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|Oath of the Gatewatch (OGW)||Common|
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: Add to your mana pool. ( represents colourless mana.)
, Tap an untapped creature you control: Add one mana of any colour to your mana pool.
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Holdout Settlement Discussion
1 week ago
My broad reccomendations for the direction are to go with more of an artifact based playstyle incorperating ways to trigger Macar as many times per turn as you can while clearing the field. then use all your mana for a in shot kill on everyone. a few card reccomendations are as follows but its just what caught my eye Royal Assassin Skirsdag High Priest Scrap Trawler Avatar of Woe Sheoldred, Whispering One Karn, Silver Golem Tragic Slip Tendrils of Corruption In Garruk's Wake Jandor's Saddlebags Strionic Resonator Voltaic Key Icy Manipulator Glaring Spotlight Arcane Lighthouse Illusionist's Bracers Koskun Falls No Mercy Holdout Settlement Hero's Downfall Beacon of Unrest Night's Whisper Unwinding Clock Blinkmoth Urn Scythe of the Wretched Puppet Strings Paradise Mantle
1 month ago
All of these cards are budget and will strongly support what you want to do.
Cuts//Any of these Shaper's Sanctuary, Uvenwald Mysteries, Untamed Kavu, Loxodon Smiter, Citidal Castellon, Hidden Dragonslayer, as these are just not known for winning the game. Replace a couple of sub-par lands with Encampment and Settlement.
I think those would get you going the right direction.
1 month ago
To answer your question if their are untapped dual lands in pauper, As it stands, no actual dual lands are like that. However, Evolving Wilds and Terramorphic Expanse is a thing, Ash Barrens is also a really good land finder and thins your deck out good and the land comes untapped technically. If I would run dual, I would probably just use only basics with the majority color having more (ex. green 75% and black 25% would do 12-13 forest and 5-6 swamps) and would use ash barrens to find a color I need should it arise.
2 months ago
NV_1980 To be honest this ends up playing more like a token swarm deck most of the time. It seems like hitting the combo has almost become secondary. I do agree the lands are slow, but the deck really needs the fixing(unfortunately fixing in Pauper is...well, bad).
I might have to test with more basics or maybe 2 more Holdout Settlement. The only issue I'm scared of is fixing. The deck is so focused on tokens that card draw is non-existent. So I kind of feel I have to sacrifice speed for mana consistency.
Thanks for the comments and I'm always open to any suggestions!
2 months ago
Ok time for another complete overhaul!!?? Turns out a 5 color deck is a little hard to nail down. And that I was overrating some cards and underrating others.
Anafenza, Kin-Tree Spirit - too slow, Mana intensive, and isn't a threat on it's own. Got hit by removal way too often.
Dromoka's Command - not a very aggressive card, and its other modes besides the fight and counter were never used. Still could be a good sideboard card vs. burn and blood moon decks
Bloodbraid Elf - Was great some of the time, and other times just hit bloodhall ooze or something. I want something more synergistic.
Plaxcaster Frogling- to be honest I never play tested it. It might be great against certain decks, but it seemed slow and unimpactful.
Simic Initiate - not a standalone threat, and weak to removal.
Skyrider Elf- I passed up this card because it's a little boring. But after playing against humans and really needing a strong flyer, and then play testing it, it exceeds my expectations and is nice and aggressive after a turn 1 hardened scales.
Citadel Siege - this card may be one of the most underrated cards ever. It's simply awesome in this deck. Especially with all the 1/1 flyers we get from abzan ascendancy and Hangarback. It just makes anything and everything a threat. Or you can play it for the other mode and use it as a versatile piece of removal. It hits haste guys, man lands, guys that have death triggers, etc. Its absolutely what you want to top deck when you are facing a big threat. 3 seems excessive, but it's really, really good.
Zameck Guildmage- I was considering Tireless tracker, but then compared it to this card, which arguably does a lot more, but still draws a card for 2 Mana. Combined with Hangarback walker or abzan ascendancy it can make an army of threats after a board wipe. It can make 1 drop top decks actually good. It uses the counters on creatures that don't really need more, like bloodhall ooze or paladin. It's that key piece of the deck that actually gives it some inevitability late game.
Ulvenwald Tracker- This card is also very underrated. It pretty much demands to be killed or it will keep killing everything you play. It takes advantage of the huge creatures you get which would usually just be sitting around getting chump blocked. It gets much better with the citadel seiges being able to pump it so it can fight stuff itself.
Experiment One - A very quick and hard to disrupt start with a constrictor on turn 2. Also a very nice top deck with citadel seiges out, and fuel for zameck Guildmage.
-2x Llanowar Reborn - I really wish I could keep playing this land, but since ziggurat is gone, I needed to cut it for more fixing
+2x Vivid Grove- Almost never runs out of counters. Definitely slower than other lands but it's necessary.
+2x Holdout Settlement - seems odd but it works pretty well. Usually we have creatures out turn 1 that we can use this on and not feel too bad. We can also use creatures that just came out.
- Fast Lands - In order for our manabase to not just kill us, we have a variety of fast lands that give us as much variety of color as possible. Playing 8 of the pain lands was way too much. 6 is still harsh, but manageable.
3 months ago
Fuel for the Cause will not work well in a mill deck--mill is an aggro deck, not a control deck. Control requires domination from the very beginning, either through counterspells or removal. Mill requires aggressively playing your mill cards early, trying to kill an opponent before you die yourself. Late-game counterspells mean nothing--by turn 4, your opponent has already set up their board--they can happily kill you with what they have. Even if you disrupt their turn 4 play, their turn 1-3 plays were still fielded completely unchecked.
Also, just a general advice, Crumbling Necropolis, Evolving Wilds, and other lands that enter the battlefield tapped are far too slow for Modern. Modern is often considered the turn 4 format--on turn 4, an aggro deck should be poised to win; a combo deck should be comboing off; and a control deck should have locked down the opponents' board. There's just no time to waste on a land you can't immediately use. Frankly, that's true in pretty much every format, though tapped lands can be effectively used in more casual, non-competitive commander games.
As for the colourless lands, there are not really enough creatures in this deck to benefit from Holdout Settlement, and the Crabs are really better off as blockers for any 1 drops/tokens. Crumbling Vistage is fine the turn it is played, but there are too many spells that only require coloured mana for it to be effective long-term.
Continuing my slight land digression, if you need three-colour-fixing in Modern, the best way to go is a mix of Fetch/Shock lands and some rainbow lands (Mana Confluence, City of Brass, Cavern of Souls if tribal, etc.).
3 months ago
You can run cards like Fuel for the Cause for proliferating, and if that is too much mana you can run Braid of Fire, Seething Song, or Simian Spirit Guide. And for the mana flexibility, you could use Crumbling Necropolis, Evolving Wilds, Crumbling Vestige, or Holdout Settlement.
5 months ago
Also, you could try Narcolepsy. It's either very good or very bad I think.