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|Masters Edition III||Common|
|International Collector's Edition||Uncommon|
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Enchantment — Aura
Enchanted land is a Swamp.
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Evil Presence Discussion
13 hours ago
BerylLasko yeah, I thought using Spreading Seas, as well as cantrips to change the type of the lands the opponent, so I disrupt the game even more (like Convincing Mirage or Phantasmal Terrain ). About the problem of playing with B/U decks, I played with some, and it worked pretty fine (obviously, Sea's Claim and/or Evil Presence get kinda useless, but they can be switched with something on the sideboard). For UB decks, it worked even better, as I just made then play with one color or another, so the game slowed a lot and the creatures killed then.About decks with a low mana cost, if they are based on creatures, I wipe then off the board with Vapor Snag or Sigil of Sleep, and it went ok, but I still got some problems with haste decks, cause when I can take then back to their owners hand the damage is already done (when I dont have a Vapor Snag ready). Thanks for the advice, I will take some time thinking and searching more, so I might change it for better :)
1 week ago
I agree about Fulminator Mage being too slow against t3 Tron when we're on the draw, but it's fine if they don't have it t3, and if they do have it t3, there are not many sequences of cards that win us that game anyway.
Now, to mitigate weakness to Tron, we can find space in the sideboard for perhaps another land destruction spell and a Stony Silence (which also helps the Lantern matchup), which I might eventually do if I get annoyed by Tron enough, but I think I'm more likely to accept that Tron is a slightly unfavourable matchup, even post board, and be happy with one 40-60 matchup given that most of my other matchups are at least 60-40 post board.
With regards to Lantern, I've never been too scared of it. Game 1 just comes down to the draw. Their plan is more or less quite intact, whereas we draw Fatal Push and Murderous Cut and Hero's Downfall; our only path to victory is to get in before Ensnaring Bridge, and Merchant for the last few points before he gets a hard lock going. That said, drawing extra cards a turn is quite good against a deck that's trying to manipulate the top card. Games 2 and 3, we get artifact destruction, combined with Extirpate, and that heavily swings the matchup. So overall, I'd say it's 50/50, with post boarded games slightly favouring us, as the deck with both discard and answers.
1 week ago
What about Contaminated Ground or Evil Presence? Terrybad and unplayable? They don't help that much against Tron (they don't change the name of the card sadly) but at least slow them down 1 turn which can be crucial. I feel that Fulminator Mage is sometimes to slow. Although on the play g2 he can be strong.
You are right about Elves and that's what I already mentioned: better G2/3 and overall 50/50.
Necroplasm only interferes with Pack Rats but can be very strong against Token based decks because it destroys them on the first endstep. I played this card in other black decks and it did very well against Elves and other decks as well.. but yeah: clunky and slow!
1 month ago
On the eldritch evolution note Kitchen Finks is a staple for a reason, and running some chord and Melira, Sylvok Outcast makes it a silly combo deck. Otherwise, I'd be splashing green for Collected Company and graveyard shenanigans. Seeing that meta, test sideboard Mimic Vat. It interrupts persist with an exile trigger on your opponent's turn (they can still combo in theirs) and if you can kill a big creature from regular tron it stalls the game neatly, dodging all is dust. YMMV against weirder tron setups. If you're more of a traditionalist Shadow of Doubt completely stops Expedition Map, Chord of Calling etc to help prevent setup. Bitter Ordeal is your ideal anti combo tool here- if you're prepared to ditch that gravecrawler and seer early you can remove a player's tron, or just a bunch of differently named key cards. If you do go G/B infinite sacrifice combo, it lets you exile a players' library. Sadistic Sacrament does work, but many other options have the 'nonland' listing.
This does play a little against your gameplan though as most of it doesn't come with attached bodies, so you should watch out for that tempo loss. I'd probably run whip SB against a less combo-y meta, to swap with bitterblossom or creatures. You aren't running Gray Merchant of Asphodel to nuke an opponent and swing back the life totals, and aren't losing too much life to anything bar bitterblossom, so its pretty much a per matchup basis.
1 month ago
Hi lagotripha - sorry for the late answering.
From last comment I've made some changes on deck:
On SB, added 2x Phyrexian Revoker and 3x Evil Presence to deal with my LGS meta; combos (such Melira's and Scapeshift) and TRON. Lots of TRON. Tested Smallpox and Rain of Tears but are both too slow - Evil Presence it's cheap and fast. I think Against control and aggro decks i think the deck handle well enough and usually the matchups are good ones.
I've cut Relentless Dead and Death's Gate to make room for changes. The first one because I rarely had extra mana to use his recursion/unearth ability - but its a incredible card (insane blocker) and I may return it. About Death's Gate Demon, cast it by sac is a nice and fast move, but too risky; one path and you lose all the board advantage. If it had hexproof, would be 4x on deck.
Considering your suggestions, Whip of Erebos would be a way to bring back bodys to beat and sac, right? But assuming my low-curve, which cut would you suggest to make? Or maybe a SB to use with Burn/8-Rack?
And about cut Nykthos, Shrine to Nyx, I usually use it for pump Nantuko Husk + Gravecrawler combo but admit isn't fast enough to do it on early games. What utility lands would you suggest, besides Mystifying Maze? - nice, btw. Remind that Geralf's Messenger and Phyrexian Obliterator requires a solid black mana-base - that Urborg can fix.
Thanks for the time and tips!
ps.: I'm developing a version of the deck using Eldritch Evolution and a tollbox of creatures to bring with it. If you can add some ideas for it, let me know!
2 months ago
3 months ago
I'm not sure about creatures but Urborg, Tomb of Yawgmoth is my obvious first thought. Blanket of Night is a cheap Enchantment that has the same effect. I will remind you, redundancy is important. You don't want to lose your ability to Swampwalk because your opponent removes Urborg.
Korlash, Heir to Blackblade is a "Swamps Matter" Commander, although I'm not sure how good he will perform. Zombie Master can be ran to give him Swampwalk as well. Squelching Leeches and Nightmare are both creatures that benefit from a lot of Swamps.
Personally I run a Ghoulcaller Gisa deck that is Zombie Tribal. The Tribal theme is primary, while Swampwalk is just a hopeful Win Condition.
I figure you also want as much land ramp as you can get, especially if you are running Korlash as your Commander. Black has some issues with this but Liliana of the Dark Realms is good. I can't think of much else outside of Burnished Hart and Expedition Map.
You will definitely want to run Cabal Coffers, I suggest using all Snow-Covered Swamp and Extraplanar Lens to double the mana from each of your Basics, while not giving your opponents any benefit. Crypt Ghast and Magus of the Coffers are also good. Lastly, Lashwrithe and Nightmare Lash are both awesome.