|Commander / EDH||Legal|
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|Commander Anthology (CM1)||None|
|Commander 2015 (C15)||Rare|
|Return to Ravnica (RTR)||Rare|
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Creature — Zombie Troll
Discard a creature card: Put a +1/+1 counter on Loleth Troll
: Regenerate Loleth Troll
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Lotleth Troll Discussion
1 month ago
Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.
I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.
To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.
One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.
Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.
Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.
The second way is to look for things that can get value out of your big spells.
Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.
The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.
The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.
Good luck, and happy brewing!
1 month ago
Dark Ritual isn't modern legal. There is no early game ramp in black in modern.
I've built quite a few Zombie decks and find that B/G is the optimal colors. It gives access to permanent removal of enchantments and artifacts (which black lacks) and stuff like Lotleth Troll.
Another card that isn't a zombie but is a powerhouse in zombie decks is Bontu the Glorified.
1 month ago
If you want to go the combo route - t1 paly Mountain, exile Simian Spirit Guide, cast Ravenous Bloodseeker. Turn 2, cast Assault Strobe on it and attack, discarding 5 cards to deal 22 damage. Oops, bloodseeker gets +2-2, ignore this.
1 month ago
1 month ago
2 months ago
Cool deck, I've tried to make a Varolz deck before but I wasn't really able to make it work right heh.
First thing I should say is that Unearth isnt legal in modern; I'd consider playing Claim in its place since you have both Vexing Devil and Death's Shadow in your deck. It's a pretty good replacement, you cant reanimate Varolz or the Phyrexian Soulgorger with it but the Fame half and the fact that you can dump it with Faithless Looting if you dont want to dump anything else is worth it, maybe making it even better in this deck. I've seen it work really well in B/R burn decks and some Death's Shadow decks, it adds a lot of explosiveness.
Another suggestion: Rite of Consumption As a 1-of maindeck or a couple in the sideboard. It would add some more explosiveness, a way to deal with planeswalkers, and a life gain spell all in one go.
Now I have a question: is there really much point in playing Gyre Sage? It seems rather underwhelming since you have no mana sinks and no high-cost cards; a lot of your cards require colors other than green, so it seems likely you'd just have a bunch of excess green mana after running out of Black or Red. Without a solid payoff, I just think there are better cards that could go in those slots, like Lotleth Troll or Lightning Bolt or Abrupt Decay. (Also, your deck lacks removal, put some removal in)
Lastly, I have qualms with your sideboard. From what I can tell you just kind of stuck some cards in there, so I'm guessing you either didn't have time or just didn't bother. It'd be nice to see an actual sb if you get around to it :)
2 months ago
I apologize for the long post below: It is not modified for standard play. Please disregard if you are playing standard only.
The best deck to counter aura hexproof (what your friend has) is generally black/green sacrifice decks. See: Grave Pact, Butcher of Malakir, , Chainer's Edict <- (Pricy), Spore Frog, or Fleshbag Marauder. Or -1/-1 effects aka Archfiend of Ifnir, combined with enablers like Lotleth Troll or Putrid Imp.
That, or a deck that has a lot of sweeper spells - Cyclonic Rift (pricy), Terminus, Living Death. Think of sweeper spells as cards that immediately level the playing field. If you're losing, just play a sweep. Instant board reset and everybody is on even playing grounds. Cheaper Alternatives: Hallowed Burial, Devastation Tide, Coastal Breach, Evacuation; just make sure it only targets creatures (not like Wash Out) because you don't want the auras returning to hand. You want to get rid of the creatures and have the auras fall off.
I don't quite agree with Atrox's approach because I know most hexproof decks run Umbra auras (Hyena Umbra), and will easily have more than 3 toughness.
Personally, TO COMPLETELY REDESIGN YOUR DECK, I would use no creatures and only spells or maybe with creatures with nice ETB (enter the battlefield) effects (Archaeomancer. This way, the sweepers don't affect you very much and will only remove your opponents' creatures. Red will be reserved for dealing damage, and blue will be reserved solely for sweeper spells & drawing cards.
Current problems with your deck:
1) It's slow. You're going to have to have multiple pingers which all take about 3 turns+ summoning sickness to start becoming active. Izzet decks are supposed to be fast & maintain control from the beginning of the game.
2) The synergy is a little too far apart - you want to have creatures pinging damage, you want to counter spells, you want creatures to get buff; there's only so much you can do with 7 cards in your hand.
3) No card draw - you'll run out of steam very very fast. Blue excels in card draw - you should make use of it!
Try to find out what your style is, then start asking for tips to point you in the right direction.
Let me know if you have questions :) (I play an aura deck)
2 months ago
JoeNathan37 yeah, I did a slight refangle, removed the PWs and changed it from 34 to 33 lands yesterday to accommodate Nyx Weaver, Lotleth Troll, Cultivate and Simic Signet. Any suggestions on a card to drop for Muldrotha, the Gravetide? I'll have to playtest the deck a few times to get a feel for the mana ratio. Shouldn't be too bad with the ramp I have now, but perhaps would be a little limited in some matchups, it's always frustrating to miss that land drop!