|Commander / EDH||Legal|
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|Commander Anthology (CMT)||Common|
|Commander 2014 (C14)||Common|
|Dark Ascension (DKA)||Common|
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: 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
13 hours ago
+1 For the love of Artifacts and Mono-white! For draw/hand advantage (I know it's tough in mono-white, plus there are not many good options in pDH in general), I would recommend adding the cycling land from Amonkhet Desert of the True and Haunted Fengraf. Here's a few good cantrips I use in many mono-white pauper decks that you might want to try: Shelter, good protection for your commander. Expose Evil, not exactly a cantrip, but a little extra control, an artifact and a card when you need it, also Thraben Inspector for similar reasons. And a fog or cycle: Angelsong. Since you have heavy artifact synergy, Cranial Plating and Welding Jar seem like must-adds. Hope that helps a little. Happy pDHing!
5 days ago
If you add any more lands consider Haunted Fengraf as another way to get creatures back. And speaking of land...you might want to add Nissa's Pilgrimage to your ramp package. Make room by taking out Sandstorm maybe?
1 month ago
Well this is interesting!
Consider running more value lands for your Ulvenwald Hydra, like Geier Reach Sanitarium, Strip Mine, Arcane Lighthouse, Kor Haven, Treetop Village, Forbidding Watchtower, Raging Ravine, Stirring Wildwood, Needle Spires, Haunted Fengraf, Kessig Wolf Run, Kher Keep, Vitu-Ghazi, the City-Tree, Kjeldoran Outpost, Mishra's Factory, some snow basics and Mouth of Ronom, Nantuko Monastery, Slayers' Stronghold, Sunhome, Fortress of the Legion, and Throne of the High City...yes I did look at all the options. The manlands and token makers are probably the best.
1 month ago
looks nice but as an expert goblin player (having 3 goblin commander decks) here are some changes:
switch Goblin Rabblemaster with Goblin Piledriver. still gets a buff from other attacking goblins but does not force you to attack every turn with everything. plus has protection from blue. which is nice.
you got too many things that give Haste. keep Goblin Chieftain and replace Goblin Warchief with Hazoret's Monument. still reduces the cost of goblins and is one less thing to give Haste. plus lets you cycle cards if need to. also swap Fervor for Goblin Warrens or Quest for the Goblin Lord. either one works.
i can see why you put Skullclamp into the deck but sadly creature tokens don't go to the graveyard so it won't trigger the ability. i know, i tried it with Sylvok Lifestaff. that being said replace it with a Prying Blade. or if you need the card draw Rogue's Gloves.
i don't know why you have Treasonous Ogre in there but unless you can crank your life up each turn he will drain you. i suggest Tyrant's Familiar. a 5/5 flyer with haste and if your commander is in play, which he most likely is, gets another +2/+2 and can shoot a creature when he attacks. if 7 mana is too much then Goblin Sappers to make your creatures unblockable at the cost of their life.
you don't need both Phyrexian Altar and Ashnod's Altar. both cost 3 mana and both let you sack creatures for mana. drop the Phyrexian Altar. replace it with Coat of Arms. or if you really need the extra mana Pyramid of the Pantheon
Ruination. i'll admit i am on the fence about this. on one hand you can destroy all non-basic lands (even yours) but on the other it is useless if Blood Moon is in play. if you drop it, Massive Raid should take it's place.
Skirk Fire Marshal. this guy. while yes he is a great card he will blow everything and everyone up after tapping like 10-15 goblins. and yes Eldrazi Monument gives your creatures indestructible it does not give you indestructible. so if you have less life than the opponent then this is a bad card. so keep him but if he gets out of hand then put in Goblin Spymaster he may seem odd at first but by forcing your opponent to attack you you can block the attacks with several dozen tokens and have enough for a counter attack. just be careful with flyers.
Tuktuk Scrapper. without other allies he is just another 2/2 goblin. and 4 mana is a bit much for a plain 2/2 goblin (no offense Goblin Berserker). switch him with Goblin Mountaineer. a good scout goblin and is unblockable if Blood Moon is active and opponent has any non-basic lands.
