|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Common|
|Eternal Masters (EMA)||Common|
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Destroy target artifact or enchantment. Its controller gains 4 life.
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Nature's Claim Discussion
4 days ago
This is the list I was looking at: Sisay Stax/Combo
The description section is organized well and lists alternative card choices that may appear in different builds. It doesn't run Humility though, thankfully, because it really wants Sisay out and active.
Linvala, Keeper of Silence is annoying because it shuts down mana dorks and Kiki but I might actually like to see it on the table more than some of the other stax options the deck runs. My Animar list still runs Phantasmal Image and Phyrexian Metamorph so being able to clone Linvala to shut down Sisay would probably wind up hurting them more than me.
Ever since Spellseeker was printed I've been considering the option of a mainboard Nature's Claim in the deck. It's not needed as much now that we have Goblin Cratermaker but I still think it is a worthwhile meta option if you are frequently playing against decks like Sisay.
4 days ago
Genesis Hydra -> Ulvenwald Hydra
Karametra's Acolyte -> Priest of Titania
Siege Behemoth -> Freyalise, Llanowar's Fury
Silklash Spider -> Whiptongue Hydra
World Breaker -> Emrakul, the Promised End
Worldspine Wurm -> Void Winnower
Platinum Angel -> Circuitous Route
Hurricane -> Stonehoof Chieftain
Rampant Growth -> Nature's Claim
Revive -> Noxious Revival
Brittle Effigy -> Duplicant
5 days ago
Remove the scry land and get horizons canopy, put some more recursion in here... like Noxious Revival type cards. Removal in the deck needs to be better streamlined.... like get rid of return to dust...just put in Nature's Claim. You should also be running literally the best removal in the game in green color.. Beast Within. You have no way to deal with their lands.... and that will give you flexibility to do so... or other stuff. You might want to honestly play Seasons Past in this deck. Late game especially it will do more for you to get back some stuff. Yes I know you run bow... but that isn't enough.
Untaidake, the Cloud Keeper is literally a worse Ancient Tomb in every possible way... it's also dmg... versus paying the cost of life. That does matter in some situations. While we are on the topic of lands... get rid of riftstone portal... you shouldn't ever be having issues getting the land needed for what you do need. Yes I know it lets your fetch lands tap for green or white.... but just get a Strip Mine or Wasteland
You can remove lotus petal as you aren't a fast combo deck... it's unnecessary.... also remove mirari... you again aren't a combo deck... and even combo decks aren't using it. It's more of a good value feel card.. and you only have 9 cards that can use it... it's a wasted slot beyond necessary. You can put something else in there of value...maybe more good ramp? maybe... the Chord of Calling... which should be in here. You should probably have Crop Rotation in here... you have 2 very powerful lands in here that I'm sure you want out. Just because you have sisay doesn't mean you can't have other good tutors. Gaea's is a good sisay tutor... but why do that... when you can get rid of a fetch land that you don't need to fetch any more stuff... and get gaeas with it.
These are just a few things too look at. You have a lot of things that don't belong in here, or stuff that literally is just better to replace it. You can generally tell if a deck is optimized by looking at certain card choices. If it is because of money... then fine I get it, but most of these cards I mentioned are not expensive.
5 days ago
Cut the counterspells, only running 2 and having them heavily costed is a waste. Drop Armillary Sphere, Legion's Initiative, Intruder Alarm and Unnatural Selection and add more ramp/card advantage. Stuff like Farseek, Rampant Growth, Green Sun's Zenith, Phyrexian Arena, etc. I would also recommend cutting some more of the vanilla slivers to add some non-sliver based removal. Swords to Plowshares, Nature's Claim, that kind of stuff. Homeward Path is also absolutely worth a slot.
5 days ago
So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD
With that being said, there are several places I might tune this deck, sorted into the rough categories below:
Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.
Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)
Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.
Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.
Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.
I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.
I hope that helps!! :)
1 week ago
All of these cards are budget and will strongly support what you want to do.
Cuts//Any of these Shaper's Sanctuary, Uvenwald Mysteries, Untamed Kavu, Loxodon Smiter, Citidal Castellon, Hidden Dragonslayer, as these are just not known for winning the game. Replace a couple of sub-par lands with Encampment and Settlement.
I think those would get you going the right direction.
1 week ago
-2 Dakmor Salvage or -1 Dakmor Salvage and -1 Blackcleave Cliffs
-2 Ghost Quarter
-2 Insolent Neonate
-1 Assassin's Trophy
-1 Lightning Axe or -1 Golgari Thug
+1 Life from the Loam
+4 Creeping Chill
-1 Ghost Quarter/Lightning Axe/Tormod's Crypt
+1 Nature's Claim
-1 Something, maybe Ancient Grudge or Lightning Axe
+1 Assassin's Trophy (If so desired, not necessary due to number of removal and LD cards already present)
Game 1 is a sprint for Dredge, don't put ankle weights on and dilute your deck with SB cards in game 1. You're a linear aggro deck that acts like a combo deck, you don't want to react, you want to end the game before the opponent can win or react. The cards you actually lose to in MB right now are generally cards that are difficult to hedge against with Thoughtseize. Things like Terminus are never in the hand, Ugin, the Spirit Dragon only needs to resolve after being hit with Ancient Stirrings, and other boardwipes you can play through due to recursion. You should be going wide enough that most creatures/cards don't bother you with board presence. After G1, sure, side in your Thoughtseizes and removal such as Assassin's Trophy, because then you're not hedging a select amount of cards, you're answering the SB hate cards that are sure to come.
And 23 lands is about 3-4 too many, every list I've seen in the past week since the resurgence of Dredge due to the printing of Creeping Chill has run 19, and the Ghost Quarters seem out of place MB anyway (Also, the past week is relevant. Dredge has seen as many/more results in the past week than the past month. Even before that, the max I saw was 21 lands). Your deck needs to be gas and running that many lands isn't good for what is essentially an aggro deck. Life from the Loam is what fills your hand with lands to pitch to Conflagrate, running too many is going to cost you speed and consistency of hitting your Dredgers.
1 week ago
While your deck is turned in hyper drive with ramp to get the combo out as fast as possible, 1 counter spell or 1 removal is all it takes to stop this deck.
in Cedh there are a a LOT of those.
I used to run a similar sisay deck with 40 lands, 45 ramp and the rest combo cards (I ran the saffi/yomi combo) and while it worked amazing vs casual groups, when going against Cedh players it got destroyed more then I liked.
I cut a bit of the mana ramp and added protection like:
Dosan the Falling Leaf
Rebuff the Wicked
Lapse of Certainty
Brave the Elements
Now the deck is still super fast, turn 2 sisay still happens but now I also win more.
Your opponents know they need to stop sisay or paradox engine and one of them will have the card to stop you, or worse they have a faster combo then you (flash hulk for instance).
I know it looks super cool beeing able to combo of super fast BUT in Cedh forget it, it aint happening unless you get super lucky that all 3 opponents have a bad opening hand