|Commander / EDH||Legal|
Printings View all
Combos Browse all
Land — Plains Island
(: Add or to your mana pool.)
Irrigated Farmland enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
Price & Acquistion Set Price Alerts
Irrigated Farmland Discussion
1 day ago
Nice idea. A couple of suggestions:
I know you're trying to keep the mana base cost low, but maybe something like Irrigated Farmland would be good. It's not an expensive dual land, and can be cycled if you're in a position where card draw is more important than land. There are a few other etb tapped dual lands that could probably help your mana base consistency as well.
1 day ago
I really like your deck and admire your desire to make inexpensive edh decks. That being said I do believe there are some ways you could improve this deck without breaking the budget.
While you do have plenty of board wipe effects I notice that you only have a few single target removal spells. Board wipes are great but the problem is the fact that they are sorcery speed. The ability to react on your opponents turn is invaluable so I would highly recommend adding one or two more instant speed removal spells. Some notable ones would be
I also think there are some counterspell's you would be better off for running that are pretty cheap.
- Sinister Sabotage is basically a Cancel with upside and still pretty cheap.
- Rewind is almost free in the late game.
- Foil is a budget Force of Will that would fit great in your deck given your high island count.
- Arcane Denial is just a solid counter spell in EDH since it replaces itself and the advantage it gives your opponent is mitigated by the multiplayer format.
- I would also recommend running Forbid since you seem to draw so many cards but this one is a little more pricey.
The only other general improvement I would recommend would be try to add some dual lands. Even if they come into play tapped, dual lands do wonders to help a deck perform at its best. Some really budget ones I'd recommend are.
- Irrigated Farmland
- Azorius Chancery
- Boreal Shelf
- Coastal Tower
- Meandering River
- Prahv, Spires of Order
- Sejiri Refuge
- Tranquil Cove
I really do like your deck and what you have made so far, but I would like you to at least consider these options to further improve your deck.
2 weeks ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
2 weeks ago
I think removing two plains for two Moorland Haunt. Chances are you'll have enough plains to play anything in your deck even if you draw both of them. If anything, your Mana base would need the biggest upgrade if you want more blue though. I'd recommend budget dual lands like Port Town or Irrigated Farmland or Prairie Stream.
So I should say blue/white spirits is gaining popularity in modern, as opposed to any other format. The deck I'm talking about uses cards like Mausoleum Wanderer, Spell Queller, Phantasmal Image, and Aether Vial. Obviously super expensive but the deck is basically an aggro deck and a control deck at the same time.
I have a spirit deck myself, feel free to check it out if you want some ideas. It's the deck called Kindred Spirits on my page.
2 weeks ago
Creature pump/value: Cloudstone Curio and Panharmonicon are both broken with Arcades. Serra's Blessing --> Brave the Sands: strictly better! Spidersilk Armor is great against heavy flying decks (and will rarely be a removal target because it is so unassuming)
Ramp: Azorius Signet, Simic Signet and Selesnya Signet should all be run; they allow for a turn 3 Arcades. Thought Vessel (came in Meren) lets you keep your excessive draws and Mind Stone replaces itself if no longer needed. They also fit the bill of a 2 drop ramp. Sylvan Caryatid!
Target/mass removal: Dusk, Solar Tide, and Slaughter the Strong, will all be one sided wipes for you! Cyclonic Rift is worth the price tag; it will go in every blue deck. Consider mainboarding Path to Exile and Swords to Plowshares. Return to Dust is another strong card.
Land: Prairie Stream, Irrigated Farmland, Scattered Groves, Reliquary Tower, the temples (Temple of Mystery), bounce lands (Simic Growth Chamber), and pain lands (Adarkar Wastes) are all worth considering. Real solid base though!
The counterspell suite is great in one on one games but in multiplayer, it is rarely a good trade. I would cut down to two or three. For efficiency Swan Song is a powerhouse; your Disallow exemplifies the flat out "no"; Insidious Will is wildly versatile and can win you the game.
Alexi's Cloak, Alpha Authority, Canopy Cover, Diplomatic Immunity, and Shielding Plax could be swapped out for repeatable protection (the equipments above) or effects that not only protect your whole board but also abuse ETB abilities (I cast Damnation, you cast Ghostway. I cry because you have your whole board and drew 5 cards).
Some other cuts that could be made for new stuff would include any of the walls that are just big dumb beaters like Glacial Wall.
1 month ago
Adds: Satyr Enchanter, Mesa Enchantress, Courser of Kruphix, Sunpetal Grove, Glacial Fortress, Hinterland Harbor, Kor Spiritdancer, Canopy Vista, Eidolon of Countless Battles, Shalai, Voice of Plenty, Prairie Stream, Market Festival, Irrigated Farmland, Corrupted Conscience, Aegis of the Gods, Plea for Guidance, Flooded Strand, Windswept Heath, Gift of Paradise, New Horizons, Abundant Growth, Eidolon of Blossoms, Solemnity, Sigil of the Empty Throne, Unbridled Growth, Omniscience,
2 months ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
2 months ago
Celestial Colonnade- by far the best land for a controlling wu deck, mostly to add to the non budget list.
Field of RuinGhost Quarter- the deck can be really soft to man lands, the deck isn't too demanding of mana, and slowing down tron can buy you the time to lock them out, Tectonic Edge might be a budget option (not sure of it's price atm).
Sphinx's Revelation really doesn't work too well in here as the deck is rather light on land, my first thought would be Search for Azcanta Flip, but a more budget option could be Jace, Architect of Thought, Gifts Ungiven, maybe even Think Twice.
Blessed Alliance- pretty sweet effect options that's good for both killing creatures and healing you for burn, also can be put on a scepter.
Gut Shot just because there's no mountains in the deck doesn't mean you can't "bolt the bird".
decks like this always reminds me of the time I could run 8 board wipes and have my only wincon be a Psychic Spiral (course back then ran 27 lands).