|Commander / EDH||Legal|
Printings View all
|Masters Edition II (ME2)||Common|
|Ice Age (ICE)||Uncommon|
Combos Browse all
Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land's controller.
3 weeks ago
@Senomar Thanks, glad you like it! Guess i'm not the only one that found his way to duel for these reasons :)
Good point on the number of lands. I was hesitating to cut them to 32, but during my last games i was fine. I'll keep an eye out and put them back up to 34, if i should get the feeling of having to mulligan too often.
I was really struggling to find a spot for the tutors. Also a bit afraid they might be deadcards early on, as turn 2 is usually rock or ramp and turn 3 Braids. Thing is, Icequake , Rain of Tears and Rancid Earth are usually in line for turn 4, together with a random 1 or 2CMC Spell. It's also the turn after Braids hits, when they are a great tool to put pressure on the opponent(or cripple colorhungry decks).
So idon't want to cut them, but:
Provided everything went as usual, i should have 5 Mana by Turn 4. That's enough to cast Demonic Tutor or Tainted Pact and follow up by Icequake which i can search for then. Depending on the Situation searching for one of the two Lilianas or other <=3CMC drops might be another nice option.
3 weeks ago
Hey my friend, sweet deck !
politics, groupdynamic, false threat assessement (especially since my friends play like dicks...) or the "social contract", you listed all the tings that annoyed me in the multiplayer format :)
My 2CP on your decklist is that you need 1 or 2 more lands. I saw you got 14 rocks and 4 rituals to accelerate your mana in the deck but the amount of time you need to mulligan in order you get the 2 lands you should at least have in your opening hand to start throwing your rocks seems to be too high.
Sinkhole is a must have especially in mono black but do Icequake , Rain of Tears or Rancid Earth really worth it ? I'd replace them for lands but if you want to keep the same amount of lands Tainted Pact , Demonic Tutor or Mind Twist are some cool black stapples of the format you should have a try on.
9 months ago
Blue-Black or Mono-Black, with some in Jeskai, Rakdos, Grixis, and Izzet
Really, blue has some reasonably good card draw, specifically Augur of Bolas, Mulldrifter, Preordain, Ponder, and interaction in the form of Counterspell and the occasional Deprive. Otherwise, they don't have a great set of wincons, sweepers, or removal, so they need another color to get those.
In comparison, black has Gurmag Angler, a great wincon, and the best removal in the forms of Evincar's Justice, Echoing Decay, Shrivel, Pestilence, Cuombajj Witches, Disfigure, Chainer's Edict, Oubliette, Doom Blade, they have lifegain, discard like Duress, Distress, Chittering Rats, card draw like Phyrexian Rager, Thorn of the Black Rose, Sign in Blood, and mono-colored payoffs like Gray Merchant of Asphodel and Tendrils of Corruption. There are even more great control cards from hate like Nihil Spellbomb, efficient spells like Cartouche of Ambition that just do a lot, land destruction like Choking Sands, more discard that is splashable like Addle, and the other following cards:
Diabolic Edict, Wrench Mind, Raven's Crime, Innocent Blood (for creatureless lists), Dead Weight, Crypt Incursion, Complete Disregard, Nausea, Reaping the Graves, Undying Evil, Read the Bones, Divest, Rancid Earth, Icequake, Dusk Legion Zealot, Okiba-Gang Shinobi, Tragic Slip, Crypt Rats, Stinkweed Imp
That isn't to say a good mix of both isn't the best option, it probably is. You lose the mono-black payoffs, but get Probe, Forbidden Alchemy, Soul Manipulation. Really though, black is more useful than blue.
11 months ago
1 year ago
Novablast Wurm is super tough to get out onto the battlefield no matter what corners you cut with ramp. I actually suggest trying just Green/Black and not worrying about White so much. I'd also suggest some dual lands to smooth out the mana needed for spells:
Some other Wurms worth considering are:
- 1x Sifter Wurm, some life gain.
- 1x Engulfing Slagwurm, also for life gain.
- 1x Elderscale Wurm
- 1x Bellowing Tanglewurm
- 2-3x Ravaging Riftwurm, scary early game, useful late game.
With the Wurm theme less feels like more. I don't think Greater Sandwurm is particularly mean or scary or overly useful (since you can play a cheap green tutor rather than the 2 mana cycle cost to help thin your deck).
If there's ever a time you feel like splurging, Wurmcoil Engine is hands down my favorite Wurm card and probably one of, if not my favorite Artifact Creature in Magic. Super scary and good at all points of the game.
Hope some of this was useful!
1 year ago
Get rid of the 2 Greater Sandwurm. AND IF YOUR SISTER REALLY REALLY WANTS Golgari Rotwurm THEN YOU SHOULD REALLY INTRODUCE HER TO Symbiotic Wurm. Also run more swamps, since its not Modern then you really should care about deck size too much. And take out (or you can just add the cards in) 1 Reap and Sow and 1 Reclaiming Vines. One more thing since i suggested the more swamps, have you considered Icequake?
1 year ago
Helldozer: Yes!! Will be added shortly
Other two pretty good, thanks for suggesting, Snap157.
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