Ancient Tomb. again, unless your life cranks up drastically each turn it will drain you.
Hall of the Bandit Lord. same reason.
Haunted Fengraf. the creature you get back is random and only a one time thing. not worth it.
1 month ago
Hey, thanks for the comments.
I like Heliod more because its token generation is useful for grinding out additional value (not to mention he will often be a creature as well) and it adds additional fodder for Skullclamp, which the deck often needs.
Re: Blinkmoth Well - I really had to have restraint when adding more colorless lands to this deck as there were so many I wanted to add (Mouth of Ronom, Haunted Fengraf, etc.) but I do need to maintain a critical mass of white-producing lands, so the ones I have right now in the list were the ones I judged to the best of the best. Blinkmoth Well would certainly be a useful land, but I don't know that the deck can afford it right now.
I really like Sentinel Totem (better than Tormod's Crypt) so I'll be making that change. Thanks!
2 months ago
@Madhava, Gonna respond to your comment in bullet points as it will probably be easier.
I have not gotten to play this list a ton recently. I have all the cards for it, but I try to play a different deck every week at my LGS. Keeps my opponent's sideboards honest, and keeps my experience fresh. Obvious downside is I do not have a ton of reps with any single deck, but I find that it makes me a better player -- knowing the intricacies of so many different deck styles. Last time I played this, I match up against Mono U tron (what I am assuming is a terrible match up), a mardu reanimator deck running Alesha, Who Smiles at Death, Fulminator Mage, and Young Pyromancer (another match up I found to be bad with the land destruction, and the endless stream of tokens), and dredge (which was not bad... but not good either).
It is maybe a tad color greedy. I have not had many issues, but I have also had to fetch shocks pretty aggressively -- which can be taxing on my health pool, and only makes that BloodMoon match up worse. A friend of mine also suggested trimming more of either white or green. I like Garruk Wildspeaker a lot as he makes Smallpox effects even more 1-sided. But I think I have found that it can be difficult to play him on curve when you t2 Smallpox. I like the suggestion of Utopia Sprawl though, as it acts a little like a Flagstones of Trokair with Urborg, Tomb of Yawgmoth, allowing me to turn 2 Smallpox and still end the turn with 2 mana. I would cut Gideon of the Trials, but he allows me to be super greedy with deathclouds... although maybe the life gain from Sorin, Solemn Visitor helps with that enough??
The white sources are so I would always have an option to fetch with Flagstones of Trokair. I very well could be a bit overkill though.
Haunted Fengraf has worked beautifully. My only creature is Eternal Witness. It allows me to dredge with impunity and always be able to get my key cards or continually recycle Smallpox for value as it also kills the Eternal Witness to be recureed again and again in a vicious cycle.
Worm Harvest has been great in grindy or control match ups. it can feel bad for control players to counter Life from the Loam or Worm Harvest when they can just as easily be cast again next turn. It adds a lot of inevitability that most decks just cannot deal with.
I get that Zombie Infestation is good. I really liked that inclusion when I first looked at your list. But is that also too slow? How soon do you find yourself getting a critical mass of zombos? It seems like you can really only get 1-2 per cast of Life from the Loam? I also like Call of the Bloodline. I just wish you could use it more than once per turn.
My meta is pretty varied. I go with a friend that is normally on dredge, but after that it changes from week to week, with lots of new faces coming each week. occasionally, there is a kid that will show up playing merfolk or elves. Surprisingly little Death's Shadow or eldrazitron.
What are your thoughts on Ensnaring Bridge? I have also toyed with the idea with trying to utilize Spirit of the Labyrinth in conjunction with Grier Reach Sanitarium. I know you have played with Knight of the Reliquary variants before. How did playing creatures in pox feel? I would maybe want to play KotR in that shell to fetch the sanitarium?
TheChaosVault on MUD
5 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.
6 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.