|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander Anthology Vol. II (CM2)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2015 (C15)||Common|
|Commander 2014 (C14)||Common|
|Vintage Masters (VMA)||Common|
|Commander 2013 (C13)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|MTG: Commander (CMD)||Common|
|Duel Decks: Elves vs. Goblins (EVG)||Common|
Combos Browse all
Forgotten Cave enters the battlefield tapped.
: Gain .
Cycling (, Discard this card: Draw a card.)
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Forgotten Cave Discussion
3 days ago
+1 Looking good! This can be a very powerful deck in pauper, but I think you will need some draw(cantrips) and some protection. Since your avg CMC is so low (1.29) you will top-decking to soon. I would recommend adding Defiant Strike or Guided Strike. Guided strike is an excellent defensive trick and can act as "removal". For protection Apostle's Blessing is awesome esp against artifact decks and Emerge Unscathed is a double trigger, huge value in a deck like this. Also might want to consider adding 1 or 2 each of Secluded Steppe and Forgotten Cave.
1 week ago
+1 Lookin good! I would highly recommend Skirk Prospector to really speed things up. Since your avg CMC is so low, I think you will be top-decking rather quickly, so add some draw like Dangerous Wager and a few cycle lands like Forgotten Cave, for mid game when you dont need any more lands.
2 months ago
I'm really loving this deck. I threw it together and it lead me to a couple of minor questions.
Does Forgotten Cave have a spot over a mountain? This is super minor, but does the downside of a come into play tapped land outweigh the upside cycling it away later in the game if you're running out of gas?
Have you considered Dark-Dweller Oracle? I've noticed sometimes you don't always find gas to keep the engine running. Dark-Dweller provides a way to dig a little deeper in a pinch.
Lastly, in what situations do you cast Final Fortune. Taking another turn seems anti-synergistic with Aetherflux Reservoir. It seems like Final Fortune would want to see a card like Reliquary Tower next to it, even though I don't think I would really want to see Reliquary Tower in a deck like this. Red sources are pretty important.
2 months ago
Heyo. First of all, this looks like what I call a "mulligan deck," meaning your opening hand is gonna be very important, so get used to mulligan'ing until you get a good starting 7. Beyond that, Putrid Imp may be better as four-of because if you can get it out, it is free discard whenever you want. Also, Lotus Petal is probably better in that slot than Wild Cantor, but Lotus Petal is "expensive." Finally, the cycling lands, like Lonely Sandbar, Barren Moor and Forgotten Cave, might be really good in this deck, because you can play them in an emergency, otherwise you cantrip/fill your graveyard with them.
In addition, here is a page a I found with a small Primer for Pauper Exhume decks: link.
2 months ago
I wrote you a huge, detailed comment... then my computer crashed and erased what I'd written >.< Given that, I'm going to write it out as essentially bullet points and if you have any questions or want clarification, I can give more detailed thoughts :)
Let's start with the landbase. I'd cut down until you mostly have Mountains, and rebuild from there. Lands you may have missed: City of Shadows, Safe Haven, Command Beacon, Nykthos, Shrine to Nyx. Lands I'd definitely cut: Desert of the Fervent, Field of Ruin, Forbidden Orchard, Forgotten Cave, Homeward Path (your opponents will get the Survivors back...), Temple of the False God, and possibly Valakut, the Molten Pinnacle. I'd run as many basics as possible, then play Ruination, Extraplanar Lens, etc.
Beyond that, I still don't see Blades of Velis Vel! ;) I'd also run Mana Crypt, if you can fit it in the budget (T1 commander seems GOOD for this deck). I am a huge fan of Mana Geyser in mono-red, as well as some free pump spells for Varchild (such as Blazing Shoal and Downhill Charge). You could also devour all of your Survivors to Descent of the Dragons...heh. Perhaps Conjurer's Closet to steal Survivors every turn?
I hope this helps! :)
2 months ago
You need more lands, an average EDH deck should have 35-39 lands. I'd recommend you add the following lands:
- Battlefield Forge
- Rugged Prairie
- Needle Spires
- Clifftop Retreat
- Evolving Wilds
- Terramorphic Expanse
- Desert of the True
- Desert of the Fervent
- Scavenger Grounds
- Ghost Quarter
- Field of Ruin
- Temple of the False God
- Buried Ruin
- Hanweir Battlements
- Inventors' Fair
- Myriad Landscape
- Rogue's Passage
- Opal Palace
- Vivid Meadow
- Memorial to Glory
- Emeria, The Sky Ruin
- Ash Barrens
- Reliquary Tower
- Secluded Steppe
- Forgotten Cave
I'd put an emphasis on adding the lands that tap for both of your colors and the utility lands that destroy other lands.
4 months ago
Boza, one last comment as this article came out yesterday after I wrote my comment to you yesterday. Alex Ullman at Channel Fireball wrote a nice summary of the Top 8 decks at Grand Prix Las Vegas (June 14 - 17, so just a couple of weeks ago). Notice that a burn deck made the top 8 and that our main boards are nearly identical. 4x Fireblast and 4x Curse of the Pierced Heart (I run 3x, but that player shaved a Forgotten Cave to make room for the extra copy). The player also ran 1x Shard Volley and 1x Magma Jet while I have 2x Magma Jet in my list above, though, as I noted in an above comment, I have been tinkering with the 1x/1x configuration. Otherwise, main boards are identical.
Here is the link to Ullman's article:
Thanks again for your thoughts and comments!
4 months ago
Boza sorry, wasn't clear-- I never hard cast Fireblast. Rather, I meant to say that I have sacrificed twice (4 mountains total) to cast to finish games. Wrote quickly while dodging from gate to gate in the airport. :-D If I have more than 4 mountains on the battlefield, then I have drawn way too many lands and probably lost as a result.
Thunderous Wrath is not worth one or more mulligans to ensure that I don't have it in hand, even if that only happens once in a while. If I have it in hand, that's an auto mulligan. I don't have a single card in this current build that would ever cause me to mulligan just because I have it in the opening hand. I will take Fireblast over Thunderous Wrath all day, every day. It is exceptionally rare to have a Fireblast in hand that cannot be cast at the end of the game. I found myself occasionally having to mulligan because I had a Thunderous Wrath in my opening hand. I won't get to 6 lands very often-- 4 or 5 at the very most, usually 3 (pretty rare I have 2 copies of Fireblast in my opening hand, or in my hand ever-- I feel pretty good about getting 1 copy per game). Usually I cycle Forgotten Cave so it doesn't even get in the way. What I mean by that is I use Forgotten Cave to generate card advantage-- it doesn't get in the way of me getting cards played.
I respect that you prefer Thunderous Wrath, but I prefer Fireblast. At the end of the day, it's what each player feels works best for them. For me, that's Fireblast. For you, that seems to be Thunderous Wrath (well, more copies of Thunderous Wrath than Fireblast, anyway).