|Commander / EDH||Legal|
Printings View all
|Modern Horizons (MH1)||Common|
|Duel Decks: Elves vs. Inventors (DDU)||Common|
|Masters 25 (A25)||Uncommon|
|Vintage Masters (VMA)||Common|
|Commander 2013 (C13)||Common|
|Duel Decks: Heroes vs. Monsters (DDL)||Common|
|MTG: Commander (CMD)||Common|
|Duel Decks: Garruk vs. Liliana (DDD)||Common|
|Promo Set (000)||Common|
Combos Browse all
Creature — Boar Beast
Cycling *(, Discard this card: Draw a card.) *
When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library. (Do this before you draw.)
Krosan Tusker Discussion
2 weeks ago
Here is a card I've been wanting for a while. Not necessarily on a god, but at least on a legendary creature.
Yu Ren Szi, the Power of Thought
Legendary Creature - God
Flying, haste, prowess
Cycling noncreature spells from your hand triggers Prowess abilities on your creatures.
Whenever you cycle a card, you may Scry 1.
4 / 5
I have wanted a commander for Cycling effects for a long time, and keying it to Prowess also gives it some power and flexibility, but it doesn't deliver you that win-con unless you go wide, which isn't easy to do with prowess, since those bodies aren't cheap and don't always replenish themselves.
Other prospects for cycling commanders that I can imagine would be rakdos (who likes it when you discard) and abzan (who will reanimate the creatures you cycle). Let me show you this Abzan commander I've been sitting on for a while (it's been ages since I've seen a wildcard so indulge me ;) )
Azranath, Master of Life's Cycle
Legendary Creature - Demon Angel Avatar
Creatures with cycling you control enter the battlefield with an additional +1/+1 counter on them.
Whenever you cycle a creature card on your turn, until end of turn you may cast another creature card from your graveyard by paying its cycling cost and paying 3 life.
2 / 4
Not only is it card advantage, but it's a very cheap reanimator recursion of Abzan flavor that keeps it solidly in a cycling theme. (You can't break it with the big green or white creatures that you want to; instead you're limited to the ones that have cycling, like Krosan Tusker , Barkhide Mauler , Elvish Aberration , Greater Sandwurm , Jungle Weaver , Shefet Monitor , Pale Recluse , Horror of the Broken Lands , Archfiend of Ifnir , and Street Wraith ) ( Ruthless Sniper also goes in that deck, though it can't be reanimated or cycled). Access to white and green means you can remove those artifacts that keep you from accessing your graveyard.
Looking at Cycling as a commander theme thus far untapped, what would you do? Rakdos seems the other obvious choice for its wide discard mechanic applicability, but maybe you have another idea with bant, boros, orzhov... show me!
1 month ago
Hey man! I really like this list! I have compared it to my own mimeoplasm deck and there's a lot of cards which would be a great include in my deck. Have you considered the following cards aswell? I included these in my own deck:
Razaketh, the Foulblooded , with Entomb this will be a one card combo. After you have Razaketh, the Foulblooded into play you only need one other creature in play (like a mana dork), and you need atleast available to you, also you need to have atleast 3 lands in play. First you start of by sacrificing the creature with Razaketh, the Foulblooded to find Life / Death and use to cast Life, then you can sacrifice your other lands to find Dark Ritual , Buried Alive and Animate Dead or some other reanimation spell (If you have a 4th land available then it's recommended to find a Pact of Negation first. Then you first cast Dark Ritual so you have in your mana pool, then you can use Buried Alive and Animate Dead to do the Necrotic Ooze combo.
For card draw I really like to run these cards: Search for Azcanta Flip this is a really nice early play. Dig Through Time you can often cast this for just , but it gives your deck a higher CMC which is great for the combo. Deep Analysis , you can cast this from your graveyard really cheap which can be really important in a deck like this. Underrealm Lich , don't underestimate this guy, every draw 1 turns basically into draw 3, I would definitely play this over Liliana Vess . Then I really like Fact or Fiction It's great since it's a instant speed and can often find you the tutor you need.
For ramp I suggest Arcane Signet , just a great card you don't need to leave lands open to use this signet. Sakura-Tribe Elder this card is better in this deck than any other deck since you use it as food for the secondary target of The Mimeoplasm when you want to copy your Necrotic Ooze to combo off, for example.
then some other suggestions; Assassin's Trophy , really versatile removal. Memory's Journey this will protect your combo pieces when needed. Noxious Revival will also protect your combo pieces, but can also bring back important spells at instant speed for (almost) free. Krosan Tusker , you want to cycle this creature to effectively draw 2 cards and also have a body in the graveyard or have a nice high CMC card in your deck. This card will do really well if you decide to play Skithiryx, the Blight Dragon in your deck as lategame 1v1 finisher.
