|Commander / EDH||Legal|
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|Commander 2017 (C17)||Common|
|Commander 2013 (C13)||Common|
|Shards of Alara (ALA)||Common|
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: Add to your mana pool.
, , Sacrifice Grixis Panorama: Search your library for a basic Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library.
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Grixis Panorama Discussion
2 weeks ago
I never understood why so many people build Karametra as an enchantress deck. Her strength is clearly Creatures and Landfall! So I'm glad you are running Courser of Kruphix , Lotus Cobra , Emeria Shepherd , Emeria Angel , Rampaging Baloths , Admonition Angel , Tireless Tracker , and Avenger of Zendikar .
But in a deck that takes so much advantage of landfall, why only 1 fetchland? If you added more fetchlands, and then Azusa, Lost but Seeking , Ramunap Excavator . . . suddenly your Lotus Cobra is getting you 6 mana per turn completely for free, Rampaging Baloths is dropping 6 beast tokens per turn completely for free. Plus the extras you'll get for playing creatures and triggering Karametra.
Obviously fetchlands plus Karametra/Creatures triggers will run you out of basics to fetch. But when that happens you should be so far ahead that you can find a wincon.
If you put in Quirion Ranger , Scryb Ranger , Jungle Basin , and Karoo , and you don't even need lands in your deck to keep getting the land drop triggers.
If you wanted even more land drops you could of course run Wayward Swordtooth , Oracle of Mul Daya , Llanowar Scout , Sakura-Tribe Scout , Walking Atlas , probably others I can't think of off the top of my head.
More ways to take advantage of so much landfall: Retreat to Kazandu , Grazing Gladehart , Oran-Rief Hydra , Retreat to Emeria , Stone-Seeder Hierophant (toss in a Wild Growth , Utopia Sprawl , or Overgrowth and watch what Stoneseeder can do in this deck!)
Fetchlands Available to G/W: Terramorphic Expanse Evolving Wilds Myriad Landscape Flooded Strand Bloodstained Mire Wooded Foothills Blighted Woodland Bant Panorama Esper Panorama Grixis Panorama Jund Panorama Naya Panorama Marsh Flats Verdant Catacombs Arid Mesa Misty Rainforest Terminal Moraine Thawing Glaciers
1 month ago
Grixis Panorama can't be used to get Steam Vents , but Bad River will work. Note that Grixis Panorama specifically says it can only get a "basic Island, Swamp, or Mountain". Bad River doesn't specify "basic", which means it can get any land with the Island and/or Swamp type.
1 month ago
Unlike most dual lands, this land has two basic land types. It’s not basic, so cards such as District Guide can’t find it.
Thanks as always :)
1 month ago
This deck definitely looks a lot more tuned. Good stuff. You might consider Exploration if you find Burgeoning performs well. I really like Verdant Confluence in my Tatyova deck. I don't have a lot of room for recursion, so it's function as a split card is great. Pir's Whim is another new card that has overperformed for me for the same reason. Like with Gishath, I think this deck is a good candidate for Hour of Promise you can get your (vomit) Temple of the False God to get directly to Omnath Mana, as well as Kessig Wolf Run .
I like Naya Panorama and Jund Panorama better than Evolving Wilds and Terramorphic Expanse in 2-color landfall decks. Your mana is slanted super hard green, so if you don't need a red source, it comes in untapped, PLUS you can hold off on sac'ing it until you have your commander out. I've found that Bant Panorama and Grixis Panorama have overperformed in Tatyova for me for those exact reasons.
World Shaper is a Splendid Reclamation on a stick, so that's a thing. Field of Ruin would also be a great card to deal with troublesome lands. If you like Fires of Yavimaya , the new Rhythm of the Wild is better, or a second copy is you like both- they even stack well. Finally, I would keep in mind that EDHREC article about land ramp, since I see Explosive Vegetation lurking here, as well.
As for cuts, I'm a little less confidant on that one. I've never played against Angry Omnath, so you're in a better position to know what you're unhappy to see. Good luck!
2 months ago
Considering that more than a third of the budget is made by Snapcaster Mage alone, I think you did a pretty good job with building a solid deck without spending a fortune!
Regarding the landbase, many will jump at my throat for saying this, but especially in EDH you don't have to take a loan just to have the OG dual lands or fetch lands: unless you really want to go into the realm of cEDH, you can cope with the temporary disadvantage of a land enter the battlefield tapped and it's not like the game is completely compromised.
Some cheap options you can immediately consider: Command Tower , Crumbling Necropolis and these older lands from Odyssey that for a colorless mana they give you the desired combinations: Darkwater Catacombs , Shadowblood Ridge A bit more expensive but still very reasonable are Darkslick Shores , Drowned Catacomb , Sulfur Falls , Blood Crypt and Godless Shrine (the last four right now may be priced higher as currently legal in Standard).
