|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Planechase Anthology (PCA)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
Combos Browse all
Krosan Verge enters the battlefield tapped.
: Gain .
, , Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them onto the battlefield tapped, then shuffle your library.
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Krosan Verge Discussion
1 week ago
I haven't done a lot of research on zombies, but I learned from my old token deck that it takes a lot of trial and error to get the balance between token producers, pump spells, and abusers.
I think you haven't taken as much advantage of the colors you have. Green has a lot of cards that syngerize with tokens and white has the best removal and board wipes
I haven't looked at prices with these suggestions. Also, you don't have to listen to me at all
Josu Vess, Lich Knight - With green to help you ramp, this deck has a better chance of kicking him than other zombie decks. Open the Graves - More Tokens. Underrealm Lich - Card draw is always good. Varina, Lich Queen - Card draw, more tokens, and some lifegain to help keep you healthy for those life costs. Kodama's Reach, Rampant Growth, etc - I always feel like land ramp is more reliable than artifact ramp, especially in green, but this is just preference. You do seem to be lacking a bunch of ramp to keep those activated abilities from slowing you down. Death Baron - Another lord, but gives deathtouch too Carrion Feeder - Free sac outlet, if you are looking for one.
Pontiff of Blight - If you have solid ramp, giving all your creatures extort can get really dumb. Graveborn Muse - Might kill, but you will draw your entire deck with the right board state. Risen Executioner - Another lord with recursion Corpse Harvester - Tutor a zombie and a land. Noxious Ghoul - Could be spicy 1 sided board wipe Phyrexian Crusader - Possible 1 shot, but only if you have the right amount of pump. Shepherd of Rot - Could kill everyone. Good way to get around pillow fort and fogs. Raving Dead - Fun spice. Balthor the Defiled - Pretty good recursion. Right now Archetype of Imagination is the only non black creature. Dralnu, Lich Lord - You don't have that many instants and sorceries, but what you do have is strong. I think it reduces Army of the Damned's Flashback. Boneknitter - Tribal protection. Anguished Unmaking, Swords to Plowshares, Counterspell etc - some single target removal is always useful, and you are in amazing colors for it. I have this problem with my dragon deck. Second Harvest, Parallel Evolution - One time token doublers Craterhoof Behemoth, Overrun, Triumph of the Hordes - Ends games. Bramble Sovereign - Not a zombie, but this can do WORK. City of Brass, Mana Confluence, Reflecting Pool - 4 colors needs as much color fixing as possible. Esper Panorama - OK fetchland Krosan Verge - Underestimated fetch imo Fecundity - Crazy card draw Austere Command Merciless Eviction Cleansing Nova - A few more wipes. But these let you interact with artifacts and enchantments that this deck does not seem to do well.
Stronghold Assassin - effects like Dictate of Erebos, Grave Pact, and even Attrition are just better. Archetype of Imagination - I appreciate that you are trying to deal with a weakness in the deck while giving your creatures evasion. But, aren't zombie's looking to die for LTB effects? It also costs a lot. Grave Betrayal - Costs a bit too much for me, but a strong effect. I'm up in the air about this. Jarad, Golgari Lich Lord - Might be rough to cast in 4 colors Conspiracy - I might be missing something, but almost all of your creatures are zombies already. Skullbriar, the Walking Grave - Just seems like a beat stick that is hard to pump up. Vulturous Zombie - easier to pump up, but still feels like just another beat stick.
2 weeks ago
Sorry for the late response - I've been overseas.
Thanks for the comment and suggestions!
We've played this a few times, and I would say it plays pretty well. I'm quite happy with my card selections, particularly with going the enchantress route. Given there are so many enchantments that can help tap Emmara, plus the anthems, I think she can naturally lend to that play style. Though, Karametra is probably objectively better?
Earthcraft is NUTS but its also $60 and I don't have one... soooo it's out of the question at the moment ;P.
Old Emmara fit the 'pretty' build around requirement, and I was curious to see how'd she run. So far not super impressed - that 7 mana is a REAL cost...
My only complaint at the moment is that is has a HEAVY reliance on its commander. She is only 2 cmc, but when you start having to pay 8-10 to recast her it feels bad. I played a game where everyone just kept removing her, and I literally did nothing. Looking at trying to get some redundancy, or more protection via Privileged Position since I have one lying around and Lightning Greaves. Also potentially something like rootborn defences because board wipes are a huge blowout - I just fear having too many cards dedicated to protection...
Divine Visitation has been a HOUSE. On average, we've been making 2 angels the turn it comes out, with a huge potential, especially with Seedborn Muse type effects.There could be an argument for running both, given I'm trying to have some redundancy.
