|Commander / EDH||Legal|
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|Commander Anthology (CMT)||Common|
|Commander 2014 (C14)||Common|
|Dark Ascension (DKA)||Common|
Combos Browse all
: Add to your mana pool.
, , Sacrifice Haunted Fengraf: Return a creature card at random from your graveyard to your hand.
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Haunted Fengraf Discussion
TheChaosVault on MUD
2 months ago
Cool deck! I'm not sure about some of the utility lands though. Haunted Fengraf doesn't seem to be any better than anything else here. Quicksand is good, but both lands sac to themselves. Maybe you could add some form of recursion? In addition, here are a few colorless utility land you might consider: Desert and Glimmerpost.
Actually, I just looked at common utility lands as I was writing this and realized that there are basically none. Now I see why you use the lands you do.
3 months ago
You have a lot of different ideas that are in conflict here. I'd try to make this into a low to the ground goblin deck, since that seems to be the main theme. To do that, I'd remove the Torpor Orb Boldwyr Heavyweights combo. It's a weak combo at its best, especially with Fatal Push appearing everywhere. At worst, you turn off your own Hellrider
I'd also get rid of Reverberate and Traitorous Blood. While they're both powerful effects, they aren't at their best in a goblin deck.
That gives us 11 free slots to work with. To start, add another Goblin Wardriver. The card is great. Next, let's add 4 Goblin Piledriver ($2 each). To finish out the super aggressive 2 drops, lets add 4 Goblin Bushwhacker.
Let's stop and look at the deck with these changes. What is the deck trying to do? Make lots of goblins, buff them up, then deal lots of damage. Simple enough. To finish this strategy up, let's add a bit more reach (burn spells), a few more turn 1 plays, and cut cards that work better in a slower game. Boggart Shenanigans and Curse of Stalked Prey are both too slow for our deck now, so let's cut them. We should also be at 20 lands; this will give us the best chance of getting a 2 or 3 land hand, which is important, since a 1 or 4+ land is a mulligan 99% of the time with this deck. We also need to have RR on turn 2, so colorless lands are risky. Because of this, lets cut 2 Haunted Fengraf. We now have cut 17 cards and added 9 cards, so 8 open slots. I would look this list and pick 1 card. I think your best budget option is Frenzied Goblin. If you want to spend money, you can upgrade to Goblin Guide, but I don't think it's worth it. Finally, let's add 4 Lightning Bolt to give the deck some extra reach and a way to remove problem creatures.
4 months ago
So besides your commander you have only 5 cards that have blue in them. I would go mono black if you are not utilizing that color more with card draw, counter spells, control.
Dread Slaver is good in limited but not edh, it won't stay around long for it to take a bunch of stuff and also people wont mind taking the 3 to keep their dorks. you can replace it with a better beater/ blocker i suggest Scourge of Nel Toth
take out Disentomb and replace it with Reanimate to cut out the middleman, your hand. same goes for Raise Dead i would put in Animate Dead because it puts it on the field and can take from any yard. i would also cut Gravepurge and slot in Zombie Apocalypse yeah it is double the mana but you dont clutter your top deck and get all your guys out instead of slowly over the course of a few turns. remove Macabre Waltz for Dance of the Dead for the same reasons as Disentomb. another mass reanimate spell is Living Death my opinion would to remove Urza's Incubator for it.
to get into more blue take out Sanguimancy and add in Frantic Search for free card draw basically. also remove Underworld Connections for Rhystic Study. Life's Finale can be replaced with Cyclonic Rift. You already have Lord of the Accursed so Graf Harvest can come out for Lim-Dul's Vault to set up what you need. i would take out Liliana's Indignation for Traumatize indulgence is such abad mana sink you should add Dark Salvation as a mana sink and remove From Under the Floorboards. adding Traumatize works well with cards like Undead Alchemist so to slot him in remove Liliana's Reaver in addition to buff this little synergy remove Darkest Hour for Altar of the Brood to make tokens all night.
Haunted Fengraf is slow because you sac lands and you dont even get to choose you target i would replace it with Unholy Grotto. take out Leechridden Swamp for a swamp there are better ways to get to your opponents life with your mana. graveyard decks do not need Reliquary Tower.
