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Morphic pool enters the battlefield tapped unless you have two or more opponents.
: Gain or .
Morphic Pool Discussion
2 days ago
In a deck like this, one of the first things that comes to mind is Lim-Dul's Vault . It's an instant-speed tutor that helps smooth things out. You can also throw in a few targeted kill spells, since that seems like it could be good (depending on playgroup): I would recommend Vindicate , Anguished Unmaking , and Capsize .
I would avoid City of Brass , since having Urborg, Tomb of Yawgmoth doesn't stop you from damage. Mana Confluence is perhaps less dangerous. If you want more duals, you also can use Sea of Clouds and Morphic Pool .
If you want to annoy people, maybe Mistbind Clique could be fun. Hushbringer means that you would just have instead a big 4/4 with no drawback for 4, but no Hushbringer can really screw with your opponent. (Which is always fun.) And speaking of annoyances, I find Thalia, Heretic Cathar to be much more irritating to opponents than Blind Obedience .
If you're fine with Planeswalkers, there are a few I would recommend! Ashiok, Nightmare Weaver , Teferi, Time Raveler , Elspeth, Sun's Champion , and maybe Kaya, Ghost Assassin all come to mind as potentially useful.
In any event, faeries are lots of fun! Hopefully you make your opponents go "WTF" a lot...
1 month ago
Check out my Atraxa Deck. Been working on it for about 2 years. This removal package and pillow fort/tokens strategy has been working great. I do plan on changing some walkers though.
For a budget build, the expensive artifacts can be replaced by Land ramp: Farseek , Cultivate , Kodama's Reach . The dual lands can be replaced with the Battlebond Lands: Sea of Clouds , Morphic Pool , etc. And the Fecthlands can be slightly replaced by the newer Basic Land fetches and adding some Snow Lands.
2 months ago
Wow, lots of good card here. It's not every day I see a Candelabra of Tawnos :)
I don't think you're taking enough advantage of having a sac outlet in the Command Zone. Grimgrin's no mana cost sac is his strongest ability.
- Undead Augur > Walking Corpse
- Midnight Reaper > Graveshifter
- Diregraf Captain > Gravedigger
- Plague Belcher > Ingenious Infiltrator
- Relentless Dead > Tattered Mummy
These Zombies give you value when another Zombie dies, when one is saced by Grimgrin.
Some other upgrades to consider:
- Brainstorm > Divination
- Ponder > Scour All Possibilities
- Phyrexian Altar > Ashnod's Altar
- Necropotence > Gruesome Fate
- Diabolic Intent > Grave Betrayal
- Buried Alive > Witchbane Orb
- Reanimate > Return from Extinction
- Animate Dead > Finale of Eternity
- Cyclonic Rift > Kindred Dominance
- Counterspell > Exclude
- Sidisi, Undead Vizier > Risen Executioner
- Gray Merchant of Asphodel > Necromaster Dragon
- Apprentice Necromancer > Graveshifter
- Carrion Feeder > Stronghold Assassin
Black is too important of the color to have in the early game because the majority of Zombies are black not blue. 10x Island is a lot I suggest cutting lots of Islands and replacing them with other playable Dimir dual lands.
Cards to consider cutting:
- Scour All Possibilities
- Gruesome Fate
- Return from Extinction
- Walking Corpse
- Tattered Mummy
- Ingenious Infiltrator
- Stronghold Assassin
- Necromaster Dragon
- Argentum Armor
- Door of Destinies
- Grave Betrayal
- Finale of Eternity
- Kindred Dominance
- Ashnod's Altar
Good luck with your deck.
2 months ago
Ok, let's go THCue!
As far as lands go, I completely agree with you. One of my (very) long term plans is to replace all slow lands with more efficient duals. I guess it'll happen over time, otherwise I'll just put in some basics instead. My main concern is that "good" duals like Watery Grave , Morphic Pool etc. are very pricy and I don't think they'll go down any time soon.
- I have a Crawlspace in my binder, I might as well try it myself. I wanted to stray from pillowforting, but it's a bit of a necessity in deck's like these after all.
- Mask of Avacyn is good protection, but doesn't grant haste. Actually, only Swiftfoot Boots and Lightning Greaves do such double function and I'm happy with them, as of now.
- Mind Grind is very powerful, but needs a lot of mana to be useful, something I'm sometimes struggling to get to. I have it in the binder, I might try it again sometime.
- Ritual of Soot is a good selective wrath, but I feel like it might not impact the board enough to be really useful, at least in my meta.
- Regarding the fact of having tapped creatures, I must tell you that it's not a problem actually. When a creature is not affected by summoning sickness anymore, you can tap it for Phenax's ability. This doesn't mean that you have to do it right away. I usually keep the creature/s untapped for the whole rotation and tap them to mill only in response at my last opponent's end step (right before the start of my next turn). This means they stay untapped for the whole rotation!
3 months ago
So, I have a couple suggestions. I found this deck under the 'help' tab, but your description doesn't ask for help. So please forgive me if I sound presumptuous.
