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, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card and put it onto the battlefield. Then shuffle your library.
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Marsh Flats Discussion
1 day ago
You should decide on a mid-range game plan too, Kaalia of the Vast draws hate, if she's being controlled need a game plan or combo. Some common ones I've seen are Crucible of Worlds good with your Armageddon (and others), Worldgorger Dragon is one of my favorites but scares me personally works with your Angel of Despair (and others), Sword of Feast and Famine + Hellkite Charger or Aggravated Assault (OLD SCHOOL), or the one I play and have been trying to refine Kiki-Jiki, Mirror Breaker. Just gives some options for mid-game if Kaalia of the Vast strategy isn't working.
Butcher of the Horde didn't work for me, he might work for you, I was trying to abuse his sacrifice. At CMC 4 5/4 he ok, but read your list of 30 creatures and tell me how many you're going to sacrifice to him. Protects them from theft, I suppose, but too situational for me.
Stormbreath Dragon feels a bit too expensive at CMC 5 for a 4/4. But I really actually like that dragon. Personally I woudl run a Rakdos the Defiler or Thundermaw Hellkite or even a Platinum Angel or Kokusho, the Evening Star, ok theres a few! But he looks cool and like the Protection: .
I detest Tariel, Reckoner of Souls, his randomness has burnt me too many times for a tiny 4 power for CMC 7. Very much dislike him lol.
I find my Lightning Greaves critical to my deck, so I run Steelshaper's Gift, I know it's not popular, but I recommend it, never been unhappy pulling it. Idyllic Tutor can be more modular, but for CMC 3.
4 days ago
Here's my suggestions
-1 Evolving Wilds
-1 Terramorphic Expanse
+1 Arid Mesa
+1 Marsh Flats
+1 Scalding Tarn
+1 Sacred Foundry
+1 Mox Opal
+1 Temple of Enlightenment
-1 Sydri, Galvanic Genius
+1 Darksteel Forge
Sydri isn't so good in your more creature-based strategy. Conversely Darksteel Forge is a beast of a card, regardless of your preference for creature or noncreature artifacts.
-1 Master of Etherium
+1 Master Transmuter
I like Master Transmuter. It does gross things with all the high cost artifacts you've got running amok. Master of Etherium is mostly just a big body that hits things. Sure it functions as a lord for your dudes but if that's what you wanted there are a multitude of other cards that better fulfill that role. Seeing as how MoE is really your only dedicated lord, I think it's fine to replace it with the explosiveness of Master Transmuter.
Who needs Attrition when you have a commander that kills things as well? There certainly exists an argument that this is the wrong swap, along with all the other cards I've suggested, but I think you can get by without and Intuition is just really strong for your deck. You don't even really care what artifact they pick since your graveyard is just another resource to you.
4 days ago
k_larriv Very interesting list and I think it looks really good.
Ill admit Im a little jealous you found a Serra's Sanctum, which should be wonderful in a deck like this.
As far as the maybe lands you have, Id forego all but Cabal Coffers. I agree that Scrubland and Marsh Flats are pricey for the fixing they provide like its a near insignificant improvement in the land base for the price of all the lands already in the deck all put together (unless, of course, your meta is super cut-throat competitive, which doesnt sound like much fun to me)!I highly recommend Cabal Coffers, although it would work best if you increased your swamp count or indeed picked up Urborg, Tomb of Yawgmoth. In fact, if you add Urborg, Tomb of Yawgmoth and a couple more swamps, that should take pretty good care of your mana fixing right there without considering the (other) expensive duals and fetches since Urborg will make all your lands tap for black mana. Paired with Cabal Coffers and you can see where your mana can accumulate rather quickly without duals and fetches. I might go as far to say that the Urborg, Tomb of Yawgmoth - Cabal Coffers combo is more effective and consistent at generating mana in a deck like this than Serras Sanctum would be because they rely on your lands, which are less prone to removal than your enchantments throughout the game (unless your meta is running mass land removal). Of course, this only applies if you actually manage to get these lands into play, and for that I suggest the incredible Expedition Map. Expedition Map is a great artifact in that for 3 generic mana you may search for a land . . . any land! This includes Cabal Coffers, Urborg, Tomb of Yawgmoth, Serra's Sanctum, or even Nykthos, Shrine to Nyx. This effect can easily replace a mana rock, as essentially fetching for any land can be much more powerful than almost any mana rock. For example, you have Commander's Sphere, which is the same cmc as Expedition Maps total effect (1 cmc plus 2 to sac it), but the sphere can eventually be removed easier because it has to hang around for a couple turns before you get even with the amount of mana you used to cast it. Yes, it cantrips on the fly if targeted for removal, but the draw can be anything from another card that produces only a single mana to a high cmc card that you cant even play for a while (because, ironically, youre getting mana screwed) or a great card that you didnt want to draw at that time. Expedition Map, however, cantrips itself into any land you feel will help you out the most at that time. Have a bunch of enchantments out, but only a couple swamps? Use it to get Serra's Sanctum! Just got wiped of your enchantments and have a handful of swamps out? Get Cabal Coffers! Already have Cabal Coffers out? Get Urborg, Tomb of Yawgmoth! You notice your devotion to white is currently greater than your number of enchantments out? Grab out Nykthos, Shrine to Nyx with Expedition Map! With so many high utility lands, especially if you add Urborg, Tomb of Yawgmoth and Cabal Coffers, the Map is a great tutor for them, and can replace a mana rock.
