|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander Anthology Vol. II (CM2)||Common|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
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Golgari Signet Discussion
3 days ago
I would say that this deck has moved so far from tokens, it is has nothing to do with them. Overall, all the combos are ok. I would start by getting rid of all tokens-related cards:
1x Champion of Lambholt
1x Mazirek, Kraul Death Priest
1x Awakening Zone
1x Black Market
1x Cryptolith Rite
1x Dictate of Erebos
1x Contagion Engine
1x Doubling Season
1x The Chain Veil - do not include this with just 3 walkers.
1x Grave Pact
1x Hardened Scales
1x Parallel Lives
1x Blood Artist 1x Archfiend of Depravity
That is 16 cards that can be removed to focus more on the combo win. I would include:
Whisper, Blood Liturgist
Meren of Clan Nel Toth
Cauldron of Souls
Time of Need
This makes you more focused on being a graveyard-based combo-control deck.
1 week ago
MegaMatt13 Sure, my suggestions would be to cut Golgari Signet, Awakening Zone, Necrogenesis, Pernicious Deed, Saproling Symbiosis, Altar's Reap, Costly Plunder, Grapple with the Past, Grisly Salvage, Regrowth, Kodama's Reach and Cultivate. You can add more creatures with ETB to destroy artifacts or enchantments, creatures that mills you like Stitcher's Supplier and Glowspore Shaman, creatures to draw more like Bloodgift Demon, creatures to ramp like District Guide (this is kinda bad but you can find better ones) and I suggested both Cultivate and Kodama's Reach because you can add Harrow and take advantage by adding World Shaper and Ramunap Excavator . I hope this helps.
2 weeks ago
So took a quick look through your list....
I would cut stuff like Reflector Mage, Champion, Vizier, Paradox Engine, As Foretold, Brave the Sands, Ghostly Prison, Migratory Route, Spitting Image, Approach and stuff like that. They don't really fit what you want to do.
Either way you definitely need more land and some better ramp for 4/C and remember have fun, keep tuning, and never be afraid to cut cards you love. Cheers!
2 weeks ago
All: Mirrorpool Sea Gate Wreckage Worn Powerstone Mind Stone Hedron Archive Rogue's Passage Ashnod's Altar Swiftfoot Boots Blue: Insidious Will Neurok Stealthsuit Kefnet's Monument Green: Zendikar Resurgent Manglehorn Rhonas's Monument Red: Word of Seizing Mana Geyser Hazoret's Monument White: Oketra's Monument Black: Bontu's Monument Razaketh's Rite Green/Black: Creakwood Liege Golgari Signet Green/Blue: Murkfiend Liege Simic Signet Green/White: Dromoka's Command Selesnya Signet Red/Green: Decimate Gruul Signet Red/Blue: Izzet Signet
1 month ago
The next step is to make sure your mana ramp is in order. It is really important to have at least 10 ways to ramp, and with Atraxa, you might even want to add one or two more in the future. For now, you should stick to 10 so you can test the deck’s other components.
Something I noticed is that you had Evolving Wilds and Terramorphic Expanse counting as mana ramp cards. These should never be thought of as ramp. Mana ramping is taking any action that puts you ahead of the amount of mana you could have available if you only dropped lands. Evolving wilds counts as your land drop, and while it fixes your mana by going to get any color you need, it does not put you ahead on your amount of available mana. In fact, it puts you behind because it comes in tapped. Fixing is great and important in a four color deck, but the more lands you have coming in tapped, the more you’ll set yourself behind. You can still run a good amount of taplands, but having a good ramp package can help soften the blow. Once you get good duals, the ramp starts to work even better.
