|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
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, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it onto the battlefield. Then shuffle your library.
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Flooded Strand Discussion
3 days ago
Sure thing. Sorry that took a while:
- Woolly Razorback: too expensive, not good
- Hindering Light: not good
- Remove Soul: not good
- Render Silent: too expensive, hard to cast
- Rewind: you don't wanna leave 4 mana open
- Chromatic Lantern: fixes all your mana, so it will be destroyed right away
- Cultivate: not good
- Skyshroud Claim: too late
- Condemn: not good
- Disenchant: claim is better
- Shield Wall: calculate mana cost/toughness boost. a 2 toughness per mana boost is good, anything wose should just stick or do something(like Call to Glory or Glorious Anthem, and even these are kind of bad.)
- Steadfastness: see shield wall
- Disallow: trickbind is better imho
- Pongify: leaves a 3/3
- Mana Leak: can be useless
- Dispel : very narrow for a deck like yours. I'd prefer Autumn's Veil or Heroic Intervention. adding the latter.
- Reality Shift: exile is awesome
- Noble Hierarch: mana dorks
- Elvish Mystic
- Llanowar Elves
- Fyndhorn Elves
- Arbor Elf
- Birds of Paradise
- Wild Growth
- Selesnya Signet: mana rocks
- Azorius Signet
- Simic Signet
- Mystical Tutor: finds everything
- Nature's Claim
- Echoing Truth
- Muddle the Mixture: finds a lot of really crucial cards and doubles down as an emergency counter
- Sylvan Library: too good not to run, even without paying life, fetches make this great. maybe also consider Mirri's Guile
Mana base(33 is enough at this average cmc):
- Tropical Island
- Arid Mesa
- Flooded Strand
- Marsh Flats
- Misty Rainforest
- Polluted Delta
- Scalding Tarn
- Verdant Catacombs
- Windswept Heath
- Wooded Foothills
- Horizon Canopy
- Reflecting Pool
- Adarkar Wastes
- Yavimaya Coast
- Ancient Tomb
- Nimbus Maze
- Strip Mine: Maze of Ith so you always wanna have one of these four sooner or later during a game.
- Ghost Quarter
- Tectonic Edge
- 3 Forest
- 3 Plains
- 4 Island
That's what I'd do and then playtest it and go tweaking. Hope that helps and also that it wasn't too brutal. For real tweaking please add a list of decks you play against or how a normal game looks like(amount of combo decks, creature decks, control decks per game). You do run lot's of creature spot removal, but I let that in, since you might need it.
3 days ago
My main concern of the deck is the "competitive" tag. That tag would imply this deck is a fully optimized, competitive list, able to see play against the best decks of the format, and still have a decent winrate.
This list, from what I see, is not able to accomplish this.
I honestly do not know what this deck is trying to do, as there was not a primer for it, nor an explanation, but I will look and see, If I am wrong in my analysis, please correct me, and I will apologize promptly if I am mistaken entirely.
It looks like a Shadowborn Apostle deck, that is using the apostles to cheat out few choice demons, of which there are 7 total, out of them Demon of Death's Gate and Ravenous Demon Flip are simply large beatsticks, and so are basically useless for a cEDH deck, Indulgent Tormentor is the same unless you team with an opponent, and Rune-Scarred Demon is a Demonic Tutor on a stick. Ob Nixilis, Unshackled is a big hate-on search, but the 10 life and sacrifice a creature should barely hurt a player unless they are paradox combo with Captain Sisay or Arcum Dagsson, and so they use a Swords to Plowshares on it or Pongify and then combo off. Harvester of Souls is decent card draw, and Razaketh, the Foulblooded is actual tutoring.
What can you tutor for or draw to win? Not much I am afraid you only have 6 removal spells, and they aren't very good for these colors, no Dismember or anything else really.
Without Mana Crypt, Mox Diamond, Mana Vault, Fellwar Stone, Mind Stone, Lotus Petal, or Chrome Mox type effects, you can't legitimately expect to pull a win with this deck at a competitve table, and your card draw is just horrendous.
