Field of the Dead
Field of the Dead enters the battlefield tapped.
: Gain .
Whenever Field of the Dead or another land enters the battlefield under your control, if you don't control seven or more lands with different names, create a 2/2 black Zombie creature token.
|Want (3)||MeJeremy , makarzorklin , uqj2131|
Printings View all
|Core Set 2020 (M20)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Field of the Dead Discussion
1 day ago
1 week ago
Love this deck! +1.
I had 2 thoughts:
- You play Impact Tremors but not Purphoros, God of the Forge. Too slow?
- I see you run Field of the Dead. In that case, it is strictly better to replace half of your mountains with Snow-Covered Mountains ;).
1 week ago
Looks fun, Have you though of putting Field of the Dead in your deck? it seems like you've got plenty of different named lands. Also Maze's End is a pretty fun win condition, although it takes forever to assemble and you'd have to add more gates
2 weeks ago
Field of the Dead feels like a slam dunk in here.
Valakut doesn't have that many hits given your 8 mountains (including if Thespian stage is copying a mountain). Obviously this changes if you're running Dryad of the Ilysian Grove, but I think you'll still want more nonbasic land searching with Expedition Map or maybe even Tempt with Discovery to find those pieces.
2 weeks ago
Ac1d_W4term3l0n I have considered it but the deck already ramps pretty fast and it is not necessary in my opinion. Scapeshift is net superior because I can get stuff like Gaea's Cradle + Field of the Dead + Simic Growth Chamber + other lands, make zombies, bounce cradle in hand, replay, and so on. When I am at 7 mana I usually have a lot more stuff to do than ramp and pass the turn.
It will also happen often for me to not be able to find enough basics because the fetchlands pull them out of the deck very quickly. Quite often I pull out all my basics, for example if I ever get Azusa, Lost but Seeking + Ramunap Excavator. Basically Boundless Realms is too slow for this deck.
2 weeks ago
Yarok is powerful, but can also be a double-edged sword.
Dimir Acqueduct, Golgari Rot Farm, and Simic Growth Chamber feel like potentially dangerous lands unless you really want landfall since each one returns two lands to your hand instead of one (if you want that, Field of the Dead becomes a must). Your shock lands will also trigger twice, so be careful.
3 weeks ago
Competitive as possible with no infinite combos isn't competitive.... Now, that i have that off my chest, i have several ideas to add power to this deck. Bishop of Wings + Divine Visitation = lots of life and angels. Fiend Hunter+Angel of Glory's Rise= protection from most board wipes. Fiend Hunter + Sun Titan = infinite sac for altars like Ashnod's Altar or Altar of Dementia. Birthing Pod + your deck = tutor for any creature. Karmic Guide + Reveillark = infinite reanimation plus one extra creature, i recommend Eternal Witness. Skullwinder is another copy of Eternal Witness but adds politics. Field of the Dead just for the free token it produces. Giant Adephage and Polyraptor, you'll have to find clever ways of triggering them but once you do enjoy. Other than that Mox Amber, Teferi's Protection, Finale of Glory, Kodama's Reach, Finale of Devastation, Smothering Tithe, Resplendent Angel, Crested Sunmare, Zendikar's Roil, Awakening Zone, Sandwurm Convergence. To be more competitive it's all about curve and interaction. The only spells you want to be more than 3cmc are spells you plan to win with. everything else should push you towards the win condition you pick. cEDH decks tend to be a combo, lots of fast mana, every tutor in the colors, and 23-30 cards of 'stop my opponents.' If i had to pick one route though i like running Bishop of Wings, Protean Hulk, Divine Visitation and maybe Reap. Reap is only if your play group loves black. but basically get Protean Hulk kill it. search for Bishop of Wings and Academy Rector. kill Academy Rector to fetch Divine Visitation then start gaining life and making angels. i would include the Fiend Hunter + Angel of Glory's Rise trick in it and grab a few more humans that interact well or do powerful things. This can go infinite if you have a sac outlet but it isn't complicated to explain, uses four cards to start in most cases, and will end a game when you do it. The earliest you could do it from what i can tell is turn 5 but it's more likely your games will end between turn 10-15 which should keep your play group happy.
3 weeks ago
And speaking of the update:
Golos, Tireless Pilgrim Banned in Brawl
Underworld Breach banned in legacy
Once Upon a Time banned in Modern.
Lol at Oko getting banned somewhere else. Pretty sour about the once upon a time bans, rip that purchase.