It is always of utmost importance that your ramp is both cheap and long-lasting. The biggest downside to not playing green is not being able to ramp mana as effectively. This is because the other colors have to resort to mana rocks and mana dorks, artifacts and creatures that tap for mana. Using ramp like this can be fast and effective, but you are always vulnerable to board wipes and removal. One Vandalblast will ruin anyone's day if all their ramp is artifact based. Luckily, you are playing green, so you should never have to worry about rocks getting blown up. All of your ramp should be land focused, unless you have a really good reason for using something more synergistic. It is kind of a widespread unspoken courtesy that people do not actively use mass land destruction in EDH. Sure, there are those that do, but WAY more people come ready to blow up all artifacts/creature/enchantments when they need to. This makes throwing extra lands out a safe way to ensure you get ahead on mana and STAY ahead on mana.
Let's go down all your ramp one by one and see what better options you have:
1) Cultivate is exactly the kind of spell you want to be ramping with. It finds two of your colors, puts you ahead on mana, and guarantees you'll make your next land drop. You would be hard pressed to find a multicolor EDH deck with green that doesn't want this card.
2) Darksteel Ingot looks good on paper, but 3 mana is a lot to pay for a rock, even if it gives you all your colors and is indestructible. The Ingot may have indestructible, but stuff like Merciless Eviction or Play of the Game don't care anyway.
REPLACEMENT: There are, however, reasons to want 3 CMC ramp cards. For instance, Cultivate is so good, it didn't need a replacement. It is SO good, that you actually should use it's twin Kodama's Reach to replace the Ingot. It may seem like the flexibility of Ingot adding any of your four colors is worth it, but something like Kodama's reach, when working with a good mana base, can actually be more effective, because it can give you two of the colors you need simultaneously, instead of giving you access to one at a time. That's on top of being land based rather than artifact based.
3) Fellwar Stone is where we start to make exceptions for rocks based on power. In a 4 player game, Fellwar almost always taps for any color you need. The power of a rock skyrockets when it costs less than 3, can tap for multiple colors, and can be used right away. This one is a great call, and its benefit in the early game will outweigh it's vulnerability to mass artifact destruction.
4) Golgari Signet is a great rock, but not being able to tap right away and only getting two of your colors makes it not work as great as land based ramp. Keeping most of your ramp to 2 CMC will help you cast 4 drops (Like your commander) on turn 3. It also means you could be more likely to cast two ramp spells on the same turn and start flying ahead. It also means you could ramp and still have room to cast other spells. That kind of advantage doesn't seem like much, but it makes turns worth of difference.
REPLACEMENT: To keep this slot to 2 CMC, the best option would be Farseek. It can grab any Plains, Island, or Swamp and put it into play tapped. This will become super important once you acquire dual lands that have basic land types because it can go get a Plains/Forest or an Island/Swamp, giving you access to two more colors instead of just fetching a basic land.
5) Khalni Gem is just straight up bad unless you have a reason to bounce lands to your hand. 4 mana and returning two lands is way too steep a price. It doesn't even put you ahead on the turn you play it. On top of that, it can only add one color at a time.
REPLACEMENT: Rampant Growth is a shoe-in here. 2 mana, gets any color you need. It only gets basics, but that is fine as long as your mana base is built right and you know your deck well.
REPLACEMENT: So this is a case where you can make a replacement that ignores the downfalls of the original card by being super synergistic with your deck. Might I introduce you to Astral Cornucopia! It will most of the time cost 3 mana just like Manalith, and tap for any color just like Manalith, but every time you proliferate, it will tap for more mana. This can get WAY out of hand with all the proliferating your deck is trying to do. You may find it becomes too hot of a target for removal, but the benefit here is super unique to your deck and is worth running until your playgroup starts to hate it out of existence.
REPLACEMENT: Another easy 2 CMC option to slot in here is one of the best ramp spells you can have, Sakura-Tribe Elder A.K.A. STEVE! It is basically Rampant Growth on a creature. This makes it crazy good because you can play it and have it out as a blocker, sacrifice it after it blocks, and go get your land. You can sac it on the end step before your next turn after playing it and basically see the same benefit as a Rampant Growth, but with the added benefit of having had a creature out that whole time. Hell, if you don't need the land and would rather have a blocker, keep him out longer and sac him in response to anything that would kill him or exile him. On top of that, it could be something you give infect to in a pinch. Master Biomancer could even make him huge when he enters. Any powerful effect that can be stuck on a creature adds so many benefits, you'd be hard pressed not to want it.
