|Commander / EDH||Legal|
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|Duel Decks: Izzet vs. Golgari||Common|
|Duel Decks: Elves vs. Goblins||Common|
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Forgotten Cave enters the battlefield tapped.
: Add to your mana pool.
Cycling (, Discard this card: Draw a card.)
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Forgotten Cave Discussion
6 days ago
This deck is also lacking card advantage, it will play out all the cards in its hand too quickly and you will not have enough gas to finish off everyone. for that I would look at Solemn Simulacrum and Chandra, Torch of Defiance again, as well as Outpost Siege, Forgotten Cave, Smoldering Crater, Buried Ruin, Mutavault, Ghitu Encampment, and Grenzo, Havoc Raiser.
Other cards to consider:
1 week ago
3 weeks ago
Couple potential suggestionsLands:
- Forgotten Cave and Lonely Sandbar instead of two basic lands as card draw is great.
- Izzet Boilerworks, Temple of the False God, Evolving Wilds, Caldera Lake, Highland Lake, Izzet Guildgate and Swiftwater Cliffs are some of the best budget lands for mana fixing and a little late game ramp.
- Diviner's Wand could be cool as most of your creatures and Nin, the Pain Artist are Wizards.
- Arjun, the Shifting Flame looks awesome.
- Reforge the Soul might also be cool.
- Thought Reflection is bonkers later.
- Trinket Mage to look for Spellbook.
- Magus of the Wheel? idk.
- Alhammarret's Archive is expensive but seems good.
Alternatively scrap the whole lot and play Zedruu, the Greathearted instead.
2 months ago
Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.
Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.
Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.
I'll start with lands. Nine (9) out, Nine (9) in.
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.
I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.
One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.
I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.
2 months ago
Here are some general recommendations to make your deck better.
Hazoret's Favor. Keeps your dragons from being exiled via sacrificing them, the sac trigger can be avoided using the same cards that avoid the exile trigger, it gives your more power on board, and gives a dragon haste if you hardcasted it or cheated it in with Belbe's Portal. Run this.
Hanweir Battlements. Replace Hall of the Bandit Lord with this. The battlements enters untapped, costs R to give a creature Haste instead of 3 life, and can produce colorless mana without having to pay life.
Thornbite Staff. Replace Puppet Strings with this. The staff costs 1 less to play, equips automatically to Zirilan when he ETBs since he's a Viashino Shaman, and the staff untaps him whenever any creature on the field dies for any reason.
Elixir of Immortality. A way to recover resources after a board wipe.
Feldon of the Third Path. "Revive" dead dragons that you sacrificed or dragons that were destroyed. Another way to recover from a board wipe.
3 months ago
5 months ago
I agree with the sentiment on fetch lands or at least a couple of Forgotten Caves to help ditch extra lands in favor of burn spells mid to late game. Fetch lands will ensure the triggering of landfall for Searing Blaze. On the same note, maybe a couple of Magmatic Insights could be squeezed in for the Searing Spears to help ditch those extra lands when they come up. I might also swap 1 Satyr Firedancer for 1 more Young Pyromancer as he is capable of winning you a few games here and there. +1!