Basic Land — Island
: Gain .
|Want (12)||Xanrndorf , Mavan_Frost , ephemeralAubade , Fireslice2 , Littledude7654 , deathdealer1225 , TraceOn , Demetriusc24 , Denikke , MenacingCorpsejack , Sir_Boomer , Chase76845|
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|Commander / EDH||Legal|
|Quest Magic RPG||Legal|
- If I enchant an artifact land (i.e. darksteel citadel) with ensoul artifact could I copy the creature it creates with fated infatuation?
- When does it die?
- Earthcraft + Shrieking Drake = infinite?
- Can you return Savage Knuckleblade to hand before it is damaged by a blocking creature?
- What is mana cost X when I have cards that reduce colourless costs by an amount?
1 week ago
magwaaf How could I forget about that? Here it is.
I will take one Island out for the Steam Vents. I will also add 4x Young Pyromancer, 4x Monastery Swiftspear and 4x Lightning Strike by taking out 4x Riddleform, 4x Roil Eruption, 2x Spikefield Hazard Flip and 2x Anticipate. Also, I will take one Roiling Vortex out of the sideboard, and put one Ral, Izzet Viceroy in the sideboard.
2 weeks ago
1x Arcane Sanctum SL - Swamp
1x Azorius Chancery SL - Port Town
1x Boros Garrison MP - Clifftop Retreat
1x Crosis's Catacombs HP - Mountain
1x Crumbling Necropolis SL - Island
1x Dimir Aqueduct SL - Drowned Catacomb
1x Dromar's Cavern HP - Plains
1x Izzet Boilerworks SL - Sulfur Falls
1x Mystic Monastery SL - Mountain
1x New Benalia MP - Plains
1x Nomad Outpost SL - Swamp
1x Orzhov Basilica MP - Isolated Chapel
1x Rakdos Carnarium SL - Dragonskull Summit
1x Reliquary Tower SL - Island
1x Temple of Enlightenment SL - Glacial Fortress
1x Temple of Epiphany - Island
1x Temple of Malice SL - Swamp
1x Temple of Silence - Swamp
1x Temple of Triumph SL - Battlefield Forge
1x Urza's Mine SL - Evolving Wilds
1x Urza's Power Plant - Terramorphic Expanse
1x Urza's Tower SL - Field of Ruin
3 weeks ago
Instead of getting scammed, I feel like I did the scamming, but to be honest we were both relatively new to Magic and we wanted to get into Modern, because Return to Ravnica was rotating out of Standard and Theros didn't seem that appealing to play Standard in.
My friend happened to have a Marsh Flats he acquired by selling off his Return to Ravnica standard deck. He was building a Jeskai control shell at the time and allied fetch lands had yet to be printed into Modern, so he ran 4 Scalding Tarns with the other fetches consisting of Marsh Flats and Misty Rainforests.
I was building a homebrew Black-White Modern deck at the time, so a Marsh Flats was highly appealing to me, but I didn't have the cash at the time to invest into that fetchland.
Khans of Tarkir just came out along with allied fetch lands however. My friend and I played at the prerelease as it was fun to crack packs and play for prizes. I happened to open a Flooded Strand among my prizes and tried to convince my friend to trade my Flooded Strand for his Marsh Flats.
To be fair, my friend was aware of the sizeable price gap between the cards and his first inclination was that I was trying to scam him of his card so that I could sell the more expensive card for a larger profit. I then told him that in his Jeskai deck his fetchland could only search for Hallowed Fountain, Sacred Foundry or Plains. If he used the Flooded Strand he'd be able to search for the same cards, but he'd also be able to search for a Steam Vents or Island making the Flooded Strand a strictly better card than the fetch land he was already using. I also brought up how the Marsh Flats had better use in my Black-White than Flooded Strand so this would be an exchange that would fairly improve both our decks.
He went with that trade, but neither of us knew that the KTK Flooded Strand was just a reprint of an Onslaught cycle and that he could have purchased the original card for much cheaper at the time. Even today that trade doesn't seem fair, but the price tag of allied fetches did go up due to be included into Modern and Standard though I don't think they ever reached enemy-fetch price-tag territory.
