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Creature — Eldrazi Octopus
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.)
When you cast Elder Deep-Fiend, tap up to four permanents.
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Elder Deep-Fiend Discussion
3 days ago
This is super rad!!
2 weeks ago
I found a very fun cheap deck to play was mono blue or URMetalwork Colossus you have cheap lands like Sanctum of Ugin and Inventors' Fair. You also run a cheap base of cards like Key to the City, Prophetic Prism, Metalspinner's Puzzleknot, Cultivator's Caravan, Hedron Archive, and Foundry Inspector and you run stuff like Glint-Nest Crane to smooth out you'r deck as well as spells such as Unsubstantiate and Reverse Engineer to keep tempo and get to metalwork and running 2 Elder Deep-Fiend did wonders. this was a buget deck I ran and 4-0 multiple FMN's with. good match up against Snakes, delerium, and control decks. I went Blue red though when I realized I needed sideboard for Copy Cat as well as Aggro such as Spirits and Vehicles in the form of Incendiary Sabotage and Shock and I only added Aether Hub and Spirebluff Canal and that made my deck far more competitive when I played gameday and tied for 1st twice only loosing to a spirits strategy one day and 1-1-1 a Jeskia control. The deck is very fun you get to drop 2 10/10's turn 5 essentially free consistently and because simple destroy target creature spells arent as popular(ie fatal push, and direct damage) the typically survive. fun, flashy, and cheap.
2 weeks ago
I would honestly add other creatures (Other Levis, Krakens, serpents, and Otcos) Lorthos, the Tidemaker Elder Deep-Fiend Kederekt Leviathan (Sweeper) Simic Sky Swallower (Just a 1 of so you don't draw it) Pearl Lake Ancient Nemesis of Reason Serpent of the Endless Sea Deep-Sea Kraken Scourge of Fleets Wrexial, the Risen Deep
Just some other ideas :).
For reference if you want to splash green though.
2 weeks ago
Man if Vizier of the Menagerie was 3 CMC instead of 4, it would completely broken, more so than what it is right now. I mean essentially it's giving you a extra card in your hand to play if it's a creature.
Spell Queller'd their spell from the top of your deck? Disgusting. Fixing for Bant Colours for it problem? Not anymore. Elder Deep-Fiend(Paying basically the emerge cost) or Archangel Avacyn Flip from the top of your deck. Plus it's not legendary so you can jam 3 or 4 in a deck. This and putting down As Foretold on T3 to T4 is quite scary as you can psuedo Omniscience your deck is left unchecked.
For the EDH kiddos- Vizier Selvala, Heart of the Wilds= A Good Time.
2 weeks ago
Hi, thanks for commenting!
Simic Charm has impressed me lately. First let me list off the most relevant applications of each mode:
Giant Growth mode
-Not having Lightning Bolt makes me unhappy sometimes. This is the closest I could get to being able to do the extra three damage this deck misses out on.
-Can help trigger ferocious on Stubborn Denial if you're that desperate
"Permanents you control gain Hexproof until end of turn" mode
-Counters any targeted removal, even if it's an activated or triggered ability. This is important in a creature-lite deck.
-The fact that it makes ALL of your permanents hexproof is relevant against Ulamog, the Ceaseless Hunger and Elder Deep-Fiend. Follow that up with Liliana of the Veil's -2 ability and you can do what nearly no other deck can do: Win after a resolved Ulamog.
-It even counters Tectonic Edge
-Pseudo removal when you can't find your actual removal
-Save a creature from a board wipe
-Bounce Snapcaster Mage
-Adds value to late game Thoughtseize (May be too cute of a combo, though)
Now with matchups, it really helps against Eldrazi because they have a lot of activated and triggered abilities that target. Plus the whole +3/+3 block thing. It's a good thing to have in your hand against any control deck, since it is essentially "Your opponents can't mess with your stuff this turn". It serves as tempo-bounce against aggro. Its worst showing is against non-interactive combo or burn, but even then, you can still use it for three extra damage or another Snapcaster Mage. Siding it out is usually a judgement call. I tend to side it out whenever I'm siding in Collective Brutality.
3 weeks ago
Thanks clark1424! I decided to actually go with Metallic Mimic even though it is clearly a target. I think that a zombie lord is needed in the same way that Death Baron might be used in a modern build.
The most important part of the card is that it will become a Zombie on etb. So it doesn't have to do damage on it's own, and can tap into cryptbreaker or trigger tribal effects. And if I'm not mistaken, the +1/+1 will stay on after Mimic is in the graveyard.
WolverineSR_71, I agree Murder is a nasty card. I also really like drawing cards (Cemetery Recruitment). However, the graveyard recursion thing is working pretty well . And the removal on 3 drop is basically taken care of by having 4x Ruinous Path in my sideboard.
