|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CMT)||Rare|
|Commander 2013 (C13)||Rare|
|Dark Ascension (DKA)||Rare|
Combos Browse all
Creature — Spirit
When Dungeon Geists enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Dungeon Geists.
Price & Acquistion Set Price Alerts
|Have (22)||Antiat , ironax , Lucretian , LegendDeer , jstn.mrrtt , xpsychovampx , Wazerwifle , RPG_FOX , Wolfebladeelite , Pelli , , mziter501 , Mortiferus_Rosa , Ashy , Va1mar , The_Grape , Reliva , pskinn01 , The_Munchkin , Unlife , golgarigirl , SirFowler|
Dungeon Geists Discussion
2 weeks ago
only the most recent one. once a card changes zones, its treated as a new object. the end of the effect also states "for as long as you control Dungeon Geists". once you Essence Flux it, you don't "control" it while its gone, so the original target becomes unaffected anymore.
2 weeks ago
So if I cast Dungeon Geists, tapping a creature, and then Essence Flux it to tap a different creature, will they both stay tapped for as long as I Control the Geists or just the most recent one I tapped?
4 months ago
Some Spirits you may want to consider.
If you go away from spirits you can have much more common blink targets like: Angel of Finality, Archaeomancer, Champion of Wits, Cloudgoat Ranger, Felidar Guardian, Flickerwisp, Reflector Mage, Fiend Hunter
If you need some ideas look up my deck from my profile
4 months ago
Hmmm... just off the top of my head, some ideas include Petradon, Somnophore, Colossal Whale, Stormtide Leviathan, Kazuul, Tyrant of the Cliffs, Tradewind Rider, Dungeon Geists, Sower of Temptation, Rimescale Dragon, Lorthos, the Tidemaker, Heartwood Storyteller, Ruric Thar, the Unbowed, Deus of Calamity... I hope some of those are helpful!
5 months ago
6 months ago
Hello, I'm the one that you commented on my Sidisi Deck and I'm here to check out your version of Sidisi. By your deck description, it sounds like we based our decks on the same philosophy of gaining an absurd amount of value through the graveyard. I'll go over some cards that I think you should take out and add. I'm brutally honest about deck building, since there are so many potential cards to add to a commander deck and it's difficult to take out cards, especially when your deck has already been established.
I'm guessing by your card selection that you are on some kind of budget since the deck is around $200 (which is pretty cheap for a commander deck) or by what your description says, you are making sure your deck isn't too OP, so I'll only suggest cards that aren't absurdly expensive like Crucible of Worlds.
Creatures: There is a kind of secret rule w/ Sidisi that you want to have at least 33 creatures in the deck, so on average, she mills at least one creature when she enters the battlefield or attacks, so I'll try to abide by that rule when giving my suggestions.
Dungeon Geists- just a generic control creature, it doesn't have any synergy w/ the deck aside from being a creature.
Kheru Lich Lord- I think Whip of Erebos is strictly better, it costs 2 less mana, gives all your creatures lifelink, and brings back a creature w/ haste for a turn (although it doesn't get flying & trample). Whip of Erebos has less synergy w/ the deck, since it's not a creature, but I think it's sheer power out ways the potential synergy.
Mold Shambler- Reclamation Sage is a strict upgrade to this card, costing half the mana and being able to be triggered if it hits the battlefield from the graveyard, although it doesn't hit lands, if you need it to hit lands, use Acidic Slime instead.
Omnibian- A funny card, but doesn't have any synergy w/ the deck aside from being a creature.
I personally avoid "enters the battlefield tapped" lands as much as possible (I'd rather play a basic lands over guildgates), but I'll just suggest interesting lands that are cheap price wise that you could add.
Barren Moor, Lonely Sandbar, & Tranquil Thicket- all have great synergy w/ Life from the Loam, you might think it's silly to take up three land slots for mediocre lands just for synergy w/ one card in the deck, however when you play the deck w/ these cycle lands and you can get the combo going (I usually am able to use it most games, because I mill so much of my deck) you'll see just how powerful a infinitely recurring value engine can be.
