|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Core Set 2019 (M19)||Common|
|Rivals of Ixalan (RIX)||Uncommon|
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
Highland Lake enters the battlefield tapped.
: Gain or .
|Have (17)||Tiddilywinkus , Lucretian , jstn.mrrtt , Forkbeard , techneil , Ashy , NOGzFTW , Friedrice24 , ecurps , duff87 , sepheroth119 , mziter501 , Va1mar , itheoryz , Royal_Windsor , TheBl0b , VoidCaster113|
|Want (18)||izlosst , Cyrk , Ashkaan , mini_tb , Luftwaffle , king0fclubs , slooty , JSLardizabal , masterglencour , FNG , colorfulsnailboy , Donevan , Rustria , deundefeatable , sleepy104 , notsaying , CuddleSweat , rayzoredge|
Highland Lake Discussion
1 week ago
2/6/2019: Went over this list in a disciplined way and realized I had no graveyard hate and only creature-targeted board wipes. Replaced Highland Lake (still have 51 total mana sources) and The Antiquities War with Tormod's Crypt and Nevinyrral's Disk . What do you think?
3 weeks ago
Hi, I only run 11 creatures in my Niv Mizzet, Parun deck but I run more spells to protect myself like Evacuation , Cyclonic Rift or Mystic Confluence . I think it depends on your playgroup meta how many creatures you want in this deck.
1 month ago
Cards Missing From Initial Build
Goblin Welder Jhoira, Weatherlight Captain Thopter Engineer Thopter Squadron Blade of Selves Coldsteel Heart Commander's Sphere Retrofitter Foundry Vedalken Orrery Treasure Map Flip Fire Diamond Sky Diamond Thirst for Knowledge Gamble
More Removal/Wipes Blasphemous Act - Staple Release the Gremlins - Gives more tokens Rapid Hybridization, Pongify - Staples and can give yourself a 3/3 token Meteor Golem - High CMC, but can destroy Enchantments which is a huge weakness of the deck.
Master Transmuter - Cheats out your big artifacts, but kind expensive.
Curse of Opulence - A weird staple for this deck, but I think you can figure out why.
Think about how fast you can make tokens. Does it make Purphoros, God of the Forge worth it?
Check through what effects require set up and make sure you don't have too many compared to stand alone cards. Even though Krark-Clan Ironworks does ramp, I wouldn't count it as ramp because it requires set up. Same goes for Storm the Vault Flip (But you have 36 actual lands which is totally fine)
Gamble, Mystical Tutor, Fabricate, maybe Hoarding Dragon (?) - Combos in decks are strong and fun, but really hard to pull of without a descent amount of tutors and/or redundancy. Ignoring combos, each tutor can search out a key cards.
Dramatic Reversal - I don't think you have enough mana rock/dorks to get to infinite mana, and without that it's kind of a waste of a card.
These combos in general don't really synergize with the goal of the deck (infinite mana more than infinite turns) like an infinite token combo would. I think there is a combo with Scrap Trawler and Hangarback Walker that I vaguely remember that you might want to try to find.
Everflowing Chalice - I always go colored mana over colorless if it costs the same, even if artifacts don't need it. It has potential to ramp you a bit more late game, but you usually don't need the ramp at that point.
Inspired Sphinx - 6 mana for a draw 3, maybe 4, and a hefty costed mana sink doesn't seem worth it to me.
Mycosynth Lattice - I might be missing something, but it seems a little narrow sited. It works a little with Darksteel Forge and Combos well with Hellkite Tyrant, but if the deck makes a bunch of tokens you don't need it to win with the Hellkite.
Cut Phyrexia's Core -Negligible effect unless you have a consistent way to abuse LTB triggers.
Caldera Lake - There are far better lands.
Swiftwater Cliffs - Its fine if you want to stay budget.
Reliquary Tower - I don't see a way for you to draw a bunch of cards and overflow your hand, so this isn't really needed.
Scalding Tarn - Obvious include if you want to spend the money.
Myriad Landscape is a 2 land fetch and taps for mana.
Overall, good base. It has potential to go from 0 - 100 and kill everyone out of nowhere.
1 month ago
First off, I assume you're somewhat on a budget for your land base? Personally I don't like the tap lands like Izzet Guildgate or Highland Lake. Cascade Bluffs, Swiftwater Cliffs, and Wandering Fumarole would be much better choices. You could also consider cycle lands like the Deserts from Amonkhet.
There aren't a lot of cards that I'm super down on, but Arcane Denial is pretty bad. Same with Baral, Chief of Compliance. Counterspells aren't the best in commander, and you don't have enough for Baral to be worthwhile
Some other scattered thoughts:
Viral Drake isn't that synergistic and could probably make room for something else
Fabricate would be a good include to make your chain veil more consistent.