4 weeks ago
If you are playing Lurrus of the Dream-Den purely as a Companion, he starts the game outside of your core deck and you can cast him at any time. This would actually work well with this deck, but I would want something like Keep Safe available to protect Lurrus.
Then comes the mill cards that you can keep recasting from the grave with Lurrus: Merfolk Secretkeeper (for Venture Deeper), Maddening Cacophony (instant mega-mill), Sweet Oblivion (more instant mill) and Ruin Crab (Landfall mill).
Thieves' Guild Enforcer works well with the theme. Then comes your supporting cards. Essence Scatter is, to me a good side-board card for 2 reasons: firstly trying to keep a balance between colors in the deck, and secondly if your mill is fast enough you may not need it against anything but control decks. Archfiend's Vessel will be suggested by all in sundry, but also detracts from your mill theme (you won't win games with creature damage). I like Heartless Act but you might also want Blood Beckoning or Omen of the Dead to support Lurrus and bring your Thieves' Guild Enforcer and/or Ruin Crab back from the dead (could also work on Merfolk Secretkeeper). The final non-land card in the deck (assuming 4 of each card) is less easy. I personally like to use Mind Carver in any deck with , but Village Rites or another creature kill card will be just as good. There - I think that I have made enough suggestions to also get a side-board going.
As far as lands go, I would keep things as simple as possible. Fabled Passage and Evolving Wilds let you search for the color land you need and also give a double landfall for Ruin Crab a dual colored land that enters tapped may just slow you down a bit. I would stick with 7 Swamp and 9 Island.
1 month ago
Here is the more combo like version. I will say it's a pretty rough draft, but this is just to give you an idea of what I was considering . You'll want to customize it to best suit you and your meta.
4x Pentad Prism
4x Izzet Signet
4x Steam Vents
1 month ago
defamagraphy1 interesting. I've learned not to assume that just because I've never heard a particular viewpoint before, doesn't mean it's wrong per se, so even though a perhaps conclusive amount of people have argued (on what isn't the other side exactly, but still) differently... I still view your point as worthy of my attention.
Now, I can't agree it's fair to say that WotC is LOSING money on every drop: can you miss what you don't have? It also isn't as though Wizards is visibly struggling to stay afloat or anything, no! Quite the opposite--with all the product aimed at collectors willing to pay seven billion dollars for a fancy basic Island, WotC is doing fine.
The only thing that your post makes me wonder about is--what are the exact metrics in play here? Is there more money going around here than I thought? Whatever it may be, this is all very interesting.
1 month ago
Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).
First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:
- Bloodstained Mire
- Canopy Vista
- Cavern of Souls
- Cinder Glade
- Command Tower
- Dragonskull Summit
- Drowned Catacomb
- Exotic Orchard
- Fabled Passage
- Flooded Strand
- Godless Shrine
- Haven of the Spirit Dragon
- Indatha Triome
- Ketria Triome
- Path of Ancestry
- Prairie Stream
- Reflecting Pool
- Sacred Foundry
- Savai Triome
- Scalding Tarn
- Smoldering Marsh
- Sunken Hollow
- Sunpetal Grove
- Unclaimed Territory
- Watery Grave
- Wooded Foothills
- Woodland Cemetery
- Zagoth Triome
- 1x Island
- 1x Plains
- 1x Swamp
- 3x Forest
- 6x Mountain
You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.
As for the rest of your cards, here's what I recommend cutting:
- Aether Vial
- Coat of Arms
- Crucible of Fire
- Deathbringer Regent
- Kilnmouth Dragon
- Kiora, Behemoth Beckoner
- Nicol Bolas
- Nicol Bolas, Dragon-God
- Ojutai, Soul of Winter
- Ryusei, the Falling Star
- Shared Animosity
- Supreme Verdict
- Ugin, the Spirit Dragon
- Utter End
And add in their places, assuming you're running 40 lands:
Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!