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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Evolving Wilds
Land
, Sacrifice this: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
TheoryCrafter on
Bant Erayo-Noon
6 days ago
My suggestion is to commit more heavily to 0 mana value spells including, but not limited to, Darksteel Relic, Everflowing Chalice, Memnite and Ornithopter, in addition to what you already have in your deck and sideboard. Then you can either add any combination of Energy Chamber, Power Conduit and Rise and Shine to boost them up for later in the game. Otherwise, I don't see how you can get Erayo flipped on the turn you bring her out.
I think the important thing to remmber here is just because it needs four spells in a turn to flip, doesn't mean you have to bear the whole load. If you choose not to go the 0 mana value route, my suggestion is to move both of your copies of Chalice of the Void to the Sideboard and replace them and your copies of Reprieve with three copies each of Mana Tithe and Spell Pierce. That way you can cast counter spells on their turn and flip it on their turn. You'll lose out on the card draw a bit but with a full playset of Karn, late game card advantage should be chiefly from your sideboard anyway.
Speaking of Sideboards, I think you may have to rethink it. Unless you are going find a spot for Living Wish in your library, it should be exclusively artifacts. I think it would be important to concentrate in the early game to the Erayo/High Noon combo and then use Karn to bring out Mycosynth Lattice(expensive, money wise, but the only way to end the Karn/ML combo is if someone uses Inspiring Statuary to cast Introduction to Annihilation or Scour from Existence) to target Karn.
Leonin Arbiter is good, but you have at least five fetch lands where paying 1 life and then an additional to search for a land when you can play Rampant Growth for the same function doesn't make a lotta sense. If you insist on fetch lands My suggestion is to replace them with a full playset of Fabled Passage or a combination of Escape Tunnel, Evolving Wilds and Terramorphic Expanse so you can have a little more mana flexibility. Otherwise, I'd recommend investing in a full playset of Spara's Headquarters and add Crucible of Worlds to the sideboard. Then, at least, if you choose to keep Boseiju in your sideboard you can play it from the graveyard after using it's Channel ability.
I see the biggest weakness for your deck in the lack of a finisher. Using noncreature artifacts from the sideboard, activating Karn's first loyalty ability and then using Noble Hierarch's exalted ability to pump them up is the best option for this kind of deck. If you consider different cards for your sideboard may I suggest any combination of Encroaching Mycosynth, Mirror Box and Mirror Gallery for using Karn as your finisher?
I'm no expert on Stax, but these are the routes I would consider. I know this was a lot. Thank you for reading me out. I hope it helps. Happy Hunting!
ActionReplay on
Toph Lands Alive
3 months ago
You should add Fabled Passage, Wooded Foothills you should consider running cards like Arid Mesa, Scalding Tarn, Bloodstained Mire, Windswept Heath, Verdant Catacombs, and Misty Rainforest Instead of cards like Evolving Wilds and Terramorphic Expanse Then also run Stomping Ground, Commercial District, Cinder Glade, and Taiga so that you don't get color screwed early.
Honorable mentions Sheltered Thicket, Highland Forest, and Wooded Ridgeline
dgalarza on
3 months ago
Gatekeeper of Malakir is Sheoldred's Edict.
Since you're going so low to the ground, I would test out Aether Vial and see if that's something you like.
Bloodghast's landfall ability is hella busted. Prismatic Vista (or Fabled Passage if you're on a more sensible budget) could work amazing. Maybe Evolving Wilds can work in your meta if it's more laid back. The sacrifice trigger also works well with Fatal Push.
wolfhead on Tossing green out of the …
3 months ago
Prototype Portal exiling an artifact land is sweet, especially something like Treasure Vault. Even Wayfarer's Bauble is three mana rampant growth every turn under it
Peter Parker's Camera still feels slept on...as long as you have an expensive manabase with lots of fetches. Though copying a myriad landscape trigger with it is a drug. And copying an Evolving Wilds or whatever with it still feels sweet
Goldfish totally blew this up, but I feel like enough time has passed since then that I can go back to claiming this: Savor the Moment is mono-blue Explore. Just explain that forcefully to the table, and promise it isn't part of a combo
LordSnow on
Finneas Commander
6 months ago
I would think about adding a few lands, usually Commander Decks will sit between 37-39. Your average mana cost is low, so 35 lands isn't too bad, but I think you should drop some of the lower power/lower cost cards and add a couple more synergy pieces or heavy hitters to close out the games. And try to find more useful lands with abilities, they really do some work in Commander.
