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Delve (Each card you exile from your graveyard while casting this spell pays for .)
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Gurmag Angler Discussion
5 hours ago
So the deck focuses on using Lotleth Troll and Cryptbreaker to discard cards like Gravecrawler, Bloodsoaked Champion, and Bloodghast for value and then keeps a swarm of undead 2/1s attacking your face.
I really like how the deck runs right now but the main thing I'm curious about is if I can find better replacements for Stinkweed Imp or Gurmag Angler. Stinkweed is great for filling my grave with my undead swarm, and having a flying deathtouch blocker has been relevant in many situations. However I was curious if there is anything better value-wise for this spot. I was looking at something like Emrakul's Evangel since it can give me a way to recycle my swarm once they are out of my hand and on the board. I don't have any sac outlets so I was leaning towards this guy.
Anybody have any thoughts or tips on this particular slot in the deck? Any particular utility lands I should be running?
EDIT: For some reason when I post the hyperlink it takes you to an older version of the deck... try the link instead and it should take you to the version with Tasigur rather than Jarad - http://tappedout.net/mtg-decks/lotleth-value/?cb=1537798897
3 days ago
I need to start testing more with this style of deck. I also think I'm going to pick up some Cryptic Commands and start playing this, with a few of my own twists of course.
The matchup spreadsheet is a really cool thing to see. I'm amazed your UWx control matchup is so good. It makes sense, but dang. I feel like GDS should be better. I'm not sure how, but my ego doesn't allow me to let them be better than other grixis decks. The burn and spirits matchups I expected to be better. My burn matchup with delver is really good - removal, delve creatures, and efficient counterspells are really good vs burn. And spirits is another creature aggro deck that should die to heavy removal and boardwipes.
If I play it, the only changes to the mainboard I would make are:
- 1 Dismember -> 1 more Terminate
- 1 Logic Knot -> 1 Gurmag Angler
- 1 Kolaghan's Command -> 1 more Young Pyromancer.
Removing the counterspell and command feel bad, but Pyro and Angler are amazing in this meta, especially against some of the neutral-to-unfavored matchups. I don't know what would be better cards to remove. I feel strongly that I want 6 or more in combination of Delve threats and Pyromancer.
Any particular reason you play Dismember over another Terminate?
1 week ago
Hey Skjoldschoennemann (typing your name was quite difficult) thanks for your advice. Gurmag Angler is surely one of the best among big boys in pauper, but, it may sound stupid to you (because it is), I'm not playing it because it's too "mainstream", (everyone uses it where I go to play tournaments) and I prefere to focus on Gempalm Polluter and Carrion Feeder to deal damage. I already considered Shepherd of Rot, and I like it a lot, but I have no way to regain the lost life points (Gray Merchant of Asphodel is too late-game)
1 week ago
1 week ago
You could try bigger delve creatures like Tasigur, the Golden Fang or Gurmag Angler as your top end, they're hard to kill with most common removal and can close games quickly. Some amount of Path to Exile seems important since you can't get rid of anything over 4 mana otherwise. Ghost Quarter is a good way to hit utility/tron lands or disrupt greedy mana bases that can get lands into the graveyard for free, you could lean further into the disruptive side with Leonin Arbiter also since you aren't playing fetches (not counting the Evolving Wilds since they can be swapped in some number for the Ghost Quarters) and Traverse the Ulvenwald is the only thing it conflicts with. Maybe try some extra silver bullet creatures also in the SB like Kataki, War's Wage and Eidolon of Rhetoric, they can swap spots for similar stuff already there and would synergize with traverse. Lots of your lands can enter tapped also, maybe try some painlands? The shocks are also being reprinted and should be easy to get a hold of soon. Seems like a fun deck to play!
2 weeks ago
As someone who has extensive play with both control and delver strategies in modern and legacy, your deck confuses me. That doesn't mean it is bad, but there are a few things I want to ask you about with this list...
The first question, and one that stems others, is which style of deck would you like to play... control or delver? While they do over lap a small bit, they do have some major differences. A delver deck is classified as a tempo deck, low land count + high spell count. This enables Delver of Secrets Flip to reliably flip over to put down the damage. You are close on the spell count for the deck, however, I'd recommend at least 25 spells for delver. This include running around 8 cantrips, since you need the hand to be fueled and ready to go along with card selection/filtering. The low land count is next on the agenda, since you're not there. 24 lands is excessive in a delver deck, if you run extra cantrips take some out. You want to trim to about 20 so you can keep the spells high one purpose, protect Delver Flip!!
Control decks are trying to get to the late game, which is more what this deck feels like than a delver deck. Control needs those 23+ lands in the deck for proper functionality. The permission suit is similar to a control deck, but just remember that Spell Snare is a card, and in a 3 color deck I would not recommend 4 Cryptic Command. It's extremely stressful to play with Cryptic Command, not to mention painful with your manabase. I also feel that there is too much delve in this deck for a control deck. Without running Thought Scour (which if you stick with control you won't want) having 5 delving cards (expensive ones at that) does not sound optimal. The Logic Knot is great, the Gurmag Anglers are great, I don't know about the Tasigurs with them both... Just a thought.
I'd love to help you and figure out how we can concentrate this deck a little further, so more or less, do we want tempo or hard control?
2 weeks ago
After a good time without play the deck, i put it on again to test and want to share my thougths.
- Collective Brutality is such a good card, but it cant be absolute substitute for Thoughtseize, we just need to deal with creature too. maybe a split 2/3~4
- Talking about creatures, we dont have removal for big creatures, for example the Gurmag Angler start to be played more and more with UB shadow in evidence as good choice.
- Talking about creatures  ... we definitely must up our wincon, like 3 Ob nixilis, too many times i could play many lands for nothing. We lose much life, Crufix seens a good card too (or Retreat to Hagra, act as offense and defense at the same time.
this is what i saw this day, let me know if you are interested on this yet, and know about this take.
2 weeks ago
Not attacking with the 6/6 creature is not really an option. Heck, blocking with any of these creatures when they could have attacked will be a rare event. No staying back, only turn sideways! The best thing about this deck is the large creatures - the only other large creatures in modern that are able to go toe to toe with Lupine Prototype are Gurmag Angler and Wurmcoil Engine.
This whole deck's CMC is high for modern, that is not really a consideration. However 5 mana of three colors on 19-20 lands is really pushing it. For this deck, any card above 4 mana should have the text "you win the game when you cast this" or it is not really castable.
Neither the flash nor the uncounterability are important - flash is nice if I have a lot of instants or want a surprise blocker - I have nor desire to block and the deck has 3 bolts basically. Uncounterability is only a thing versus decks with counterspells. These are few and far between, so this is an ability for the sideboard.
For Yeva - as explained earlier, the deck does not benefit at all from flashing in its creatures. Thus, a vanilla 4/4 for 4 is not really important.
For tarmogoyf - there is a consideration, but with few fetches (manabase is by far the most expensive part of the main deck) and few card types overall (4) and 0 cards that fill the graveyard - tarmogoyf will rarely reach 4 power.