|Commander / EDH||Legal|
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|Commander 2018 (C18)||None|
|Magic 2013 (M13)||Rare|
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When Ground Seal enters the battlefield, draw a card.
Cards in graveyards can't be the targets of spells or abilities.
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Ground Seal Discussion
3 days ago
Looks great to me, friend! You might add some modal spells like Primal Command, Mystic Confluence, Simic Charm (maybe), etc. That might increase your flexibility when it comes to beating different kinds of combo.
Also, I would guess that some dedicated graveyard hate might not be amiss. Scavenging Ooze, the new Ooze from C18, Ground Seal, or blue shuffle effects like Learn from the Past can help you beat cutthroat grave synergies. More hate includes Molder Slug, Rebuild, etc.
Things to cut, potentially your more durdly artifacts like Thaumatic Compass Flip, The Immortal Sun, Treasure Map Flip...but those are also fun to play, so I won't stop you. All my suggestions, though, are very situational and meta-dependent, because it looks like you've done a great job with the basics! And congrats on your strong game night performance with this deck! Cheers!
3 days ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.
1 week ago
Saecryd, funnily enough an early version of this deck did in fact run Rest in Peace! I also tried Wheel of Sun and Moon. There are a couple of problems, however, with our cards not going to the graveyard.
While it may help Energy Field, Rest in Peace disables two of our game winning combos: it prevents the activation of both Aura Thief and Academy Rector. These can easily win us the game on their own. If your specific meta has a really problematic Graveyard or recursion deck, Ground Seal is probably the best option, as it’s a cheap enchantment that has a card draw built in, so even laid it’s a dead card it’s still not bad!
1 week ago
Hi smiffdemon, Ground Seal doesn't actually stop Bojuka Bog and Leyline of the Void because those cards don't target the graveyard. Cards like Witchbane Orb and Orbs of Warding would stop Bojuka but not Leyline, Scavenger Grounds, Sentinel Totem, Relic of Progenitus, Rest in Peace, or Morningtide. The best way to play against graveyard hate is to just treat the graveyard as bonus card draw that you fill incrementally as needed rather than dump half your library into.
1 week ago
What can you do to protect your graveyard from being targeted with things like Bojuka Bog and Leyline of the Void? Have you considered Ground Seal? I know it's a nonbo with Animate Dead but it doesn't stop Muldrotha's ability from working.
2 weeks ago
I don't like Faith's Reward. Teferi's Protection accomplishes the same thing for 1 mana less and can double as a fog in a pinch. If a sweeper catches you with your mana down, you're better off with Replenish or it's budget replacement Open the Vaults
Don't run Ever-Watching Threshold along side Propaganda, Ghostly Prison and Sphere of Safety. Sticking one of those is already enough to disincentivize everyone else from attacking you. You're just not going to trigger the card draw often enough, AND it's only 1 card per combat step. I might be on board if it was per creature. It's also unneed, we're up to 7 enchantress effects with one in the command zone if you want it. Drawing cards isn't going to be a problem.
I'm not really a fan of Genesis Wave outside of green decks that ramp crazy fast and cast it to put half their deck on the field. We want more tutor effects to get out our enchantresses and start snowballing. Eladamri's Call and Green Sun's Zenith both deserve spots. Commune with the Gods is pretty good too.
If you see any amount of Mizzix of the Izmagnus, Meren of Clan Nel Toth, Atraxa, Praetors' Voice or Infect decks in your meta, then you're nuts for not running Solemnity. Kind of odd to see Phyrexian Unlife in a deck without tbh. You'd be better off with Worship or even Island Sanctuary than running unlife by itself since it only buys you 10 points of life.
If you opt to not play Solemnity, you should run Parallax Wave. Parallax Wave + Opalescence or Starfield of Nyx means everyone else is done playing creatures, since you can just exile them all. For those that don't know how this works, it's basically the same as sacrificing Oblivion Ring in response to the first trigger. 1) with both parallax wave and opalescence out, exile an opponents creature. 2) HOLD priority and exile parallax wave to itself (opalescence turns it into a creature). 3) allow the stack to resolve. Parallax wave's second ability will remain in effect as it leaves the battlefield and immediately return it. The returning parallax wave is recognized as different wave than the one that just left play. 4) Allow the trigger exiling your opponents creature to resolve and it's gone for good. 5) repeat. You can also abuse this for infinite ETB triggers on your own creatures if you want.
You don't have any real ramp in your list as it is. Exploration and Burgeoning will let you play extra lands, but you still need to drawn them. Karametra only works when you cast a creature and you only run 14. Heartbeat of Spring helps your opponents as well as yourself. Zendikar Resurgent is expensive as shit and Mirari's Wake will rarely make around the table. The green enchant land cards will actually ramp you, and are quite good. They're a bit better in an Estrid list, but they worked very well for me in my G/W build. Abundant Growth (tho it's only fixing, not ramp), Fertile Ground, Overgrowth, Utopia Sprawl and Wild Growth are all worth slots. The other 3&4 CMCs aren't as great, with Weirding Wood being the best.
4 weeks ago
Looks pretty solid. I think the biggest downfall is graveyard hate. Most of that that i can think of is enchantment or artifact. Tormod's Crypt, Leyline of the Void, Grafdigger's Cage, Ground Seal, Nihil Spellbomb, Crook of Condemnation. I would run more hate for it. Krosan Grip is a staple, but something recurring like Rust Scarab or creatures that add to your strategy like Thrashing Brontodon or Viridian Zealot could be good too. You unfortunately are not in the colors for Aura Shards but i think that your strategy is solid, it just lacks protection for it.
4 weeks ago
Web of Inertia rulings are worded as "At the beginning of each opponent's combat phase, that player may exile a card from his or her graveyard. If the player doesn't, creatures he or she controls can't attack you this turn.".
Does this count as targeting the spell in the graveyard with an ability or is it just an additional cost to attack?
If so... would cards like Ground Seal, Silent Gravestone, and Underworld Cerberus prevent your opponents from declaring attackers since cards in graveyards can't be the targets of spells or abilities?