2 months ago
Hi there, I'm from the advertise your commander thread.
I used to have a Nin, the Pain Artist deck based on stealing and copying your opponents stuff. I always liked to win using your opponents cards, so its nice to see a deck with a similar theme.
I think your current build has a lot of room for optimization as there are many cards that have strictly or subjectively better counterparts. These are some suggestions for cards I would replace and what with:
Other cards that fit the theme of the deck: Clone, Stunt Double, Phyrexian Metamorph, Clever Impersonator, Roil Elemental, Vesuvan Doppelganger, Cackling Counterpart & Rite of Replication (Non budget: Bribery & Gilded Drake)
I would probably drop the flicker subtheme you currently have because you dont run a lot of creatures and go down a few lands (37 should be fine) in favor of more draw (Rhystic Study & Mystic Remora are nice). Also, one of the good things about black is the access to tutors. By adding tutors you increase the consistency of your deck, as they effectively serve as an extra copy of all the other cards in your deck. Lim-Dul's Vault, Beseech the Queen and Dark Petition are some good relatively cheap ones. (If you want to invest a bit of money in it, Demonic Tutor and Vampiric Tutor are great.)
I hope this helps and good luck with deckbuilding!
PS. Dont forget to comment on the previously posted deck in the 'advertise your commander deck' thread. ;)
Rahvin_dom on ZOa
3 months ago
It sounds like you want to:
- Slow down opponents' ability to cast spells, which forces opponents to keep cards in hand
- Force opponents to discard, limiting their options
- Use discard triggers to punish opponents
This sounds like it can work with Bolas. The risk I'd point out is with the discard punishers, specifically ones like Megrim and Liliana's Caress. They can be a little fragile - once the opponent no longer has any cards, you stop getting triggers. They're nice incidental damage and can add up, but you can't rely on them to actually close out the game. Bolas is also not ideally suited to the stax plan - he doesn't inherently break symmetry, so there are much better options for hard stax.
Wheels that discard are going to be excellent for you, getting a ton of discard triggers. Ignore wheels that shuffle and then draw without discarding.
Jin-Gitaxias, Core Augur would be a pretty amazing, synergistic reanimation target. You should definitely run some reanimation effects if you plan to force opponents to discard - you can grab tasty targets from your own deck or theirs. Reanimate, Animate Dead, Necromancy, Dance of the Dead are a good start.
Back to Basics doesn;t stop you from using your own fetches (even budget slow-fetches) since you only use those once - they don;t need to untap. Blood Moon works, and it sets your nonbasics to one of your actual colors, but it also turns all your fetches into Mountains. Watch out for that.
I'd also look at Ruination. It's MLD...but it only blows up non-basic lands. It's exactly what you're doing with the enchantments, but with removal.
You already seem to know the mana rock drill from your Nekusar deck. You want to lean heavily on the mana rocks - all of the 2CMC signets/talismans/Fellwar Stone. Fellwar is going to get much less useful once you land Bloood Moon though. Star Compass is useful since you'll be loading heavily on basic lands. Coldsteel Heart is useful to plug a specific color hole. Obviously Sol Ring. You're going to be looking for color fixing more than anything, so Chromatic Lantern is worth the extra mana, and any Mox you can afford are worthwhile (except Mox Amber, that one's less useful).
You need land fetching. Grixis Panorama is normally not a recommendation, but it can find any of your three colors, not just two, and you're already basically excluding fetchable duals with the stax effects. Journeyer's Kite and Thaumatic Compass Flip, Armillary Sphere, Pilgrim's Eye, Skittering Surveyor, Solemn Simulacrum, Sword of the Animist, Wayfarer's Bauble are all at least playable. The ETB creatures are useful if you plan to abuse Nicol Bolas, the Ravager Flip's ETB effect - you can use blink effects and Panharmonicon to get extra triggers.
Blood Moon and Back to Basics are great, but they likely are not enough to consistently slow opponents enough to be wroth all of this workaround by themselves. Even Ruination doesn't add enough. Unfortunately Grixis doesn;t have any of the neat land-untap triggers like Nature's Will or Seedborn Muse - if it did, you could abuse things like Stasis and Rising Waters and Static Orb more easily. Still, you could support Winter Orb with enough mana rocks. Be sure to run good one-sided artifact removal like Vandalblast to keep opponents from using their own rocks.
And of course Omniscience can let you blow up all the artifacts and lands and still play what you want. You'll be running a ton of rocks anyway, which could ramp you into it fairly early.
The big thing, though, is how you want to win. Stax doesn;t work super well on its own - you need to be using stax to slow your opponents down so that you can pull off your own win condition. Do you have any ideas on how youd like to win, even if just generally? Combat, combos, punisher effects like Megrim, mill, etc?
4 months ago
Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.
First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).
Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.
Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!
Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.
Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/
It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!
Grixis Panorama occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
U/B/R (Grixis): 0.76%