Bojuka Bog- It looks like you don't mill your opponents, so I don't think this card will be as useful to you as it is in my deck, however I usually play this card in every deck I have that runs , just so I have some way to interact w/ my opponents' graveyards.
Drownyard Temple- Being able to ramp at instant speed when you have an extra 3 mana laying around is really efficient, especially since the only cost of this card is that it only produces mana.
Exotic Orchard- This card is usually another Command Tower in deck running three or more colors of mana, it is especially true in since those colors are the most powerful and popular in commander. (It's also incredibly cheap price wise).
High Market- Protects your creatures from control magic and exile effects, seems like it's no big deal, but when every deck running has Path to Exile & Swords to Plowshares, it's usefulness begins to shine.
Sunken Hollow- Is an excellent 2-color budget land.
Alchemist's Refuge- I'm not a big fan of this card, I'd only think about running this in a heavy control deck, if you are really desperate for this ability you could use Leyline of Anticipation and/or Vedalken Orrery instead.
Mystic Genesis- I refuse to use counterspells that are more than 3 mana for a good reason, you can't just have 5 mana open without A. falling behind because you could of cast something to progress you board instead of keeping 5 mana up and B. making it super obvious to the other players that you have some sort of interaction, which they may play around. I thinking replacing it w/ either Arcane Denial or Counterspell will be a good choice.
Plague Boiler- Not a fan of obvious board wipes that your opponent's can play around (or could just remove w/ a Nature's Claim), I'd recommend Cyclonic Rift (which you should be automatically playing since you have in your deck) instead if your worried about nonland permanents, however if it's creatures that your worried about, I'd run a board wipe, like Toxic Deluge, Damnation, Life's Finale, Living Death, Decree of Pain, Black Sun's Zenith, or Crux of Fate.
Darksteel Plate- You should get rid of this card, this is a graveyard recursion deck, you don't care if your creatures die, it's one of the strongest assets of the deck.
Vraska the Unseen- She is a random planeswalker to have in this deck, personally I'm not a fan of planeswalkers in commander since the other three players will usually team up to kill planeswalkers that you have, the only good modes on her are her -3 (which if you want that just run Beast Within instead) and here ultimate, when judging planeswalkers, you can't judge them on their ultimates, they are so difficult to get to, so you almost have to assume they don't exist.
Important Cards you should add:
Eternal Witness- The best recursion on a creature in commander for .
Phyrexian Reclamation- One of the best recursion enchantments in commander.
Swiftfoot Boots & Lightning Greaves- This deck doesn't have , so haste is hard to come by, and these two cards both protect your creatures and gives them haste, a much appreciated ability in a creature heavy deck.
10 months ago
Made some changes, some of which may not be permanent depending on their performance.
Thoughts? Any alternate suggestions? Let me know.
1 year ago
Edit: This post was made while also being aware that this deck was made from what you had on-hand, just to clarify.
One major issue I see with this deck is that it has no consistency. You have 1-ofs and 2-ofs and no means of pulling them out of the deck to use them. Consider changing to 3-ofs and 4-ofs so you can have a better chance of pulling the cards you want, and include card draw in its various forms (Remand is a wonderful troll that would work well in this deck).
Furthermore, you have a wide variety of things going on here, from hexproof to indestructible to tapping creatures to pacifying creatures to tokens, etc. etc.. You would want to tone down to maybe one or two of these, maybe three if you can pull it off, for further consistency. Since I noticed that you have a lot of Spirits, who are quite good with Hexproof (Drogskol Captain helps with this tremendously) and tapping creatures (Dungeon Geists and Nebelgast Herald, for example). You could take that route, or you can take one of several. W/B has a lot of viable options for you to explore.
More than anything, I would suggest that you take the time to figure out exactly what you want this deck to do, and then go from there. Right now the inconsistency of this deck, while it may be fun to play around with, will become an issue once you're not pulling what you want and not doing the things that you want it to do.