At least I would suggest you do the courtesy of running your good tutors, Demonic Tutor, Vampiric Tutor, Imperial Seal and Grim Tutor (some decks don't need Grim Tutor), along with Necropotence for draw and Ad Nauseam + Angel's Grace for the draw your deck.
May I ask about you landbase?
Commonly, for a competitive deck, the usually 2-color landbase looks like:
City of Brass, Mana Confluence, Caves of Koilos, Fetid Heath, Concealed Courtyard, Command Tower, Forbidden Orchard, Exotic Orchard, Reflecting Pool, Gemstone Caverns, and Tarnished Citadel (the 11 unfetchable duals in your colors)
This 31 card landbase is fully tuned and optimized for a competitive deck, why does yours not run the rest of the good fetches, and all of the good duals?
To be entirely honest, I don't think this is a bad deck, and don't want to offend you or your deck-building skills, but I would hope you drop the "competitive" tag or change the deck a lot, it is mis-leading as it is.
If you want any deck-building advice on how to make this deck competitive, I suggest heading on over to Why Every Commander is Competitive and learning from that resource I set up for new players to cEDH.
5 days ago
Hey there. I know you said not to comment on the mana base but honestly it looks pretty alright. The only three changes I would make are to switch the Island for a second Forest. Green is more important and prominent in the deck so having a land that can only be blue kinda sucks. The second and third changes are to take out the Flooded Strand and some other land, probably a Botanical Sanctum. Infect plays all low cmc cards so 19 lands is optimal. I would cut Flooded Strand because you only want to play fetches that can get green. Anyway sorry for the mana base rant I know you said not to. In the rest of the mainboard everything seems good. If you take out 2 lands, I would add 2 Become Immense or a Become Immense and a Spell Pierce. Other than that everything is good. In the sideboard I would replace the Fracturing Gust and Damping Sphere. Fracturing Gust is far to expensive. It can only be played on like turn 4-5 with a Noble Hierarch and that requires tapping out. Its just too much mana. Damping Sphere does more harm than good. You're usually gonna win against Tron so the first ability is useless and Grafdigger's Cage is better against Storm because it doesn't harm you. I would replace these two with a Spell Pierce and a Nissa, Voice of Zendikar. Nissa is great against edict effects like Liliana of the Veil and aggro decks like Humans where you can just get a free blocker every turn. Anyway, other than those the deck seems solid. I currently play a Sultai Infect deck, which I will link below. Best of luck to you and your Phyrexian endeavors!
SCORE: 42 | 15 COMMENTS | 3181 VIEWS | IN 11 FOLDERS
1 week ago
Hey, I made one of these populate decks!
A few questions:
First Question: How is this aggro?
I mean you run no 1 drops, and your fastest kill is turn 5, and that isn't super likely.
Second Question: Why 4 Temple Gardens
With Wooded Foothills or Flooded Strands, you only need 2-3 Temple Gardens for required fixing, and Horizon Canopy deserves a spot or two in this list. Also the Grove of the Guardians will never really see play unless you are in the midrange mirror against Abzan or something. Maybe sideboard them, run some Horizon Canopy, drop a Temple Garden drop in another Fetchland, call your landbase a day.
Third Question: Why no dorks?
The best plays of populate lists are turn one Noble Hierarch curving into turn two Wayfaring Temple, into turn three 2xCall of the Conclave (One one Call of the Conclave and one Selesnya Charm on 2/2 token), swinging for 5 with Wayfaring Temple (4 creatures+exalted trigger), then copy a Call of the Conclave, turn 4 drop a few creatures (dorks, tokens, whatever), swing for 15, win turn 4. You can also achieve this with a hand of Intangible Virtues.
Fourth (And Final) Question: Why do you run Trostani, Selesnya's Voice?
