|Commander / EDH||Legal|
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|Fate Reforged (FRF)||Common|
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Harsh Sustenance deals X damage to target creature or player and you gain X life, where X is the number of creatures you control.
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Harsh Sustenance Discussion
1 month ago
Austin_Smith_of_Cards Thanks for the +1!
I had considered Pallid Mycoderm early on and Im not completely sure why I decided to leave it out. Maybe I got scared away by the 4 CMC but yeah Mycoderm definitely has good utility in this deck, specifically late game. Do you have any suggestions for what to take out for maybe 2-3? Perhaps a pump spell or something because they are both technically finishers? Its worth a test.
A Lumithread effect would be good for the mainboard I guess I was just thinking that most decks I would be playing against dont mainboard sweepers like Electrickery or Holy Light. But its definitely worth consideration.
I did initially have Fists of Ironwood in the main but I eventually removed it because the token production was not repeatable. My reason for playing saprolings and not Abzan Tokens is because of the spells that can give me more saprolings every single turn. (things like Selesnya Evangel, Sprout Swarm, and the Thallids) The tribal synergies with Echoing Courage and Deathspore Thallid are the other reason. Maybe I was using it wrong. What would you suggest taking out for the play set?
As for Gruesome Fate, I dont know if it is much better than Harsh Sustenance. The only real difference is the in the casting cost. Other than that, Harsh Sustenance is instant speed, hits creatures, and gives life gain as well. Whereas, Gruesome Fate is sorcery-speed, only hits the opponent, and provides no life gain. Not worth the switch to me.
Thanks for the suggestions! Ill definitely be testing Pallid Mycoderm in the future. Let me know if you decide to test it yourself.
1 month ago
1 month ago
passimo Thanks, glad you like the deck!
Thallid Germinator is definitely a good card. It can sacrifice Saprolings to save our other creatures and has a decent body for blocking. I agree that 8 is a lot for the Wardens, but I really need those to stick to the board for the deck to shine. Perhaps you could test it with the Germinator and let me know how it goes, it seems like it could be good.
As for Foul-Tongue Shriek, it's definitely a good finisher, and if you so choose could replace Harsh Sustenance in this deck. The only reason I keep Harsh Sustenance is because of the lifegain and possibility of hitting creatures if I'm extra desperate. Foul-Tongue Shriek could maybe find it's way onto the sideboard as well if the opponent has too many blockers.
Thank you for the suggestions! Let me know if you decide to try the deck out, I'd love to hear how Thallid Germinator performs.
3 months ago
I started Magic during Origins 2015. Now, to be fair I had ACTUALLY started playing in mid-2005 when I was introduced in Driver's Ed in high school. I played some in college, but I didn't actually buy decks or build any until just recently. It was mostly just whatever my friends brought with them when we hung out.
My very first deck was constructed out of several fatpacks, some boosters, and a few intro decks. It was (Ironically) 86 cards... and five colors
I was absolutely in love with it. It had everything. All the cool cards and mechanics. I had two Gods, several super powerful creatures, win-cons... and I had 23 lands. Mostly basic ones, at that.
Annnd... it never won a single game. Why? It was too slow. I'd often discard more than I could play. I didn't start building 60-card decks for quite some time because I just assumed "I'll ramp into my cards." and I packed my Gruul deck with ramps and big creatures and tons of lands.
It worked well, but it failed against anything that wasn't "under powered". Again, there was a lack of consistency.
Eventually I honed into 60-card decks, wanting a playset of each card hoping to pull off some amazing synergy. The fault there? Well, synergy is good but if your entire deck hinges on but a single idea, literally one card will end your entire game.
Now I do strictly 60-card decks (Though I do have a 65 Jund Dragons deck that works well. The +5 are all Planeswalkers and I can pop them in or out seemlessly. They're just there for the annoyance factor) and base the number of copies of each card off of the card's CMC. I'm not going to put 4 of a 7-drop in a deck unless that is ABSOLUTELY required (In which most cases, it is not).
The point I am getting to is that 60 cards with multiple low CMC and few high CMC make the deck work consistently.
