Grapple with the Past
Put the top three cards of your library into your graveyard, then you may return a creature or land card from your graveyard to your hand.
Printings View all
|Commander 2018 (C18)||Common|
|Eldritch Moon (EMN)||Common|
Combos Browse all
|Commander / EDH||Legal|
Grapple with the Past occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Grapple with the Past Discussion
2 weeks ago
Isn't this backwards of how these leagues normally work? I thought the winner is the only one that doesn't get the budget bump, so the most powerful deck doesn't snowball.
Anyway, Mindwrack Harpy is the most pushed intro deck card I've ever seen. That's my first add.
I also like putting in more creatures with ETB effects. It's kind of awkward that you'll want to tap mana dorks for Hogaak. Glowspore Shaman, Golgari Thug, Crow of Dark Tidings, Gamekeeper, and Mire Triton can all help get Hogaak out by turn 3 if you have a good turn 1 play.
There are a lot of good gold cards in BG graeyard stuff, too: If you have anyone that's relying on indestructibility, Drown in Filth is a good budget option to feed your graveyard. If you're built around Hogaak, I'd think it should regularly be a hard removal spell with upside. Nyx Weaver is just a great card in any graveyard deck, and cheap, too. Jarad's Orders is a good double-tutor. Underrealm Lich is worth the $2, in my opinion. I would also ask yourself whether Eternal Witness is $3.50 better than Acolyte of Affliction/Golgari Findbroker/Treasured Find. Storrev, Devkarin Lich didn't get much fanfare, but the power and price tag are there.
Animist's Awakening is good value at just over $1. World Shaper and Splendid Reclamation are a little more expensive, but higher impact than other $4-5 cards I see in the list. Lower on the ramp ladder, note that Harrow and Springbloom Druid put a land in the yard. Funeral Rites isn't a bad draw spell for this deck. Same for Winding Way, Gather the Pack and Relentless Pursuit. Syphon Mind doesn't have much to do with the theme, but I start with it in most of my black value decks. Dark Deal could be very good, especially if your draw power is maximized and you can use your yard as a second hand. Greenwarden of Murasa is just a powerful card. Same for Phyrexian Delver.
Some other general budget cards for considering: Ransack the Lab, Corpse Churn, Dead Reckoning, Grapple with the Past, Hatchery Spider, Millikin, Mindwrack Demon, Once and Future, Splinterfright, The Mending of Dominaria, Skullwinder, Blood for Bones, and Vigor Mortis.
2 months ago
Dredge6 Yes, after copter was banned, I took 2 copters out of my main and replaced it with gurmag angler. I also changed 4 Grapple with the Past for 4 Gather the Pack. They both have their pros and cons, where gather is better for explosive starts but is sorcery speed, and grapple is amazing for late game, but only digs 3 cards deep. Field of the dead (the controlling board wipe version) was actually a sort of bad match up so the ban was a slight buff to this deck. The only issue I really see is that this deck is almost entirely proactive and does not interact with what the opponent is doing, with the exception of a few cards that target my graveyard. Scarab god is really bad against this deck because we have so many ways to deny the activations by removing the target into exile, or just bringing it to the battlefield in response.
2 months ago
Lovely deck! I love the Lurcher :)
Not sure I would run Adventurous Impulse. It doesn't fill the graveyard and seems like a downgraded version of Grisly Salvage to me. I feel the same way about Commune with the Gods since you don't even have any enchantments. I know you want to pull out the Lurcher as soon as possible but it would be easier to simply fill up the graveyard and reanimate him.
If I were you I would take out the five copies of the cards I mentioned, and replace them with Drown in Filth, since it seems like it would work perfectly in this deck.
Since you are already running Grisly Salvage and some dredging creatures, I think Grapple with the Past would feel nice in the deck since you can choose anything in your graveyard to reanimate.
3 months ago
I think Commune with the Gods is just better than Grapple with the Past. If you're turned off my your lack of enchantments to support it (though I don't think it's a big deal for your deck), you could also consider Vessel of Nascency.
3 months ago
Awesome, thanks for the feedback and additional insight~
I'll agree about Treefolk, and probably Sporemound. I didn't see your combo kill until you pointed it out, and at that point 'mound is too much mana for too little payoff in the combo line. And Treefolk is more cute than efficient - Tatyova is a crazy card advantage engine, and it can grind with the best of them until the end of times, or until she decks you if not careful. Treefolk helps that plan, but really, isn't needed.
Reap and Sow is expensive at 4CMC, but gets Mystic untapped. I love when land search gets me untapped stuff, so it made it into my list.