Against Combo, or aggro, you are dead before you untap with her, against control, she will die before then, or won't resolve. To be honest, the same is true for Advent of the Wurm. With dorks, it woul be possible to untap with them, but since you don't run any they appear useless. Wilt-Leaf Liege has a similar problem, but I actually like him, because if you swing the turn you drop him, he doesn't need to untap to win a game. Otherwise I find him pretty bad, and would drop him for Dryad Militants that at least stop storm, TurboFog, or Snapcaster Mage, along with Life from the Loam, and a handful of readily played modern staples. Druid's Deliverance actually falls into this category of "cards that won't matter in modern", but I'd be lying if there wouldn't be a deck that could use it, Turbo-Fog (which is not this deck, and Turbo-Fog is normally trash).
2 weeks ago
I mean, I don't see how this is stax, I see some very good cards, like Gamble, Imperial Recruiter, and Enlightened Tutor, but in terms of prison/stax, you only run about 6 cards: Thalia, Heretic Cathar, Ghostly Prison, Linvala, Keeper of Silence, Aura of Silence, Blind Obedience, and Cataclysm.
I'd suggest you drop the cards like Bruse Tarl, Boorish Herder and Elesh Norn, Grand Cenobite for much more powerful stax cards. Also I'd think running some more tutors for Helm of the Host (the instant win) would be useful.
Other cards I'd suggest you run:
Thalia, Guardian of Thraben - hurts storm builds and greedy manabases more than your deck.
Ruination - You run enough basics that a 3-4 colored deck will crumble.
Armageddon - Aurelia, the Warleader makes this thing basically a win, as you can probably beat face enough to kill one person before they rebuild, whilst rebuilding on your own. At that point with a couple more stax cards you might be able to drop your opponents all together. Use Ravages of War as well if you can afford one.
Crucible of Worlds - With a lot of land-destruction, or fetchlands, this card gives you constant land drops, allowing you to rebuild like nothing ever happened a few turns after an Armageddon or Cataclysm. Acts as a half Sun Titan in some cases. Strip Mine/Wasteland make it really good too.
World Queller - this card is godly. It can be used as land destruction every turn, and with a Sun Titan or Crucible of Worlds, you might not notice it's effect, but can name planeswalkers while you have none to get rid of a pesky Ugin/Karn/Nicol Bolas. It can of course remove pesky artifacts or enchantments, and still beat face a bit.
Trinisphere - This deck has a pretty high CMC, so this card might barely affect it. It will totally hurt the elf player, the storm player, and any other low-cmc player.
Aven Mindcensor - This doesn't affect you, but hurts your opponents fetch lands, tutors, or any other searches.
Luminarch Ascension - Acts as a powerful alternate win condition if you lock out you opponents.
Magus of the Moon - If you run enough basic lands, this card won't affect you very much, because of the artifact mana you have. Other decks may crumble to it.
Otherwise I'd only suggest you run some more rocks (Mox Diamond/Chrome Mox/Mana Crypt and all of the legal fetchlands like Windswept Heath, Marsh Flats, Flooded Strand, Bloodstained Mire, Wooded Foothills, Scalding Tarn)
Cards to drop for this stuff:
Argentum Armor, Extraplanar Lens, Loxodon Warhammer, Mask of Memory, Sword of War and Peace, Tenza, Godo's Maul, Elspeth, Knight-Errant, Puresteel Paladin, Gisela, Blade of Goldnight, Elesh Norn, Grand Cenobite, Bruse Tarl, Boorish Herder, Balefire Liege, Avacyn, Angel of Hope, Archangel of Tithes, Angelic Arbiter, 2-3 lands.
Otherwise, it terms of lands, drop Sunhome, Fortress of the Legion, Temple of the False God, Boros Garrison, Emeria, The Sky Ruin, Opal Palace, Rogue's Passage, Clifftop Retreat, and some basic mountains, add the remaining 6 fetchlands, and that should be about it!
3 weeks ago
Hello, I think your deck is really cool. I also am a mono-white enthusiast, on a mission to make the strongest possible white deck. I have a few comments on your card choices.
Inventors' Fair: This feels too slow to be playable. You are effectively paying five mana and sacking a land to get Skullclamp into your hand. In addition to skullclamp, I personally run alternative draw engines such as Memory Jar, Mind's Eye, The Immortal Sun (which doubles as ramp) and Karn, Scion of Urza. These all serve as additional draw, albeit mediocre. You probably have considered these, but just in case you haven't.