There's definitely more I could say, but this is enough of a text wall as it is.
3 months ago
looks good. plus 1 from me
one thing ive been trying to get better at doing myself is taking out any lands that enter tapped with no upside. so less of a chance of hitting it early. i would suggest just switching Swiftwater Cliffs,Highland Lake & Izzet Guildgate to some basics.
3 months ago
Hey, looks like you're getting plenty of help.
Do you want this deck to be a Control deck or a Drake deck? If you're playing your deck like a Control deck then consider more lands? 22 lands is not enough lands to make your land drop each turn which is important for Control decks. When playing Chemister's Insight you want to consistently be able to make your fourth land drop turn four every game. With only 22 lands this won't happen and as a result you'll get too far behind in games.
Goblin Electromancer can help to reduce the cost of your spells which means you don't need as many lands, but you can't count on having Electromancer every game. In games where you don't have Electromancer than you'll need to rely on your lands to cast cards and that can be problematic with only 22 lands. Consider 26 lands?
The current manabase looks like a manabase for a Drake deck. If you're playing your deck as a Drake deck then the 22 amount of lands is fine, but consider adding more low mana cost cards and Enigma Drake. My advice is to go the Drake route because the burn strategy can be more effective when you have more creatures who can benefit from the burn in your graveyard and do additional damage to your opponent with more Drakes. You can also keep the manabase as it is now which is better for the budget.
Consider Enigma Drake for more Drake goodness? With the Drakes (Enigma and Crackling) you want more low mana cost instant and sorceries because you can cast these cards much easier as a result get more spells into your graveyard faster which pumps the Drakes. Consider Chart a Course and Tormenting Voice? These draw spells can also put an instant or sorcery from your hand into your graveyard while at the same time drawing two cards and then putting another instant and sorcery into your graveyard. These draw spells are good with Radical Idea.
The manabase here is not competitive when you begin to move away from budget and start to acquire Steam Vents and Sulfur Falls then can get closer to being competitive. Eventually you'll want 4x Vents and 4x Falls. Arclight Phoenix is another nonbudget addition that will make a Drake deck competitive. The Phoenix is excellent with low mana cost instant and sorceries especially Chart and Voice which can put it into your graveyard and draw more fuel to cast to reanimate Phoenix. Eventually you'll also want 4x Phoenix.
As a budget Control deck consider adding 4x Highland Lake? Cutting 2x Disappearance, 1x Idea and 1x Banefire?
As a budget Drake deck which is recommended consider these changes? Adding 4x Enigma Drake, 4x Tormenting Voice, 3x Chart a Course, 3x more Radical Idea. Cutting 4x Insight, 2x Banefire, 2x Coil (move to sideboard), 2x Firemind's Research (move to sideboard), 2x Expansion / Explosion, 1x Strike and 1x Ionize?
Example of a budget Drake deck:
- 4x Electromancer
- 4x Enigma
- 3x Crackling
- 1x Niv
- 4x Voice
- 3x Chart
- 4x Shock
- 3x Strike
- 4x Idea
- 3x Opt
4 months ago
Aight- I'ma walk through a few options and cards. Your list looks good, but there are some cute and inexpensive wizard synergies that can make this kind of list run better- I hope it helps.
Usually more spell pierce/Negate or similar outperform Wizard's Retort. The turns you want it, you're mostly hitting instants or sorceries at instant speed to protect your damage. Similarly, Izzet Boilerworks is good because it effectively increases the number of lands in your hand- which is great with Magmatic Insight, but the cost of a land being tapped in a tempo deck cannot be understated. I'd play islands in preference, but Highland Lake is the more pressing change- I'd consider a shift to Evolving Wilds/Terramorphic Expanse and a couple more islands.
It plays nice with Opt and helps you find the lands you need, and set up your draws- on a budget manabase that counts for a lot, and when you can shuffle away those cards you get a lot of consistancy. Consistancy in a deck isn't expensive to set up, and with a lot of high-cost decks outplaying themselves with high variance cards it will get you wins. Make your opponents work to beat your average hand.
Think Twice triggers prowess twice, and is instant-speed carddraw. I much prefer it to insight, because instant speed holding up counters is very relevant against most decks.
Finally, plan your sideboard alongside your deck. Those 15 cards are super relevant, and planning them to work well with your maindeck is what sets apart a mediocre budget list from a great one. What hate you mainboard and what you keep sideboard can free up 3-4 slots in the average list, and sometimes a lot more.
Highland Lake occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
All decks: 0.01%
All decks: 0.08%