i see you arent running the grimgrin-gravecrawler-diregraf captain combo, i would take out Jet Medallion for Phyrexian Altar to be able to kill the table. also for replacements for the captain remove Adaptive Automaton and Prized Amalgam (its slow) for Vengeful Dead and Plague Belcher
i would also try to find more slots for a for like 4 counter spells
you can check out my list for other combos http://tappedout.net/mtg-decks/rise-of-the-dark-realms-4/
4 months ago
Crucible of Worlds is in now way budget, but it's amazing. THere's a new card in hour of Devastation that's a creature and green but does the same thing :P
Some land suggestions, some better than others:Blighted WoodlandWintermoon MesaCentaur GardenCradle of the AccursedDust BowlEncroaching WastesFoundry of the ConsulsGargoyle CastleGhost QuarterGrasping DunesHaunted FengrafHavenwood BattlegroundHickory Woodlot Petrified Field Spawning Bed Tectonic Edge Terminal MoraineThrone of the High CityTimberland RuinsWarped LandscapeDryad Arbor
Looks like a great deck :D
5 months ago
I think you need to work on your mana base, ensure you have sufficient color generation, as you have a lot of lands that produce colorless (albeit have secondary effects), and you have a lot of lands that come into play tapped. This can cause you to be delayed in turns when you NEED to cast a creature or two for a winning swing.
As it stands, I would recommend removing Evolving Wilds, Myriad Landscape, and Terramorphic Expanse and replacing them for basic lands as you don't have sufficient basics to even be able to fully utilize them (I believe you needed more mountains when I thumbed through your deck, no? 20 White Mana Generation in Lands and 14 Red Mana Generation was what I counted, I believe). That being said, I'll recount it once you have your changes made, to ensure you have a stable mana base. You could remove Darksteel Citadel as well. I'm not sure about Haunted Fengraf nor Sunhome, Fortress of the Legion, as you already have multiple ways to provide double strike. There was a Red/White land from Aether Revolt, I believe, you can add it in.
Your deck seems to want to deal more damage via tokens and creatures with multiple combat steps than in other ways, so I would consider removing the direct damage spells for more utility. Shattering Spree will take care of a LOT of things that could hinder your deck, Pillage gives you a choice of busting a land as well as an artifact (and also stops them from regenerating). You could also run Incendiary Command for utility and draw.
I'm not sure Ajani Vengeant nor Nahiri, the Lithomancer are good in this deck, it can open up slots for other effects, like Wake of Destruction or Ruination. The former will single-handedly wreck decks in a muliplayer environment that run lands that are not of your colors, whereas the latter will wreck EVERY deck that is in play (including yours), unless you run more basics. You could also benefit from running Secure the Wastes or Martial Coup for token generation for both, plus creature removal on the latter.
In regards to creatures, you could also check about adding a Weathered Wayfarer, Knight of the White Orchid, and Serra Ascendant. The first two are good to net you lands while the other is an undisputed beater as a turn one drop in commander.
In your enchantments, you're already running a True Conviction, which is one more white mana intensive than Rage Reflection, but it provides you with an additional effect, which I consider is better than the Rage Reflection itself. You can open up a space for something else. Anointed Procession benefits greatly when you run Secure the Wastes and Martial Coup as well. I'm not sure that a single effect like Sphere of Safety will be necessary, and the Murder Investigation is cute, but not optimal.
For your Artifacts, I'd replace the Hammer of Purphoros. The haste effect is nice, but the secondary ability isn't worth it in my opinion. Try and get a Darksteel Ingot, Mana Vault, Seal of the Guildpact, and possibly a Gilded Lotus. A Boros Signet and a Boros Keyrune aren't a bad idea either.
6 months ago
I have a deck with a similar name lol
Commander / EDH
SCORE: 1 | 111 VIEWS | IN 1 FOLDER
I have a few card suggestions for you; all of these are great in my deck:
- Emrakul, the Promised End
- Acidic Slime
- Avenger of Zendikar
- Eternal Witness
- Reclamation Sage
- Worldspine Wurm
- Woodfall Primus
- Nissa, Worldwaker
- Caged Sun
- Emerald Medallion
- Frontier Siege
- Sol Ring
- Whispersilk Cloak
- Beast Within
- Skyshroud Claim
As for cuts, I'd recommend cutting Kozilek, the Great Distortion and Deceiver of Form; they're good, but as Omnath's mana-storing ability only works with Green mana, they're not good enough to warrant making 30% of your mana unstorable. I run only one -producing land (Rogue's Passage), and only because I often win with Omnath, Locus of Mana beats. For that reason, I'd cut most of your colorless lands and replace them with Forests.
I'd also cut:
- Breaker of Armies
- Bellowing Tanglewurm
- Wolfbriar Elemental
- Dreamstone Hedron
- Haunted Fengraf
- Kavu Titan
- Kazandu Tuskcaller
- Sylvan Advocate
- Slime Molding
- Druidic Satchel
- Polukranos, World Eater
- Undergrowth Champion
- Noble Hierarch (illegal in mono-Green decks as it has a Bant color identity)
Congratulations on your excellent choice of commander, by the way, I absolutely love Omnath decks.
7 months ago
Tolaria west is an interesting option- opens up sideboard like Engineered Explosives, Tormod's Crypt and enables a 1-of Haunted Fengraf, Safe Haven and Tomb of Urami. It'll be interesting to see where you take it.