Chrome Mox: I would imagine that, although the zero-drop mana ramp is powerful, the 2-for-1 you are inflicting upon yourself by playing this, would be too much card disadvantage for mono-white to handle. If you play chrome mox turn 1, it's as if you mulligan-ed. Mox Diamond has the same issues, although it works better if you have already played a Land Tax. However, maybe you have concluded that the upside of playing a chrome mox outweighs the card disadvantage.
Fetchlands: I would heavily recommend that you replace four Plains with Flooded Strand, Windswept Heath, Arid Mesa and Marsh Flats. Not only do the synergize with Crucible of Worlds, but they also make Scroll Rack and Sensei's Divining Top better. In my deck I Include as many shuffle effects as possible. With out them, Scroll Rack feels like a dead card after one activation if you don't have Land Tax or Weathered Wayfarer. I personally also run Oreskos Explorer, because it shuffles my library no matter what, chump-blocks and holds skullclamp. It might be a little weak though.
Flagstones of Trokair: I honestly don't get the hype behind this card. It cost a lot of $$$ and it is a nonbo with Emeria, The Sky Ruin and Extraplanar Lens (if you had one). Nobody will ever target-destroy it. It is only relevant when someone does an Armageddon type effect, though you do have Cataclysm. The plains then comes into play tapped -_-. At that point, does it really matter having one more basic land than everyone else? I dunno, you probably know better than me of this.
My mono-white deck is below. I don't get to play a lot. I mostly just goldfish. My deck is obviously much less competitive than yours. However, maybe it can provide some benefit for you, as your deck has done for me. Thanks :)
4 weeks ago
First a point of order about targeting in MtG, spells and abilities only target if they specifically use the word target. This may seem a little pedantic, but it matters more than you would think. For instance here Spiritual Asylum wouldn't save lands from being bounced or sacrificed.
When something specifies a land type and doesn't say "basic" it is talking about any land with that subtype. As such Underground Sea, Watery Grave, Fetid Pools, and Sunken Hollow are all islands and will be bounced with Omen of Fire, are fetchable with Flooded Strand, and can be searched out with Farseek. Dimir Guildgate, Sunken Ruins, Drowned Catacomb, and Arcane Sanctum are not islands and don't interact with those cards. You can find if lands have any types by reading their type line. All types, supertypes, and subtypes will be listed there.
1 month ago
Before I go over Scroll Rack, Weathered Wayfarer is my favorite one drop creature in the game. It fixes mana, I run it with Desert of the True, Secluded Steppe, Blasted Landscape, and Drifting Meadow in my mono-white (Hokori, Dust Drinker), and it puts in serious card draw. Consider running a couple more cycling lands, but you don't need them. I always ran Mistveil Plains to bottom the cycling lands, and fetch them out again. Weathered Wayfarer became ": Draw a card." which is really powerful on a two drop that can fetch out Kor Haven, Maze of Ith, Buried Ruin, Inventors' Fair, Sequestered Stash, Inkmoth Nexus, etc.
Now onto the Scroll Rack point. Land Tax is a combo, yes, but Weathered Wayfarer is too. So is Sword of the Animist, so is Stonehewer Giant, occasionally Eternal Dragon is. And that's not including constant shuffling effects, think of Steelshaper's Gift, Open the Armory, Tithe, Enlightened Tutor, Knight of the White Orchid, Stoneforge Mystic, Recruiter of the Guard, Thalia's Lancers, Oblation can be (I guess Path to Exile technically could be), Field of Ruin, Expedition Map, Inventors' Fair, Myriad Landscape, and all of the other effects you could run if you wanted two, like the good fetches, Arid Mesa, Windswept Heath, Flooded Strand, and Marsh Flats.
Not even including all of those, you run so much shuffle, plenty of which are every turn, that though you might not need Land Tax, Scroll Rack would do you wonders, and in testing, it works so much more than you give credit for. (I just ran the deck with one less plains)