|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Uncommon|
|Commander (2016 Edition)||Common|
|Duel Decks: Izzet vs. Golgari||Common|
|Ravnica: City of Guilds||Common|
Combos Browse all
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Golgari Signet Discussion
1 day ago
@Icbrgr: Good luck with this deck! It sounds like fun!
I was brewing 4C Land Destruction for a while and really liked playing it, but then they banned Deathrite Shaman.
The only other suggestion I can think of is adding Urborg, Tomb of Yawgmoths to the deck so that you can tap your Ghost Quarters and Tectonic Edges for . It also lets you play cards like Mutavault or Stalking Stones more efficiently. It also makes Mutilate and Corrupt insane. I think even with a limited budget, Urborg, Tomb of Yawgmoth is the one card definitely worth investing in.
1 week ago
Golgari Signet is simply a mana filter - it plus a land is , while Farseek, Rampant Growth and so-on get you only 1 color. This is only really important in the early game when you're color-starved (albeit, that shouldn't be a problem with a B/G deck), but hey, an advantage is an advantage.
1 week ago
1 week ago
2 weeks ago
This looks like a great way to use this new legend...my first thought when it was spoilered was "oh no, I might have to build another stax list in GB now" but I wasn't sure about how to do it. My main concern was that it isn't effective against creatureless opponents because you rely on putting counters on creatures, counters having a negative effect, you know...usually you don't want to put these on your own creatures.
You play a lot of creatures yourself, so you will have targets for counters, but I can see some bad interactions there. I wouldn't play mana dorks with Cursed Totem but replace them with mana artifacts. you are still missing Sol Ring, Mox Diamond, Chrome Mox, Lotus Petal, Mox Opal, Mana Vault, Grim Monolith, Voltaic Key, Coalition Relic, maybe Mind Stone and Golgari Signet. You are good to go with 32 or 33 lands then and you can also cut the mana creatures - it's faster and more reliable imo.
Harbinger of Night is an interesting card, but in this build...I don't know if that works. I see that you have Blood Artist and Zulaport Cutthroat, so you might be able to pull off a one time trick with that: harbinger + commander, have them both survive one turn (does that happen?) to get tokens equal to the number of creatures on the table, then play blood artist and have them survive another turn (!) so harbinger kills all the tokens again and everyone loses much life. Honestly, I don't see that happen in a multiplayer game PLUS it only does much if there are already a lot of creatures out.
2 weeks ago
You need Duel Lands. Alot. This deck also needs A LOT of help. First of, Dissolve instead of Cancel. Also cut Gaea's Blessing. It is anti mill. Alos you have a lot of weak creatures to cut and some weak mill like Curse of the Bloody Tome. Instead add ramp like Kodama's Reach, Cultivate, Simic Signet, Dimir Signet, Golgari Signet, Explosive Vegetation, Sol Ring, and Commander's Sphere. I would run all of those along side card draw like Fact or Fiction, Phyrexian Arena, Coercive Portal, Harmonize, and Concentrate. You don't need a ton of card draw since damia does that but those 5 are still ones you want to play. Other than that, great deck. I'm not a mill expert by any means, or even a commander expert, but I know whats up. Also, link your decks like this:
Commander / EDH
1 COMMENT | 63 VIEWS
2 weeks ago
Oh hey, you built your own! :) I saw you upvoted my Toxic Relationship: Hapatra EDH list, haha.
A few quick notes on your list:
I've found Fevered Convulsions to be slow. REALLY slow, and expensive in terms of mana. I simply never had the mana available to make it efficient.
Thelon's Chant seems...odd. I think I see what you're doing - use it as an excuse to put -1/-1 counters on your creatures - but it just seems inefficient for that purpose (unless your meta has a lot of black).
I ended up pulling Contamination from my list because it shut down my access to green a little too effectively. It's an amazing stax card, though, so I think you should keep it. Just add more creatures and artifacts that can produce green to sidestep its restrictions (notably, Golgari Signet).
You might get away with adding a Necrotic Ooze combo?
Let me know how the deck works for you! :) I'd appreciate any suggestions you may have for my list as well.
3 weeks ago
@youhoo2645: Thanks for the upvote. I've played with a lot of ramp for this deck to test out what works best, BoP was definitely shortlisted as one of the best. A breakdown of the stuff I've tested:
Land Searching (Search for Tomorrow). This worked really nicely on T1 however it's overcosted when not suspended. Having more lands than our opponent though is very important so this is still worth considering
Artifact Ramp. This has one big benefit - they are ignored by Death Cloud. I've tested two directions, one as a mana fixer (Golgari Signet). Second as a creature to provide additional win conditions after the cloud (Guardian Idol, Phyrexian Totem). I liked both of these approaches, however always found them clunky as it left the deck with an absence of T1 ramp which I found to be a hinderance.
Creature Ramp. With creature ramp I found the choice of colour important and so Birds of Paradise was the best fit. It certainly worked well allowing T1 Ramp plays, and also could block if things were going badly. The biggest drawback however is that it's impossible to keep alive through a cloud. This hinders us massively when trying to close out a game after a cloud as I need the Thragtusk/Kitchen Finks in play first.
Land enchantments. This was one I didn't like on paper, it opens up the possibility that we 3-0 ourselves by death clouding an enchanted land. After several tests however I've found that it's very easy to leave yourself just an enchanted land and rebuild a board very quickly. Especially true if we have Garruk Wildspeaker out.