|Commander / EDH||Legal|
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|Commander 2015 (C15)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
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- All creatures get -1/-1 until end of turn.
- Destroy target enchantment.
- Regenerate each creature you control.
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Golgari Charm Discussion
2 days ago
So just for reference I currently play a mardu midrange deck that's similar to mardu pyromancer but dropped that package for stuff like Liliana of the Veil, Chandra, Torch of Defiance, and Kalitas, Traitor of Ghet. Ironically it's a "budget" midrange deck that's around $700 that has a favorable match up against both Jund and Abzan. I have the list on my profile if you'd like to take a look at it. The list looks fairly solid but I would definitely change a few cards. First off I would through Forked Bolt in the sideboard just because when it's good it's okay because it only deals with half of Lingering Souls and the only time it's truly useful is in match ups like affinity. I'd consider main boarding the Chandra, Torch of Defiance just because it's hard to deal with and can take over a game if left unchecked. For the other slot maybe put in another Kolaghan's Command or another removal spell. I don't really have an opinion on the rest of your mainboard, it looks fairly standard for modern Jund. A few things I would change with your sideboard are: Drop the Slaughter Pact, it does nothing against grixis death shadow, affinity and mardu pyromancer don't really care, Tron is unaffected, it's just not as good as it use to be. Not really sure how I feel about Golgari Charm but if it works for you, keep it. The last card I'd take out is Acidic Slime you can't really cheat it into play and five mana is just too slow for modern in a deck like this. If you were going to go in a different direction I'd always like to promote my own deck by going mardu but I think Abzan is definitely work considering. I'm just a little iffy about it because it's $1500 for what's now being called a tier two deck.
4 days ago
Your mana curve is very high, you definitely need more things you can do on the first two turns of the game! While Golgari Charm is such a card, I don't really understand why you are playing it here. How does it support your plan?
Also, I think you probably need a higher land count to make your strategy work. Somewhere in the 28-30 ballbark would be my suggestion. Maybe add some Dakmor Salvages and more Ghost Quarters. A package of Life from the Loam plus Raven's Crime also seems very useful.
3 weeks ago
Decay is a wonderful removal for many threats in Modern. Some people will say that it being two colors restricts it and lessens the viability of it. Well the same can be said for Terminate and I run that in every Rakdos deck I have and it has never once failed me.
As for G. Charm, against blue white decks it gives you an advantage of enchantment removal. With 4x of this and Decay, you can potentially break eight of their enchantments. It's also great for clearing out pesky 1/1 tokens, or even 2/2s if you have multiple to cast. Last, I can not tell you how often the Regenerate has saved my ass from things like Supreme Verdict
4 weeks ago
Hey there! Cool deck! I feel like your problems could mostly be solved by making your deck faster. There's really only one viable ramp deck in Modern, TitanShift, and that's because ramp is its win condition.
To that end, I would cut most of the expensive cards in your deck altogether: Marrow Chomper, Vulturous Zombie, Doubling Season, Whip of Erebos, maybe even Endless Ranks of the Dead, and instead focus more on powering out some solid early Zombies like Gravecrawler, Diregraf Ghoul, Geralf's Messenger, etc. You could even go for Slitherhead if you need to dig deep enough. I would also cut Golgari Charm for some more aggressive 2-drops, probably something like Relentless Dead.
Additionally, if you need to add more cards to replace the above cuts, I would recommend going up to the full 4 Lotleth Troll, followed by the full 4 of some of your lords.
In any case, good luck, and I hope this helps!
1 month ago
Long time elves player here, growing rites is too slow and doesn't do enough to constitute worth running in the deck at all. On another note, there are some other issues I'd like to bring up with the deck.
ManabaseElves is a pretty greedy mana base, probably should be around the 18 to 19 count, 20 is too way too many, considering most of our guys already make mana. Temple of Malady, while it is nice to scry it doesnt do what elves wants to do on turn 1 +, it's just too slow. You want to have untapped lands pretty much through out the entire game so that you can readily play anything you draw. That being said I do have issues with Abrupt Decay in the main board. You should also consider a Westvale Abbey Flip and a Pendelhaven as additions to the mana base. Like I said before elves is greedy with mana, and these two lands attest to the greed.