I really enjoy my suite of 1CMC blue cantrips/card advantage. I like being able to chain, to pick cards, and go from there, but it's feeling worse and worse to scry when I just shuffle anyway. Impulse, too - I like that it digs 4 deep, but since it's very common for me to tutor a land, it feels like a wasted 'dig' after I shuffle my unused stuff back. I'm considering things like Mulch, Grapple with the Past, Mental Note, Pieces of the Puzzle, or Scout the Borders. I think Taigam's Scheming/Contingency Plan seem decent. They don't draw itself, but there's always a land in-hand to pick up any card we left on top we need, or they get 5 cards out of the deck that aren't critical to the kill. Have you tried any of them? The deck is pretty graveyard based anyway, so putting stuff there isn't bad, and concentrating the deck for the brute-force tutoring we do of just drawing into the combo seems good.
Turn 3 Tatyova is feels good, and I have all of three ways to do it, between Sakura-Tribe Scout, Skyshroud Ranger, and Search for Tomorrow. Turn one land accel is the only way she comes out on turn three, so I'm going to try Arboreal Grazer (which does any land) and possibly Elvish Pioneer (only does basics, boo). Have you tried them? I'd also be happy if there were more targets for Displace out that can drop lands, just in case.
I dropped Trinket Mage for Dizzy Spell, since it costs the same, finds everything the Mage does, but also finds High Tide and Crop Rotation. I don't have the same Artifact package as you do, so having a body to flicker if need be to get more goodies makes sense, but it's still recurrable as an instant.
Thinking about it, I'm probably still more of the value-oriented deck with a combo finish, whereas you're in the hard-line combo line.
Final question - I don't get how Cloud of Faeries gets infinite mana. High Tide and Peregrine Drake, sure, but if you Flicker Mystic and Cloud, it costs 3 and you get 3 untapped lands. Is Simic Growth Chamber the final piece you need? Probably just answered my question. Good job, me.
Thanks, and awesome deck!
3 months ago
I would maybe consider Flagstones of Trokair as a one of. It definitely has a bit of potential, but honestly the only time it is likely to die is if I sacrifice it with reclaimer or lotus. I think it might just make the Mana base worse but not really adding huge upside.
Brought Back is like a worse Grapple with the Past or Noxious Revival, so I do not think I would consider it. The double white could be rough, and the timing restrictions would really make the card inflexible.
I have considered some of the hate bears, and some of them might make it into my side board. One thing that should be pointed out is that this is essentially a beat down combo deck. Our main game plan is finding Ayula, Queen Among Bears and Ayula's Influence as quickly as possible getting them out onto the field to make a bear army that is either huge, fights opponents board, or likely both. The deck's secondary option is putting Elvish Reclaimer and Knight of the Reliquary on the field to put pressure on the opponent. Everything else is just support to either get deeper, interaction, or both.
I am not sold that this is a fully optimized list, but I am starting to feel pretty confident in where it is at.
My least confident spot is probably Grapple with the Past, but it has proved to be a great flex spot so far
3 months ago
Yeah, this was my first edh deck that I've ever made and I've been tuning it for something like 6 years. My decklist is kinda of a competitive version of varolz, but here is the decklist in case you want to see what I put in
If you want to know why something was put in, just tag me and I'll explain.
Some tips to deckbuilding 1. figure out what you want to do (in this case use counters to beat down or have synergy)
Ramp (I have about 14 pieces of ramp in my deck cause I have a low land count, and even with 14 pieces I only usually draw 1), aim for about 12 if possible. This way you usually should have some way to accelerate. In this case I recommend dorks (like Mystic elf) cause they fulfill 3 roles. ramp, scavenge creature, and protection for you commander.
threats (what you want to scavenge) will depend if you are more tutor base or mill base. if you are more mill base you will need more creatures. Not everything has to be a threat, all creatures (if you want) are scavengeable (if that is a word). I would probably say for the mill plan about 10ish good targets so you at least hit 1. Here is a good list (but not all) scavenge targets http://www.starcitygames.com/article/26110_Commander-Varolz-His-Scavenging-Minions.html
Removal, if the gameplan isn't going as planned, need artifact. creature base is better like Reclamation Sage but instant/sorcery like Nature's Claim is fine. I would say about 4-5 ways to deal with it, you can use stuff like Diabolic Tutor to find it if you need
Draw (in this case stuff like Grapple with the Past). up to you how much you want
Flex spots, at this point you'll only have a few spots left and this is where you put stuff that you like, high synergy (like discard, to discard your creatures or mill). Would highly recommend cards with dredge like Stinkweed Imp
I would also recommend edhrec site, as it greatly helped me to see what others were playing to get an idea that this card might be good.
3 months ago
I think if you are going to run Deathrite Shaman effectively in pioneer, a few copies of Grisly Salvage or other similar cards are necessary. Satyr Wayfinder, Grapple with the Past Vessel of Nascency to name a few. I'd consider cutting some of the 1-ofs, or even 1 or 2 llanowar elves.