One card I'm running that isn't on this list is Crop Rotation, because we actually have quite a few lands we'd like to go search for -Reliquary Tower if needed, Holdout Settlement/Survivors' Encampment, Wirewood Lodge,Windbrisk Heights, Krosan Verge if we want some ramp - Emeria, The Sky Ruin if we have it online (considering replacing it / adjusting my basic land count to make it more usable). I think when we have 2 or more enchantresses, having essentially two ways to get no hand size is worth it - we'll see, though :).
3 weeks ago
Pretty sweet list. Always happy to see another superfriend ;D
For the mana base, I'd first get rid of your monocolor taplands. The scry 1 on New Benalia doesn't make it better then just running a plains imho, and in a deck with only 6 creatures Mortuary Mire and Sejiri Steppe just end up without targets too often. Blighted Woodland comes in untapped and can find you whatever you need. Krosan Verge enters tapped, but activating it is cheaper and it finds nonbasics. Things like Evolving Wilds and Terramorphic Expanse are often better than tapped duals, because they find you whatever color you need (once you add some basic forests) and thin your deck. Ash Barrens as well as Bant Panorama and Esper Panorama do the same, but they can also serve as untapped lands once you have all your colors. The Vivid lands (Vivid Grove, Vivid Meadow, etc.) enter tapped, but they fix for any color and synergise with proliferate. All of those are very cheap.
Next you might want to look for the cycle duals from Amonketh (Fetid Pools, Irrigated Farmland, etc.). The cycle ability is way more relevant than gaining one life imho, and they have their land types which means things like Krosan Verge or Liliana of the Dark Realms can find them. The fact they still enter tapped makes them pretty cheap moneywise. Also keep your eyes open for the Battlebond lands (e.g.Sea of Clouds), and the shockduals from Ravnica (Overgrown Tomb etc.). Those are a bit more pricey, but the fact that they are recent (and, for the BB ones, only playable in multiplayer) means that there are quite a few of them sitting in tradebinders, and they are relatively affordable. This only goes for the shocks that have already been reprinted, for the Azorious and Orzhov ones we'll still have to wait a bit. I upgraded the landbase of my Atraxa list pretty much the same way and it worked quite fine throughout.
Something else I'd definitely add to your list that helps with fixing your mana as well is some ramp. Your deck has an avg cmc of 4+, and you want to get to the point where you can cast a walker and a boardwipe / something to protect it with on the same turn asap. The fact that you have green in your color identity gives you access to some of the best ramp/fixing available. Farseek and Nature's Lore can find nonbasics if you have them, but are fine without them. Cultivate and Kodama's Reach can fix you in 2 colors. Grow from the Ashes is a bit more manaintensive, but its kicked form brings the lands in untapped and you might find it in draftchaff-boxes at your LGS. Thaumatic Compass Flip costs a bit more, but it finds you basics in a pinch and transforms into a land that taps for mana and can protect your walkers.
Then there's manarocks. The guild signets (e.g. Dimir Signet) both ramp and fix you, without requiring colored mana to cast and are very budget friendly. Astral Cornucopia and Everflowing Chalice are very good with Atraxa, and not expensive either. I'd try to run ~10 ways to get ahead in mana, maybe even more in a deck as a manaintensive as this one.
Some other budget friendly things i can recommend are:
Primevals' Glorious Rebirth: Absolute blowout card in a planeswalker deck.
Oath of Gideon: Blockers, and a very sneaky buff to your walkers that people are reluctant to use removal on but generates a lot of value over time.
Oath of Teferi: Not as abusable as The Chain Veil but also less expenive both mana- and moneywise, and still very powerfull. The etb effect can bring a walker back to starting loyalty or reuse something like Djeru, With Eyes Open. If nothing else it untaps one of the lands you used to cast it.
If you have any questions feel free to ask, good luck and have fun building and playing!
1 month ago
- Burgeoning - Hour of Promise
- Exploration - Explosive Vegetation
- Cloud Key - Traverse the Outlands
- Prismatic Omen - Realms Uncharted
- Karoo lands - fetches and Sylvan Reclamation
Cloud Key is good, but early lands are better since most of your angels have such intensive colored mana requirements.
The other suggestions pull lands from your deck, which depending on your meta is better than things that die to removal. running angels like this i'd assume you're going to be a heavy target. so while Prismatic Omen is a super strong enabler I would remove it if I were playing you.
I like the karoo lands just fine, but to me you need those fetches to find a land you need in the moment, and they're faster than the karoo lands. I am interested to know how they work in your deck tho
1 month ago
1 month ago
I see you made it to 100 cards.