Preordain . Ponder and Brainstorm are already in your deck, and Preordain will help dig to lands if you need them, and past lands if you don't. One-mana cantrips are some of the best cards for getting a deck more powerful. Importantly, running more cantrips means that you can cut a land or two, meaning your deck will have a higher average card power.
Your mana-base has room for improvement. Watery Grave is great, especially if you end up running fetch lands. Zendikar/Onslaught fetches like Polluted Delta or Misty Rainforest are easily the best fetches, but slow-type like Bad River and Rocky Tar Pit can also be useful. Also, consider Prismatic Vista . With a high concentration of land-based shuffle effects, Brainstorm becomes more and more powerful. Evolving Wilds and Terramorphic Expanse are good substitutes. Sunken Hollow and Fetid Pools are also fetch-able. Other duals, like Underground River , Morphic Pool and Choked Estuary are also good.
In non-green EDH decks, artifact ramp is of prime importance. Talisman of Dominance , Fellwar Stone , Mind Stone and Thought Vessel are all great. Two-mana rocks are significantly better than three-mana rocks in EDH, as by the time you have three mana you usually want to do more powerful things than cast a rock. Additionally, if you end up running Ancient Tomb or Mana Crypt (which are hard to get ahold of), you can land a two-mana rock turn-one. Mana Vault also happens to be busted.
In magic, it happens that it's a LOT easier to exile your deck than an opponent's. Jace, Wielder of Mysteries works great in Doomsday -style decks; if you're smarter than me, you can probably use Doomsday to tutor up your infinite mana combo. More simply, you can just cast Demonic Consultation with Jace, Wielder of Mysteries on the table, naming a card not in your deck (I generally use Atog or Singing Tree ), and then draw a card to win. So you may want to include Demonic Consultation and/or Doomsday , the latter if you have a lot of power in the brain-thingy.
I see you're running Ashiok, Dream Render ; I love that card. Narset, Parter of Veils is also worth running, especially if you choose to include Windfall . Narset's been kicking ass in Vintage recently, and I have found her to be completely nuts in EDH.
I may be missing something, but I am unsure as to why you're running Seat of the Synod and Vault of Whispers . If you had a Mox Opal in the list they might make more sense, but as things stand I think they're just worse than Island s and Swamp s. Back to Basics , Blood Moon , Magus of the Moon , By Force , Null Rod , Stony Silence and Collector Ouphe are all rampant in EDH (at least in my experience), so I think you'd be better off cutting the artifact-lands.
Vision Skeins is an interesting include; you may be interested in running Words of Wisdom , which gets your opponents less out of the card. Also, if you run Notion Thief , the card is pure value. Note also that Vision Skeins becomes Words of Wisdom if you have Narset, Parter of Veils out.
Ovinize is worse than Rapid Hybridization or Pongify , in my opinion. I think you should run two to three boardwipes -- Cyclonic Rift , Toxic Deluge and Damnation are the best ones, I think, with Toxic Deluge on top (you can cast it while Gaddock Teeg is down).
Demonic Tutor is the best tutor, and Scheming Symmetry is good in a deck heavy in mill effects. There're some other good tutors to consider, of varying price: Vampiric Tutor , Diabolic Tutor , Fabricate (to get Isochron Scepter ), Mystical Tutor (for your Dramatic Reversal ), Dark Petition , Beseech the Queen , Mastermind's Acquisition and Lim-Dul's Vault are all good. Ideally, you wouldn't include the four-mana tutors, since they tend to take a whole turn to resolve. I suggest running around two or three more tutors than you have now.
There're a couple of ways to generate card-advantage that I think are worth including in a final list of this deck. I'm not entirely certain how the deck plays, but if you have Oona, Queen of the Fae out frequently without an infinite-mana combo, Skullclamp is definitely worth including. Sticking it on one of your faerie tokens means butt-loads of card-advantage. Slate of Ancestry is similarly good if you tend to have a high creature-count. Fact or Fiction and Chemister's Insight are alright instant-speed card-draw. Phyrexian Arena is a good piece of permanent-based card-draw, and Dark Confidant , if you have access to it, is great with your low average CMC. Speaking of low CMC, Ad Nauseam is a great card-draw spell; I recommend including it for the high-value card-draw.
If you want to pour money in here, Cavern of Souls is a great way to make sure your general isn't countered.
There're a few counterspells you don't have that I think you might find useful. Counterspell itself is good, and it's far pricier cousin, Mana Drain , is also great. Spell Snare , Swan Song and Flusterstorm are all great counters as well. Turn Aside is one I've thought about but never used... you may want to consider it.
If you choose to keep mainly basics and avoid the duals mentioned in (2), consider Back to Basics . The card is under $10 nowadays, and it's a great way to punish greedy mana bases.
Ok! That's all I got. Good luck, man!
4 months ago
I don't think you need more combos... I think you need better mana, tutors and card draw to make your current combos more consistent. Running one or two combos is probably good enough, especially since zombie decks tend to be good at the beat-face plan, too. Counter-magic is worth considering, though not everyone likes running it.
