|Commander / EDH||Legal|
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|Zendikar Expeditions (EXP)||Mythic Rare|
|Mercadian Masques (MMQ)||Rare|
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: Add to your mana pool.
, , Sacrifice a land: Destroy target nonbasic land.
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Dust Bowl Discussion
18 hours ago
Lake of the Dead Lets you stax faster.
1 week ago
Great list, will be sure to use it in the future! One note; you missed Dust Bowl under strip lands.
2 weeks ago
Blightsteel Colossus + Lightning Greaves. Kuldotha Forgemaster and Planar Bridge can cheat blight in at instant speed pretty easily.. Or both blight and greaves at the same time usuing Rings of Brighthearth i run a very similar list and am on the fence about adding a mass land destruction package myself outside of the Strip Mine/Wasteland/Dust Bowl + Crucible of Worlds package how do those spells work for you
3 weeks ago
Love everything about the deck. Except the bounce lands. They are terrible. I understand that land bases can never be "perfect", but bounce lands are miserably bad. Basics are better. If a bounce land gets returned with Venser, Shaper Savant destroyed with Strip Mine, Tectonic Edge, Wasteland, Vindicate, Dust Bowl, Ghost Quarter, the list goes on and on. If they tap it down with Ajani Vengeant, Tamiyo, the Moon Sage, Telekinetic Sliver, Opposition. Bounce lands are just so bad. If they get turned into mountains with Blood Moon or Magus of the Moon. They just suck lol. You take a turn off to play them and return another land to your hand. Then if any of that happens you get put so far behind, and I barely scratched the surface of cards that hose bounce lands. They come in tapped. This is an aggressive deck. You want as few enters tapped lands as possible. Just play Path of Ancestry over one of them. It is in the pre con. Literally a thousand times better. Personally Im a fan of City of Brass and Mana Confluence but I understand that not everyone is. I also like Ancient Tomb but this deck does look demanding on devotion. If you can get your hands on an Urborg, Tomb of Yawgmoth that card is bananas. I use fastlands too. I feel like any land that has a condition that once met allows them to come in untapped is just always better than lands that always come in tapped. Unless they have a special effect such as Path of Ancestry or make all three colors such as Nomad Outpost. I hate Nomad Outpost but its a necessary evil. I would play the cycle lands that come in tapped. They achieve the same goal but can do other things. Bounce lands are soooooooooooo bad
1 month ago
MartialArt These are some changes I would make if I was playing this deck in A general competitive meta, with no budget restrictions. Now I have no idea what your meta is but my goal was to lower your mana curve, and cut some of the less optimal cards. Saying that I have left some because I don't think that you would take them out anyways.
Mana Rocks: First I would take out Thran Dynamo, Hedron Archive, Chromatic Lantern, and Gilded Lotus. These cards are slow at three, four, and five mana you want to be doing impactful things, such as Smokestack or Nether Void. So the mana I think you should add is cheap and reliable. Mana Vault, Grim Monolith are great adds for cheap mana positive rocks. Land Tax is slow but powerful making sure you don't miss A land drop if you aren't going first and allows for A easier recovery after A mass land destruction.
Land Destruction: Desolation Angel, and Devastation are both seven mana mass land destruction spells, which by the time you get to them the game could be over, even after A stax piece. Ravages of War is already on your maybe list but I say it is considerably better than both these cards. If you feel like you need another Mass land destruction spell Impending Disaster is the next best one I feel, though it is still far weaker. Seven lands is not hard to have in A four player game between all players, and it could sometimes just be A sudo Standstill for land drops.
Tutors: Having A large number of tutors in the game is needed in cedh to make your deck consistent. Saying that I feel you should add the following tutors Imperial Seal, Gamble, and Grim Tutor. I know gamble has A drawback of discarding A card, but the potential upside is too good to not run. Now I said having tutors is needed, but have expensive tutors slows down the deck so with this I say Diabolic Tutor needs to come out. Four mana is asking for A lot when only searching for something needed. Would you pay eight for A smokestacks?