Mainboard.Ah geez rick looks like this is some kind of elf universe. Joking aside there simply needs more creatures, and 60 cards, not 61, elves is fragile enough, it doesn't need to be more fragile. I like that there are 9 mana dorks, but I still think that 8 is the way to go (4 mystic 4 elves). Deepshadow bois are great and all, but having to pay life for mana isn't great in modern. 4 Heritage Druid always always always, it allows the deck to do really unfair things all the time, 3 is simply incorrect as you lose that edge of consistency that the deck desperately needs to be good most of the time. Also, 3 Ezuri, Renegade Leader is also probably the right way to go. Shaman of the Pack is awesome, it gives you the ways around prison and bridge that it needs, but have the extra ezuri ensures that the shaman plan isn't the only thing that the deck can consistently do. As far as non creature spells go, the decays need to be in the board for sure, and the 2 2 split between chord and lead is probably right, I like two leads in the side just so that there is the option of fishing out combo pieces like ezuri or shamman at instant speed.
SideboardIm not in anyway familiar with your local meta, but here are a few suggestions for things that just work for the sideboard plan. Since you're not in white, double or single Creeping Corrosion is probably a smart move, replacing both solidaritys. The decays should also be in the board. Depending on how grindy your matchups get, Lead the Stampede is really good and drawing 5 cards and winning the game. Because you lack white means that Selfless Spirit is out of the runnings. Instead, Golgari Charm might be useful, but you really should splash white just to get spirit and Kataki, War's Wage. Stain the Mind probably wouldn't be bad against a number of decks, mainly combo decks, and fits perfectly with the amount of creature you'll be casting. Scavenging Ooze is a must have, attacking the graveyard in a lot of matchups is really affective, plus it can get hit off of company and easily chorded for.
Slashing WhiteIts the right way to go. Buy into a fetch shock manabase, mainly 4 Windswept Heath, 3 Wooded Foothills and singleton Overgrown Tomb and Temple Garden. back this up with some Horizon Canopy and either Gilt-Leaf Palace or Blooming Marsh and you're golden. Adding the third color gives so much more versatility and consistency to the deck, making it something to enjoy and win with even more.
sorry not sorry for dumping an article on you
1 month ago
1 month ago
Yeah that makes sense on the Dark Rituals I suppose. Keep in mind, any input that I have is hypothetical, I haven't actually played the deck myself. Still, I can't help but feel like having the option to just go balls-out with a turn 1 dreadnought seems too good to pass up. Not saying I'm definitely right, it's just a feeling. Besides, like I said, you don't have to just go for a ritual into an orb into a dreadnought every time. Going ritual into thoughtseize and hymn is another line, and is guaranteed to not million-for-one yourself.
Also, another argument for adding more fetches and possibly bauble that I realized after posting my comment: more fetches means more ways to trigger revolt on your fatal pushes.... Not that there are a ton of 3-4 mana creatures to worry about in the format, but still, having more options is always a good thing.
As far as sideboarding, this is a deck where I think slamming 4 Leylines would be best. Tormod's Crypt and Spellbomb don't actually STOP reanimator or dredge, they just slow them down a couple turns. Leylines stop them dead in their tracks. Also, it's extremely easy to board things out in those matchups to make room for 4 leylines. Especially push, which is underwhelming in both matchups. Decay can at least get a Animate Dead or something. Leylines also get a little better if you decide to add ritual since it becomes a little easier to cast if you end up drawing them.
I think the rest of the sideboard completely depends on the meta you're playing in. Green and Black give you a lot of options. Maelstrom Pulse is a good catch-all. Engineered Plague, Perish, Toxic Deluge, etc all seem good in a creature-heavy meta. Random things like Pithing Needle are probably good. Choke is savage against blue decks. Golgari Charm Is pretty versatile, as it can save all of your dudes, get rid of an opponent's problem permanent, or even kill all their little guys. Extra targetted hand disruption could be good. There's no shame in playing straight-up Duress, since you're probably not scared of their creatures anyway. Everyone's so hesitant to give duress any love because it looks like a budget option, but it's actually incredible most of the time. If you end up shaving any pushes/decays from the main, I'd probably put whatever you shaved into the side.
Not sure how helpful all that that actually is, but hopefully it at least gave you some ideas.
1 month ago
Hey, no Swords with voltron strategy? I wouldn't suggest them if this deck was budget, but it doesn't look like it is.
Other equipment that's good are the Rings. They can continuously put counters on Skullbriar. Kalonia is best because of trample:
Green Commander staples that are great in any deck playing green:
Golgari Commander staples:
You can take more advantage of Skullbriar to sac with cards that make all players sac a creature:
Good luck with your deck.