Mana: Ramp is a big part of EDH. Having fast, reliable access to your colors is indispensable -- this is part of the reason two-cost rocks are better than three-cost rocks. I think Talisman of Dominance is probably better than Commander's Sphere . It comes down a turn earlier, and it allows you to cast your general turn three. Cards like Charcoal Diamond , Sky Diamond and Coldsteel Heart are also good, though their coming into play tapped is a real setback. Underground River is a land you should consider, as are Morphic Pool and Drowned Catacomb .
Tutors: Demonic Tutor and Vampiric Tutor are the gold-standard here, though they're also rather hard to get ahold of. I like Dark Petition and Diabolic Tutor ; you might want to consider Entomb or Buried Alive to get your Gravecrawler and friends into the 'yard. If you include Animate Dead , Reanimate , Necromancy , Exhume and/or Dance of the Dead you can get out your Grave Titan or Overseer of the Damned real fast. Reanimation packages are good.
Card Draw: There're a few cards I think you either didn't know about or overlooked in this area.
Graveborn Muse : This card is BUSTED in zombie decks. Even staying out for just one turn cycle can get you four or five cards easily, making it a way better Phyrexian Arena . If you choose to run something like Whip of Erebos , you can pretty easily recoup the life.
Cantrips: Ponder , Preordain and Brainstorm are all excellent cards; in Vintage, these are signatures of Xerox-decks. They'll dig you to lands if you need them, and get you past lands if you don't. Note that Brainstorm goes from OK to really good with the inclusion of shuffle-effects, like your Evolving Wilds . Running more of these lands, like Prismatic Vista , Flooded Strand , Polluted Delta , or even just Bad River or Rocky Tar Pit is a good idea.
Treasure Cruise / Dig Through Time : These are good ways to utilize lands or similar non-functional-in-graveyard cards you mill with Gisa and Geralf . Depending on how full your yard typically ends up, running one or both of these is probably a good idea.
Distant Melody : I'm not sure how many zombies you have, but having an average of four or more zombies will make this worth including.
Undead Augur : This card will help you out-draw opponents.
Corpse Harvester : While not technically card-draw, it is a good form of card-advantage. It'll get you both swamps and whatever creature you need. If you include Fetid Pools , Sunken Hollow or Watery Grave , you can fetch those, too.
Fact or Fiction : This is card-draw and self-mill all packed into one card.
Patriarch's Bidding : This is a great way for tribal decks to come back from a boardwipe.
Coat of Arms : This is a lot of mana to invest in an easily-killed artifact, though it is worth considering. This can rather easily pump your guys with +5/+5.
Gray Merchant of Asphodel : This is a good way to recoup life, while at the same time pressuring your opponents' life totals.
Rot Hulk : I'd run this in any zombie deck.
Exclude : In a creature-heavy meta, this is probably worth running as it does not cost card advantage.
Right -- that's all from me. Good luck!
4 months ago
Welcome to building commander! I'd recommend 2-4 more lands for one thing. a personal favorite is Temple of Deceit , strictly better than Salt Marsh . if price isn't too much of an issue, also look at Morphic Pool
To support your zombie theme, some cards I'd look at are Endless Ranks of the Dead and Ghoulcaller Gisa to generate more tokens, Graveborn Muse and Undead Augur for card draw, and Noxious Ghoul as a potential one sided board wipe. You can also go with generic tribal stuff like Kindred Dominance
To get the most out of the activated ability on your commander, maybe look at a mill sub-theme with cards like Undead Alchemist , Lich Lord of Unx , Dread Summons , and Stitcher Geralf . You probably won't kill anyone with mill, but it will load the graves with useful cards.
5 months ago
Hey, your deck looks good especially if it's really your first Commander deck. You do know what you're doing; have more confidence. Everything is fine except the manabase and you know this :)
Lands such as Backwater, Scoured, Tranquil and the two Temples can be upgraded with better lands. Lands upgrades to consider:
These are expensive price land upgrades. Some less expensive land upgrades are:
- Exotic Orchard
- Esper Panorama
- Ash Barrens
- Sunken Hollow
- Prairie Stream
- Fetid Pools
- Irrigated Farmland
Other cards to consider adding:
- Serra Ascendant
- Mystic Remora
- Smothering Tithe
- Mystical Tutor
- Consecrated Sphinx
- Resplendent Angel
- Rest in Peace
- Land Tax , Tithe or Gift of Estates
- Talisman of Progress , Talisman of Dominance or Talisman of Hierarchy
Cards to consider cutting:
- Ajani's Pridemate
- Ayli, Eternal Pilgrim
- Wall of Reverence
- Divinity of Pride
- Darksteel Ingot
- Paradox Haze
- Dromar's Charm
- Clever Impersonator
- Phyrexian Arena
- Diabolic Tutor
Morphic Pool occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
UB (Dimir): 1.32%
WUB (Esper): 0.6%
UBR (Grixis): 0.67%
BUG (Sultai): 0.58%