Now onto constructive criticism. I see you have a lot of kill-spells and a lot of damage-prevention spells. This tells me you struggle to play creatures, and fall back on removal / prevention as a means to "survive" until you bring out your big guys. These cards are great, but only really buy you a turn or two at the most.
I see you have draw spells. So the logic is "I'll just draw into whatever I need." which works great for blue-white decks, but in green-white-black decks you should really focus more on getting several creatures really big and threatening, than protecting them at all costs. Drawing can help, but so can more efficient means.
Your creatures are sort of all over the place too. I'm not really sure what you're attempting to accomplish here.
In my opinion, it looks almost like you're attempting to build a slower tank deck. Sort of a huge threatening deck that takes some time to get going.
I'd suggest trimming the fat. Cut out the Planeswalkers, your artifacts, enchantments, and some lands. That'd be 20 cards (Assuming 4 lands) which puts you at 66.
From there, it looks like you really want kill spells and damage prevention. Look for creatures who can do these for you. For example, Gatekeeper of Malakir is great because he cost is low and destroys a creature if you use his Kicker cost.
Let your creatures carry your deck. They're essentially like extra Sorcerys, in that regard.
The format I build with (typically) is 24 lands, 36 spells and of those 36 I do around 24 creatures and 12 other spells. The creatures carry the deck so the stronger my creature base becomes, the stronger my board-state in general is. My other spells supplement what the creatures are attempting to do.
For example, I have a black-white Ally tribal deck that focuses on gaining and reducing life, and I supplement this with spells like Harsh Sustenance, Allied Reinforcements, and Killing Wave. My Allies abilities kick in and carry me into my finishers.
A deck should have at least one way to win, but no more than two. Once you get into three ways to win, you sort of end up watering down the potential of the over-all deck. Sure, you could do combat damage, Vraska the Unseen, and maybe a single Rise of the Second Sun, but don't go crazy doing four of each either.
Hope I helped.
TLDR - trim the fat, hone a concept, copies of cards that build synergy.
4 months ago
I'm going to have to add Harsh Sustenance and Angelic Purge to my own deck. Have you thought about adding to your sideboard? Maybe Tragic Slip, 2 more Bone Splinters, Fatal Push, and/or Immolating Glare.
6 months ago
Harsh Sustenance, Foul-Tongue Shriek, Murder Investigation, Hidden Stockpile and Vizkopa Guildmage are pretty terrible. You should be running Fatal Push for sure, that one's a no brainer. Also Thoughtseize is great, and you don't care about the two life at all, your life total won't really be an issue.
Here's a thought, don't know how good this would be though. If you were to run just a few more token generators, maybe Hangarback Walker or Secure the Wastes, you could really benefit off of Intangible Virtue. Also Gideon, Ally of Zendikar, Elspeth, Sun's Champion and Sorin, Solemn Visitor all look great here.
6 months ago
Been thinking about this brew myself. Some suggestions I have:
7 months ago
The strength in the tokens strategy doesn't lay purely in the ability to generate a lot of virtual card advantage but rather in grinding opponents out of the game.
I would value Thoughtseize and Inquisition of Kozilek over the Sisters by a fairly large margin, replace Castigate, and I'd run at least 6 of this effect, if not 7.There's no reason you shouldn't be running Fatal Push, between Push and Path to Exile again 6 or 7 of this effect is good. Cut Harsh Sustenance I've never seen it and not wished it was something else. Phyrexian Arena is also so-so.
Hero of Bladehold is fantastic in the side but I'm unconvinced with the sisters in there as they mean that your opponent may not board out all of their spot removal, I've often brought Hero out in game 2 to completely steal the game and they have no way of dealing with her as they've boarded out all their spot removal.
Consider Concealed Courtyard It's probably the single best land this deck can run as it's pretty greedy as far as colour requirement on different parts of the curve goes.
Lastly you can always shave a Bitterblossom if need be, it seems counter-intuitive but having 2 is usually not very good.
Sorin is fantastic in this deck, Anguished Unmaking has often saved an otherwise difficult situation. Secure the Wastes can steal games pretty hard, and Zealous Persecution has a lot of versatility, it often acts as a board wipe if not stealing the game.
As far as the sisters go, in practice this deck is very good at utilising life totals as a resource, it doesn't always need the sisters help though but personal preference