Regarding Eiganjo Castle: its great to keep Daxos alive . . . if he were only taking 2 damage at a time since you have to tap the land for the ability, but if he were taking 4+ damage, then not so good. At least in my meta, Im more likely being swung at, and would like to block or prevent damage, of power 5+ (this is EDH afterall). The 2s and 3s swinging at me I would usually let in if I have no other blocker other than Daxos since I obviously dont want to trade my commander, and with enough life-gain effects from lifelink abilities and extort, this may end up being okay (et al your Campaign of Vengeance, Death Grasp, Fumigate, Underworld Coinsmith, etc., and Authority of the Consuls and Blind Obedience from your maybeboard). A better effect would be to prevent the higher damage amounts, which, if Daxos is not already enchanted for indestructibility, can be done via other enchantments! Righteous Aura (already on your maybeboard) is a cheap (cmc and $) aura enchantment that allows you to repeatedly pay one white mana and 2 life to prevent all damage a targeted source would deal to you this turn. Not great when 1/1s and 2/2s are swinging at you (again, see the life-gain balance above), but great for a small handful of 4/4s+ - even if those creatures attacking you have trample and lifelink the Righteous Aura will protect you for a mere investment of a white mana an 2 life. Better to pay 6 life and 3 mana than lose 10-12 life from a couple 6/6 tramplers (or worse still, 5-6+ commander damage!). Possibly even better for Daxos specifically is Gossamer Chains. A nifty 2 white mana enchantment with the ability to return it to your hand to prevent all combat damage from any single unblocked creature. Someone attacking you with his or her green fatty? Assign no blockers and just before the damage step, return Gossamer Chains to your hand and prevent it all which you can then recast from your hand on your turn for another experience counter from Daxos! Of course, its a single use until you can recast it, whereas Righteous Aura can be used multiple times while its out, but for late game when its down to you and one other player, or a three player game where one player isnt casting much fatty creatures, it could really shine and rack up your exp counters. Like any similar prevent damage effect, it can also outright prevent an opponent from attacking you if he or she knows the damage wont get through anyway, and it would even net you another exp counter for which the attacker does not want to be responsible for, so he or she may end up attacking your opponents instead until the Chains can be removed. I notice you have Pariah on your maybeboard, which would have a similar effect for you if you enchanted your own indestructible creature or creature with protection from combat damage (et al your Heliod, God of the Sun and Teysa, Envoy of Ghosts), but then Pariah is highly susceptible to being 2-for-1d if the creature it enchants is still removed somehow, plus Pariah is usually used on an opponents creature to play that opponent into using removal on it instead of on your other enchatments.
-I notice youre running Grave Peril over Seal of Doom. Grave Peril is 1 cmc less, but at 3 cmc for Seal of Doom (1 generic mana at that, but Sun Titan can still recur either), it shouldnt be terribly difficult to cast, plus you can trigger Seal of Doom whenever you would like instead of relying on Grave Peril mandatorily (not optional according to Oracle) sacing itself when any other non-black creature ETBs. You must sac Grave Peril to destroy any other non-black creature, which I understand may prevent opponents from casting certain creatures while it is out, but only temporarily until they find a way to remove it or cast a martyr creature that he or she is willing to be destroyed (or worse yet, just trip it with a 1/1 token) to then cast other non-black creatures. In fact, Grave Peril auto-triggers on any of your own 7 white creatures in your deck, so you wouldnt be able to cast those either white it is out unless you remove Grave Peril or allow your creature to be destroyed. Seal of Doom on the other hand, like Seal of Cleansing that you have, allows you to cast and choose when to sac it to destroy any targeted non-black creature.