Some cards you might want to think about replacing:
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Loporrit Scout I recommended at first, but now I am wondering if its worth the slot.
Suggestions:
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Sol Ring Great for paying that commander tax after Finneas dies. Among other things!
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Evolving Wilds Cards like this help fix your mana as well as thin out your deck. Less basic lands to draw later, if you are fetching them out of your deck. More likely to draw some heat!
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Terramorphic Expanse Same idea as Evolving Wilds.
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Escape Tunnel Yup, you guessed it! But also this has a neat second ability!
Agree with:
Bookrook on Ingenuitive deck
7 months ago
I was at a pioneer fnm yesterday. There was a deck I played against that was really cool that I hadn’t seen before. It was a dimir control shell that splashed green for two cards: 4x Spelunking and 4x The Gitrog Monster. The one other thing with the deck was the manabase. It was 4 Evolving Wilds, 4x Terramorphic Expanse, 4x Escape Tunnel, 4x undercity sewers, and a bunch of basics. All of the fetch lands triggered the gitrog monster to get massive card advantage. Another cool interaction was all of the fetches triggering Fatal Push. I went 1-2 against it with Esper greasefang, and it went 3-0 for the tournament. I was wondering if any modern players knew if it would be better in modern, since the fetch lands there are way better.
DubbleDecker on
No Good Very Bad Deck
8 months ago
I'm not great with Commander, but one thing I notice is different about this deck than other Commander ones I've seen or played with, is the lands. I think you have a good amount of mana, but they're all basic Swamps. What seems to be a good-sized factor in Commander is special lands that do things, like Spymaster's Vault, Evolving Wilds, or Rogue's Passage. These can help do things that other Enchantments or Artifacts might do instead, condensing it down to one card. I realize that this is a mono-black deck, so things like Evolving Wilds might be a little less useful in the case of all one color of mana, but the other two are good examples of lands that do other things.
So maybe start there? I can see that you've done it with your other deck, so modify it like that one. Then keep playing it and figure out what weaknesses it has, like not enough creatures, other spells, anything that's needed.
I hope you get to win with this! I love your commander.
leovolt884_ on
Domain Zoo 2025 2nd try
9 months ago
Personally I like Lush Growth over Abundant Growth to enable your creatures and this deck is just naya anyways so it's a lot better than it is in 4 or 5 color domain. I would maybe consider some tapped duals that have basic land types so you can have a swamps or islands for domain without banking on drawing Nylea's Presence. 6 copies of Terramorphic Expanse/Evolving Wilds are pretty slow already so swapping them for tap lands doesn't seem like too much of a loss. Running the swamp type on a few lands + 4 Nylea's Presence in the deck would make running some copies of Snuff Out pretty consistent. Having premium removal that costs 0 mana seems great for a creature heavy aggro deck. I don't see too much of a point in Kor Skyfisher as you really have no good targets to bounce. It's a niche combo with rancor since bouncing the enchanted creature puts it in the graveyard, then back into your hand, but it seems like too much of a tempo loss to have to bounce your own beaters. I guess you can also bounce a land and replay it if you miss a land drop but if that's what you're going for I would suggest going down to 18 lands and cutting 1-2 Matca Rioters to run more aggressive 1 drop creatures. Spark Elemental, Jungle Lion, Jackal Familiar, Goblin Cohort, Clockwork Percussionist, Fanatical Firebrand, or Gingerbrute are all aggressive 1 drops that come to mind. Clockwork Percussionist in particular provides card advantage which is very good and can help you hit land drops if you choose to run a lower land count.
Deck looks cool and keep in mind these are just suggestions, have a nice day <3
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