Boboria3 I think I will use Mimic as a way to amplify power rather than being a primary source. I'm losing a little bit of steam however in finding card advantage outside of Liliana. Perhaps this upcoming set will offer something enticing. Either that or maybe go up to 3 or 4 Elder Deep-Fiend
But you are right in that the best plan is to play it early. However, why the suggestion outside of Standard? Is Adaptive Automaton an alternative in modern or is this really possible?
Lastly, thanks DanielMT57 for the encouragement!! These are dark times and it is much needed. What did you like about the deck (or maybe dislike).
4 weeks ago
The control match-up has a lot of subtleties that are important. While it's definitely a positive match-up, there's a lot of small decisions to be made. Because I don't know your background as a magic player, I'm going to start with basic concepts for the match-up, some of which you may very well already know, and go from there.
Our game plan basically remains the same.
Drop Artifacts turns 1-3
Play Improvise cards turns 3 on.
Being on the play or on the draw is going to significantly change the pace of the game due to the cost of the control opponents counter spells. For example, on the play, playing a turn 3 Maverick Thopterist is a great play. On the draw, however, it's just asking to get countered by Disallow/Void Shatter. On the draw, I usually will wait until turn 4 to play a Thopterist, even if I had the opportunity to play it turn 3, taking turn 3 to play something that is insignificant or not cast anything at all. This is because of your control opponents game plan. Ideally, they would counter our turn 3 play and then cast Glimmer of Genius turn 4. By declining to cast anything turn 3 it makes them have to decide on turn 4 between countering our play and using their mana inefficiently or letting our threat resolve and casting their Glimmer. This is just one example of how to make the game more awkward for your control opponent. Every time you cast something, it needs to be deliberate. You need to figure out your turns ahead of time and make a game plan. Don't feel too pressured to make the first move, and if they are countering your artifacts, that's a counter spell out of their hand that isn't hitting a Bastion Inventor.
Speaking of Inventor, he is your absolute best chance of winning, and the entire game revolves around resolving him. Not only will Inventor win you games, but the threat of casting him will. What I mean by this is that because of how powerful he is, your opponent must respect that they could lose the game if they are caught without a counter spell in their hand, or by tapping out. This means that as long as you have any amount of pressure, it will be risky for them to remove your creatures in your combat phase, because of the threat of playing an Inventor in your second main phase. For example, even after turn 6 when they have Torrential Gearhulk mana. You can make really "bad" attacks with servos or Thopterists without caring if they drop a Gearhulk to block, because if they do it means they tapped out and you can land an Inventor.
These are your best cards in the match-up, in order of least to most impactful:
Whir of Invention is probably the sixth best card, but you could make an argument for some other cards too. Being able to do this at the end of their turn is great. Never Whir for a vehicle in this match-up, they are not even close to being more valuable than the other artifacts in the above list. Prioritize Key to the City, then Pacification Array, then Inventor's Goggles. The first copy of each of those cards is worth more than a duplicate of any of them, unless you suspect artifact removal from your opponent, then it just depends on the game.
A quick explanation of why these artifacts are so good:
Key to the City is a work horse in this match-up. Once you have one in play, your improvise cards no longer cost a card and you can grind your opponent out of counter spells. As if that wasn't enough, it provides unblockable to Inventors.
Pacification Array makes it very hard for your opponent to touch you. With only Gearhulks (and Dynavolt Tower) as their win condition it's extremely hard to get damage in. And if you run out of improvise cards to tap your Key, Array can do that with it's ability too.
Inventor's Goggles makes all your threats hit harder and make Inventors the size of Gearhulks.
This is my general plan against control:
It depends on what your sideboard looks like and if you suspect they are bringing in more threats after board and if they are playing Dynavolt Tower. But hopefully that should give you a good idea to start with.
I've played against a lot of different control decks with this deck, ranging from rogue Jeskai Fog to Temur Dynavolt Tower and I can assure you that the control match-up is very winnable. I like the idea of Elder Deep-Fiend and I had a few copies in my sideboard at one point too, but too often there just aren't enough targets to emerge with. Dispel is absolutely fantastic and I'd make room for those if you want more to bring in (I used to run 3 side).
I hope you found this information useful, feel free to shoot any more questions my way!
4 weeks ago
I think you overestimate Elder Deep-Fiend. Playing a 5/6 creature rarely ends a game in modern. I mean... Primeval Titan is in the format. And so many other, strong creatures. And they can be played early, through various means, without that being particularly broken. So your turn 4 Elder Deep-Fiend is nice, but not something outstanding, and if a deck has a plan (whether sideboard or mainboard) against big creatures, it can be used against Elder Deep-Fiend.
Problem: deep-fiend is card disadvantage. You have to give up another creature to play it. You gain a tempo-advantage in return. Sometimes it's mostly like a timewalk (that could be good against various tron-decks; turn 4, their upkeep, tap 3 lands). But you could also look to creatures with abilities, that trigger when they leave the battlefield, like Solemn Simulacrum, to get over the card-disadvantage.