-I notice youre running Pacifism over Prison Term. Pacifism, like Grave Peril, is 1 cmc less than the alternative Prison Term (1 white mana, but Sun Titan can still recur either one), but for the one extra white mana investment, the enchanted creature also cannot activate its abilities (Breya and Atraxa, anyone?). Better still, whenever another creature ETBs, you may move Prison Term to that creature, so you can move the Prison Term around the board as new creature threats emerge from multiple players. It can even be used as a political bargaining chip in the political atmosphere of EDH. You can play it on PlayerAs creature for example, but then PlayerB casts a big fatty that PlayerA knows is going to attack him or her. PlayerA can bargain with you to move your Prison Term to PlayerBs creature in exchange for not attacking you or targeting you with PlayerAs creature. Now youve effectively Pacified 2 creatures from attacking you! I thought there was a Pacifism-type enchantment that could also be returned to a players hand (to recast for Daxos exp counters), but I cant think of the name off the top of my head ATM.
-I notice youre running Succumb to Temptation over Read the Bones. I admit, Succumb to Temptation is rather . . . tempting (couldnt help it), but for the same 3 cmc (without the double-black mana even) you can effectively dig 4 cards deep with Read the Bones. For example, Temptation draws you 2 cards. Thats it. You draw whatever 2 cards were sitting on the top of your library at that moment. However, with Bones, you get to scry 2 first before you draw 2. You dont like the 2 cards you just scryd? No problem, slip them to the bottom of your library instead and take your chances on the next 2 cards, which means youve now effectively dug 4 cards deep into your library looking for that answer. Granted, Temptation is at instant speed whereas Bones is sorcery, but I think the scry ability essentially letting you look at the top 2 cards before choosing to draw them is more powerful than drawing at instant speed when you have other draw engines in the deck (et al your Underworld Connections and Erebos, God of the Dead if you choose to add him too from your maybe board). Plus, Bones is on flavor point for being from Theros block where Daxos originally hails.
A couple other cool cards I can suggest include:
-Dauthi Embrace: a 3cmc enchantment (Sun Titan range!) that can give a target creature shadow until end of turn for 2 black mana. With shadow, your creatures (most likely your Daxos enchantment tokens) can only be blocked (and can only block) other creatures with shadow. Tell me the last time you saw a shadow creature stomping around in EDH? So, this effectively makes your tokens unblockable given enough black mana, which shouldnt be terribly difficult mid- to late-game if youve used Expedition Map to pull up your Cabal Coffers and Urborg, Tomb of Yawgmoth!
-Equipoise: Although I havent used this enchantment myself, it seems fairly spicy! Again, that sweet 3cmc Sun Titan range. It basically makes it so that a target player doesnt have more resources than you during your turn by phasing out any amount of each permanent type that the player controls greater than the amount of perms you control. Phasing out basically removes the permanents (and any attached auras or artifacts) from the game like they were never there important to note that the permanents are not exiled, so ETB triggers do not trigger upon their return and all attached auras/equips also return just the same. Best part is that you get to choose which perms phase out for your turn, so you can choose the untapped creatures, untapped lands, etc, to prevent combat clocks or counters/other instants being played from that player on your turn. If you play this card, let me know how it goes because Im interested in its effects.
-Argivian Find is worth a note if you manage to lose Sun Titan and really need to get back that Seal of Cleansing or Seal of Doom, etc. A 1 white mana instant-speed recursion of any enchantment or artifact is always good utility. Bonus points if you return Expedition Map to fetch up Cabal Coffers after youve just used the Map to get Urborg, Tomb of Yawgmoth!!
1 week ago
Hidden Stockpile is interesting, might be worth testing. Smuggler's Copter I've always been against since it turns on enemy removal that's otherwise dead, but now I see Craig Wescoe championing a slightly weird build with a playset of them, so maybe it's time I rethought that position?
As for Sram's Expertise, I feel like it's tough to justify over Gideon, Ally of Zendikar or Sorin, Solemn Visitor (ironically the former is the card's main problem in standard, also). Our planeswalkers are just so powerful, and we can only play so much 4cmc. I will say I like the idea slightly better in G/W tokens, as they have dorks to help with the cmc, and more really potent 3cmc spells to cheat in off it. They're also a more goldfishy deck than us, and Expertise is all about trading power and long game value for speed.
As for Fatal Push, I'd say it replaces all mb removal after Path to Exile for anyone with a playset of Marsh Flats and 8+ fetches total; I'd probably want 3 copies personally. For people without Marsh Flats, I'm not sure, would need to be tested, but the lack of the option to fetch for a Swamp and cast it for 1 life instead of 3 is a big deal in a lot of matchups.
1 week ago
If you can add a black splash with some Marsh Flats, Windswept Heaths, and Godless Shrine/Overgrown Tomb, etc, then Lingering Souls is great, and I would take out Midnight Haunting. If you can't, then it's a bad Midnight Haunting that you should cut.
2 weeks ago
Your deck is fairly optimized, but I do see some spots in which I think it could be improved upon.