8) Sol Ring is always amazing. Nuff Said.
9) Temple of the False God is pretty awful in a four color deck. It can make your opening hands terrible, and shouldn't even really count as a land in most cases. If you're not counting it as a land, then it should fall into the ramp category, but in this case it ramps you one mana ahead, but gives you no colors, and replaces your land drop. On top of that, it wont work until turn 5 at the earliest. This is will be a feel-bad card a lot of the time.
REPLACEMENT: Harrow is ridiculous good. It costs 3 mana, but leaves you with 2 more mana to use after it resolves, effectively making it cost 1. Sacrificing a land is a small price to pay to go get two lands and have them come in untapped. It can fix your colors, put you ahead, and allow you to cast more spells that turn. Basically all the good gravy.
10) In order to make the 10th ramp slot, another cut will have to be made. As cool a Plague Myr is in the deck, I think it is best to consider that most of the time it will just be a 2 mana 1/1 with infect, because you'll want to spread those poison counters. When you do need it to be a mana dork, it might not even give you the colors you need. This kind of low impact is not enough to justify crippling your ability to ramp effectively, so for now it should go to your maybeboard. I would continue to keep it in mind in mind for the future if you feel another 2 cmc infect creature might as well become something that taps for mana occasionally. For instance, this could come back in to replace black mamba in the future if playtesting deems it viable.
REPLACEMENT: There a few really great options left. Chromatic Lantern is going way down in price due to the upcoming reprint, so I would definitely have that at the top of the list for this slot. For now however, you can stick to a land based ramp spell that I can mail to you. Nature's Lore is fantastic because it costs 2, searches for a Forest rather than a basic land, and puts the Forest in untapped. This means it can go get dual lands with forest as one of their two types, or even something crazy good for your deck: Murmuring Bosk. Nature's Lore should take priority over rampant growth once you have enough good duals, but for now, Lantern and Rampant work better together.
If you get Lantern, don't use nature's lore until you have enough duals to make it worth replacing rampant growth with it. If you don't get Lantern, Use both Nature's lore and Rampant Growth.
These changes should make your mana much smoother and more effective in the long-term, as well as allow you to cast most anything when you need to. Continue to think about whether you should add 1 or 2 more after you've play-tested a bit.
1 month ago
Deck looks good! A few budget includes I would consider:
- Skullclamp - insane amounts of card draw with the snake tokens.
- Harmonize - more card draw (I think you are a little light right now)
- Read the Bones - see above.
- Beast Within - A green staple, remove anything.
- Reclamation Sage - more removal.
- Victimize - sac a snake get two fatties back from the graveyard to the battlefield.
- Golgari Signet - ramp.
1 month ago
good you nudged me again ;-)
The deck feels abit slow. So I would suggest you gather some extra ramp/rocks and revamp your landbase abt. You have the colors to do this very effectively. I would be suggesting:
- Golgari Signet
- Green Sun's Zenith with Dryad Arbor (X=0)
- Ancient Tomb
- Remove a several lands that enter tapped. They slow you down alot. Replace them with fetch lands like Bloodstained Mire, Misty Rainforest and such...
- Raiders' Wake is very limited for a cmc of 4. You better want to cast something more impactfull.
- Vampiric Tutor as an extra tutor is a good catch
- Cursed Totem is a great Stax piece vs. many EDH decks
- Possessed Portal functions as a good finisher. As long as you have several cards that trick cards in your hand without calling it 'draw' (Necropotence, Dark Confidant...)
If you have any questions, then let me know. If you use Discord, then this is a great MtG place too: Discord MtG chat