Other cuts: At this point I have suggested one more card, than I have said to take out. Saying that I see some easy cuts. Crawlspace, Ghostly Prison, and Peacekeeper all cards that stop combat, but Cedh almost no decks use combat to win. So I find these are easy cuts to make. Reveillark is A good card, but without A loop it is just slow as it doesn't even get back sun titan, and I would say no one creature is that important for you to play this card. I'm just letting you know how hard it was for me to leave your six drops alone, I'm just saying. I know why they are in there, it just feels bad seeing them. I feel like you have enough token generation for smokestacks to get crazy so I recommend getting rid of Elspeth, Knight-Errant as A four mana make A 1/1 doesn't do enough. Scrap Mastery may sometimes not do enough, I'm not sure how it has worked out for you, so I can't say much, but I don't think I'm A fan.
Other adds: Null Rod, and Stony Silence are just good mana rock hate. These hurt you too, but you know when they are coming so you get to play around them. Aura of Silence Just A good taxing effect that could be used as removal for trouble artifacts/ enchantments. Karmic Justice is basically A mini Martyr's Bond that doesn't work with smokestacks, could be worth trying.
Mana Base Upgrade: You had to know this was coming. I would add Badlands, Plateau, and Scrubland cutting the pain lands Battlefield Forge, Caves of Koilos, and Sulfurous Springs. I feel like this is an obvious change and I don't have to explain myself here. If you decide to add these in I recommend adding fetches, you have nine to choose from, but I'm only going to say seven, adding more would lower your basic count to a number I'm not comfortable with. I would take out Clifftop Retreat, Dragonskull Summit, Isolated Chapel, Dust Bowl, Ghost Quarter, and two Plains for Polluted Delta, Bloodstained Mire, Windswept Heath, Flooded Strand, Marsh Flats, Verdant Catacombs, and Arid Mesa. I left out the fetches that only got red in your deck. I did this because of red being the least important color to grab, and your blood moon effects makes your mountain count way higher than it looks. For the lands I took out I'm only going to explain the two land hate lands. I find that Dust Bowl is really slow and not worth the time it takes to set that up. As for Ghost Quarter getting rid of a trouble land is fine, but giving your opponent a land is trouble, i would say it's even worse that its a basic, making your blood moon lack weaker.
Personal preference: This is what you prefer Vandalblast vs. Shattering Spree vs. By Force. Read the Bones vs. Painful Truths
1 month ago
I'm not a fan of Druid's Deliverance. Fog effects are cutesy; they stall the game for one turn if your opponents are relying on attack damage, but they don't help you win the game or stop combo decks/non-combat damage/life loss.
Some new card suggestions:
Edge of Autumn - Usually early game ramp
Karametra's Acolyte - The only usable, high cost mana dork (only for mono green)
Birds of Paradise - Just because it's mana acceleration
1 month ago
Hello there. Awesome deck you have! Here are my suggestions; I apologize in advance if any of these are banned under European rules, I'm not familiar with those:
Strip Mine and/or Wasteland to replace Tectonic Edge and/or Ghost Quarter. As far as I can tell, Strip Mine and Ghost Quarter are strictly better. Alternatively, if you're interested in repeatable land destruction and don't mind paying a little more for it, you might consider Dust Bowl.
Thran Dynamo or Worn Powerstone to replace Urza's Incubator. I'm assuming you're naming Angel for the incubator, so I imagine you won't be making use of it very often. You could also consider Cloud Key, Emerald Medallion, and/or Pearl Medallion.
One anti-mill card that seems like it would be very strong in your deck is Wheel of Sun and Moon. I don't know what your meta is like though; unless other people play a lot of mill you'll probably just want to put it in the sideboard.
Lastly, consider Open the Vaults. It's basically a Replenish that works for artifacts and enchantments, yours and your opponents. I don't know how useful you consider Replenish to be or what your meta is like, but it could work pretty good for you.
If you have the time, I'd love your input on my Meren deck. I'm still a pretty new player.
1 month ago
Boundless Realms triggers landfall multiple times while thinning out your deck. Seer's Sundial is good for card advantage. Sunstone and Constant Mists will halt aggro decks in their place and buy you valuable time. Dust Bowl will help deal with annoying non-basic lands. Also Sunstone, Constant Mists, Dust Bowl, Blighted Cataract, Blighted Woodland and World Breaker all work well with Crucible of Worlds and Ramunap Excavator. Simic Growth Chamber is also good.