Lands: You do not need 38 lands, 36 would probably be best. Furthermore you should also have fetches in your colors (i.e. Misty Rainforest. Flooded Strand, Polluted Delta, Bloodstained Mire, Marsh Flats, and Scalding Tarn). Trim the lands such as Temple of Deceit and Temple of the False God. Ancient Tomb is a much better option than Temple of the False God. Add Riptide Laboratory as it works well with Venser, Shaper Savant. Homeward Path does not seem worth it, Shizo, Death's Storehouse allows Lazav to get in damage more easily. Nephalia Drownyard is a decent option to give you mill when you have nothing on board.
Planeswalkers: Tamiyo, the Moon Sage does not really do much for the deck and can be cut. I am also not a fan of 7 cmc planeswalkers and think that you should cut either Ugin, the Spirit Dragon or Karn Liberated. I personally think Ugin, the Spirit Dragon does more for the deck as it actually puts things into the graveyard. Jace, Memory Adept and Ob Nixilis Reignited should probably be in the deck.
Creatures: You have wayyyy too many creatures that are just value and do nothing in the way of pushing forward your gameplan with Lazav. Creatures I would cut: Consuming Aberration, Dimir-doppleganger, Diluvian Primordial, Grave Titan, Phenax, God of Deception, Sheoldred, Whispering One, Skithiryx, the Blight Dragon, Wrexial, the Risen Deep, and Wurmcoil Engine. You creature base should mainly consist of cards that draw you cards, ramp you, counter spells, tutor, kill creatures, protect Lazav, lock down the game, or get back something from your graveyard. You will also most likely want a backup win-con usually in an Eldrazi titan, Ulamog, the Infinite Gyre being the best candidate. As for the replacements I can suggest Jace, Vryn's Prodigy Flip, Bloodgift Demon, Solemn Simulacrum, Burnished Hart, Noxious Gearhulk, Ob Nixilis, Unshackled, Venser, Shaper Savant, and Steel Hellkite.
Artifacts: Mesmeric Orb is a staple for Lazav. I'm not a huge fan of Mindcrank unless your combo-ing with it and as you said you want no combo's. Mind's Eye does not do enough for it's cmc. Lazav should probably have an card that gives him lifelink in either Batterskull or Loxodon Warhammer. Mana Vault should also be in here.
Instants: Desertion is mediocre and is much better off as Mystic Confluence. Dissolve, Hinder, Stifle, and Undermine are all pretty underwhelming as 3 cmc seems to be the spot at which counterspells seem to become average. I'd suggest Forbid, Arcane Denial, Swan Song, Disallow (when it comes out), and Pact of Negation. You also really need at least one kill spell as a catch all for creatures. I would suggest the following Ashes to Ashes, Hero's Downfall, Ruinous Path, Slaughter Pact, and Snuff Out.
Sorcery: I'm not really in love with any of your sorceries except for Demonic Tutor. Temporal Mastery is outclassed by Time Warp. I don't think Rite of Replication is worth it as none of your creatures are really worth copying. As for Bribery, Lazav should always be your primary focus and you should not be relying on your opponent's to win. I could see Rise of the Dark Realms sticking around as a secondary win-con in case the game goes poorly, but you should never really be in that state unless you navigated the game poorly. Traumatize only hits a single player once, Lazav wants something repeatable. Also if Eldrazi titans are big in your meta then Traumatize is pretty bad. Toxic Deluge and Dark Petition should definitely be considerations.
GL and hope this helps!
2 weeks ago
You've got far more lands than you need. Use artifacts for fast mana (i.e. ramp in early turns) and cut down to 33-36 lands.
Stax is very meta dependent. I don't know what decks you play against most often so some card suggestions may be a poor fit. That said, general resource denial is staple of stax strategies and you're light on it currently.
Cards to cut to make room for recommendations below: Loxodon Warhammer, Balance (this is banned in EDH), Burning Wish (you have no sideboard!), Whispersilk Cloak, generally fewer MLD spells unless you build more heavily to make it one-sided. Stax wants to find ways to break parity in the mess it creates of the game state. Royal Assassin, Solemn Simulacrum, Windborn Muse, Devastating Dreams, possibly all 3 walkers as there are easier ways to "recur" small creatures to sac.
Creatures to consider (heavily dependent on your meta): Aven Mindcensor, Containment Priest, Ethersworn Canonist, Recruiter of the Guard, Spirit of the Labyrinth, Lodestone Golem, Thalia, Guardian of Thraben, Vryn Wingmare, Glowrider, Reassembling Skeleton, Eidolon of Rhetoric.
Land recommendations: As many of the fetchlands in your colors as you can afford (Bloodstained Mire, Polluted Delta, Windswept Heath, Flooded Strand, Wooded Foothills, Marsh Flats, Scalding Tarn, Verdant Catacombs, Arid Mesa). Budget alternatives are the Mirage cycle of fetches, such as Bad River.