswalkers as various wincons is really cool! One swap I'd consider though is running 1 Dovin Baan over your single Jace, Architect of Thought or your Jace, Unraveler of Secrets.
Sorry for the wall of text, but I hope I could be helpful and that you can maybe mull over some of the feedback. Good luck with your brew!
19 hours ago
Welcome on T/O!
Hope you will experience lots of interesting decks, new ideas and some good feedback on what you have build.
I saw you just joined here, so knowing that each start somewhere can feel somewhat strange, let me help you by giving a some piece of advise :)
After reviewing your decklist, I came up with a several interesting cards. I a not sure what your budget is, but I think my suggestions might help you get this deck ongoing to eventually an improved list:
- Crumbling Necropolis
- Dragonskull Summit
- Blood Crypt
- Drowned Catacomb
- Shivan Reef
- Unspeakable Symbol
- Sidisi, Undead Vizier
- River Kelpie
- Mikaeus, the Unhallowed
- Drana, Liberator of Malakir
Your landcount is, like you mentioned yourself, dangerously low. I would suggest to up the amount of land to a minimum of 35 lands. Preferable even a little higher to avoid being mana screwed more than average.
Have fun deckbuilding. If you need help, you can always summon me me.
If you would like some inspiration other than Marchesa, click here . Any upvote/comment is always appreciated.
19 hours ago
Instead of Startled Awake Flip, try running Archive Trap. It's instant speed, and in a format with all of the fetch lands and several tutoring abilities, you'll end up casting it for free more often than not. Also, Drowned Catacomb is a relatively cheap dual land that will come in untapped often. Just putting that out there.
1 week ago
You might consider playing Woodland Cemetery, Drowned Catacomb, Hinterland Harbor since you are playing the full set of Duals and Fetchlands. You might even think about Snow-Covered Forest, Snow-Covered Island and Snow-Covered Swamp to add Tainted Pact to the deck.
Otherwise, nice deck!
1 week ago
So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.
Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:
DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.
DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.
DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.
DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.
OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.
OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.
DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.
DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.
SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.
DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.
SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way
SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.
DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.
DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin
DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.
DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation
DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.
SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.
SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.
So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.
Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:
Hope this helps!
2 weeks ago
I think the best place to sort of point you is to Luke Kellett's Modern Faerie deck, that consistently places in GP's and online.
You can check it out here!
My suggestion would be to sort of look at what he's done with his UB Faeries, and try to emulate some of the parts you can afford. For example, Ghost Quarter doesn't need to be a 4 of, but even adding 2 like Luke, can be very beneficial for only a $3 investment.
Likewise, Drowned Catacomb can be a good budget addition for a UB deck. I probably would only stick to 2-3, but can help fix colours for cheap.
2 weeks ago
Ok, Hello there again, buddy!
Let's talk lands:
The main point about your lands is that they must follow your gameplan structure. If you're playing a slow paced, more reactive deck, then check lands (e.g. Drowned Catacomb) can help.
If, otherwise, you're a playing a proactive deck and you intend on doing a lot of sorcery spells on your turn, then you might better go with some shock lands and fast lands (e.g. Watery Grave and Darkslick Shores, respectively).
Sooner or later, you're going to find yourself looking for some mana filtering, then it will be the time to get some Polluted Delta. This type of land, fetch as people call it, is the ultimate manabase fixing tool. Nearly every deck with two or more colors needs it.
Unless you use something with or on the mana cost, you don't really need Sunken Ruins. Even if you do, one copy would be enough.
In a real control build, Creeping Tar Pit is a very good win-con. It deals damage quite consistently.
2 weeks ago
Hey man, I'm playing G&G at my LGS lately and they've been running very good, they're the only truly zombie tribal commander in my opinion. There are some cards you should definitely get in your deck:
Piranha Marsh should be cut, even a basic Swamp it's better. 1 life means nothing in Commander, an untapped land beats that EVERY time.
Unknown Shores fixes your colors, true, but you'll be tapping 2 lands for 1 mana.Sunken Ruins does the job needed best than everything else, but it's expensive. Darkwater Catacombs is a very good alternative, and it's easier to find and much cheaper, since it just got reprinted in C16.
Skyline Cascade has an interesting effect, didn't know that one it may worth trying it. I still play Halimar Depths to take a little look on what will be going to the graveyard before casting G&G.
I'm pretty sure you're aware of Urborg, Tomb of Yawgmoth, but that shouldn't stop me from mentioning it. Does marvels with Zombie Master.
Related on the previous Urborg point, it's close friend Cabal Coffers worths every dollar you spend getting it. And while we're talking about lots-of-mana-producing lands, I shall include in this point Crypt of Agadeem and Nykthos, Shrine to Nyx, since you're more inclined to black than blue. Fatestitcher will untap them and there you go, more mana than can be spent.
Fleshbag Marauder, just keep casting him and sacrificing himself, get rid of pesky indestructibles or hexproof or whatnot. Works well with your Dictate of Erebos.
Convolute and Cancel should go. 3 mana can pay for lots of better counterspells, just to name a few: Dissipate, Dissolve, Hinder, Spell Crumple, Forbid (my favorite). If the double blue is an issue, then you got options as well: Negate, Arcane Denial, Swan Song...
Lastly, since I was talking about flavor, G&G on their independent cards aren't that bad, especially Ghoulcaller Gisa. And if you got them both working together, you can spawn a big zombie with Stitcher Geralf and sac it to Gisa for lots of tokens.
Hope any of these helps, though most of them aren't that new of ideas.