And lastly some really good synergy which will almost always work: Reanimation Kederekt Leviathan with Necromancy on instant speed. This is a full 3 mana boardwipe you can use as often as you have the mana for it. because Necromancy will also be bounced when Kederekt Leviathan enters the battlefield Kederekt Leviathan will die. So you can use this interaction all over again. This is great play at the end step, before the turn you go off or to just buy you some time.
I hope you find atleast some of these suggestions useful!
1 month ago
Looks good! You might like these: Fireshrieker , Corpse Connoisseur , Caustic Caterpillar , Grim Haruspex , Syr Konrad, the Grim , Abhorrent Overlord , Smothering Abomination , Deathreap Ritual , Moldervine Reclamation , Ulvenwald Tracker , Krosan Tusker , Sakura-Tribe Elder , Plaguecrafter , Evolutionary Leap
2 months ago
@Ataraxey I've put together a budget list, which you can find here: http://tappedout.net/mtg-decks/budget-mayael-edh-4/?cb=1569430018
I'll have some more in-depth commentary on it in the near future. I was surprised to find how much of the deck was fundamentally unchanged! The mana base obviously suffers, but the ramp, draw, and removal packages are nearly identical. 5 power creatures are worse too, of course, but there are still so many suitable options that the deck doesn't feel like it loses too much in that regard.
@bankrupt_on_selling There are definitely cards that I like in Eldraine, but I don't know if I like them enough to find a spot for them. Castle Garenbrig and Fabled Passage are real nice, but they're outclassed by Gaea's Cradle and Prismatic Vista . I'm testing, but I don't know if there's room in an already tight mana base.
I think The Great Henge is right on the cusp of playability. It's super great in a Mayael deck when you're ahead, but downright terrible when you're behind. And as I mentioned in my last post, this deck can often feel like it's on the back foot. I think Henge is at its best in a deck that plays lots of mid-sized threats, where you can get a good (but usually not full) discount early in the game. Honestly, the best part for this deck would be the card draw, but something like Elemental Bond fills that role better.
Return of the Wildspeaker is the only card that I immediately knew deserved a slot. Compare to Shamanic Revelation , a card that has always pulled a lot of weight for me. It's the same mana cost, but easier to cast, instant speed, usually draws more cards, and has an alternate mode that can help close out the game. It's rare for a card to come along that offers such a clear upgrade.
@GlubDaPhish Krosan Tusker is a great budget option that I used to run. My mana base usually runs like clockwork now days, so I like for my fatties to mostly serve other roles like removal or recursion.
4 months ago
i drop Krosan Tusker since the printing of Horror of the Broken Lands . i find it slow specially in the early games wherein we are building our graveyard and cycling our deck, as much as possible i want that early turn to have that 3-open mana for gnaw + extra mana for cycling which can't do with a tusker in hand. in terms of it as a beatdown aspect, i think horror of the broken lands is the better card at the job. i add the 18th land in the tusker slot.
4 months ago
Hi, killer_eye! Between work and summer break, I haven't gotten to play as much pauper as I'd like so I haven't actually played any games with Ransack the Lab yet. My goldfishing suggests that it's worth playing, but I don't know whether or not four is the right number. As for Barrier of Bones , I'll be sure to give it a shot once I can start playing again because, like you said, Fume Spitter looks really bad in the current meta.
I'm also seriously considering dropping Krosan Tusker in the near future. Do you have any suggestions?
4 months ago
Dammit that's a BIG collection of creatures!! Neat!!
I see you run Cultivate and Kodama's Reach pal, it made me think
What if you run similar ramps spells that can be cycled? That way if you have Nikya already you just cycle them and draw a card
Beneath the Sands
: A little worse than the classics, but with Cycling
Edge of Autumn : Ramp when you need, draw when you don't
Krosan Tusker and Shefet Monitor both serve as ramp and draw, and when not needed they may be played as creatures
5 months ago
I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.
So, what you want are cards that break the symmetry:
Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.
Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.
Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.
Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.
Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.
Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).
Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.
Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.
Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.
You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.
Krosan Tusker occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%