T: Add 1 to your mana pool.
1UB, T: Target player puts the top three cards of his or her library into his or her graveyard.
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Nephalia Drownyard Discussion
2 days ago
You'll never be at the point in the game where you'll be activating 2 Nephalia Drownyards in the same turn. Id either remove them completely or go down to 1 copy. I'd replace those, some basics and the Crumbling Necropolis with some Polluted Deltas (to activate Crabs more times), Watery Graves and/or Darkslick Shores. If you are able to add fetchlands, Manic Scribe becomes a good source of repeatable mill instead of the Wights or the 5 cmc creatures. I'd also try to finish the sets of Breaking / Entering, Archive Trap, and Mind Funeral (you wouldn't play a burn deck without sets of all 4 of the various bolts, would you? ;)
3 weeks ago
I don't even think you need Urborg. Your mana-fixing should be just fine without it and potentially fixing your opponent's lands may doom you in certain matchups, especially if most of their normal black sources have been milled already.
I could see one or two copies of Nephalia Drownyard in here, just as an effect to sink your mana into if your opponent passes with you needing to tap out. Another Oboro, maybe? The synergy is great Hedron Crab.
Beyond all this, how is Manic Scribe? Delirium seems like it may be a bit tough to achieve sometimes.
3 weeks ago
I noticed a large number of the cards in here currently have synergy with the opposing graveyard (such as Wight of Precinct Six and Guiltfeeder). While most of these types of cards are powerful in this strategy, i'd recommend cutting some of these types of cards for some cards that prevent your opponents from going ham on offense (defenders are good at this already, yes, but maybe there could be more defensive cards). the first one's i'd cut are Wight of Precinct Six, Guiltfeeder, Hover Barrier, Junktroller, Decree of Silence, Wall of Air, Disperse, Whip of Erebos, Jace's Phantasm, Baleful Strix, Mind Funeral. I would also add in some nonbasic lands with helpful effects if you get the chance and swap out some of those islands and swamps.
Potential Replacement cards I'd recommend:
Echoing Truth, Wall of Souls, Crawlspace, AEtherspouts, Hedron Crab, Silent Arbiter, Lim-Dul's Vault, Dissipation Field, Thousand-Year Elixir, Extract/Praetor's Grasp/Psychic Intrusion, Acquire/Bribery, Sphinx's Tutelage/Jace's Erasure, Nephalia Drownyard, Reliquary Tower and Archfiend of Depravity all have their respective uses for controlling enemy board state, fixing your draws, fetching the proper answers and providing uses for your mana at all stages of the game.
4 weeks ago
How can I balance the lands? Should I make the abilities of the first two have fixed values, rather than being variable? Should I increase the cost of the second ability of Tower of Rubble?
4 weeks ago
For me the red one seems the most troublesome. X damage in the face every turn? Ouch.
The black one is comparable to Nephalia Drownyard, but obviously stronger late game.
The "blow stuff up" Colorless land...abusable for sure, I'd be wary with an effect that strong.
Finally, I think Zirconia is absolutely fair. It's a land that only taps for mana and sometimes comes in tapped. It wouldn't be complicated to fulfill its requirements to always come in untapped, but is Command Tower really that busted?
1 month ago
Thanks for the feedback!
A few things: Evincar's Justice is most certainly a "real win-con". It's very effective. By the time you're casting it twice a turn it's a 5-turn clock. I've had no trouble closing out games and I've ran this through several leagues. Capsize is a unique pseudo win-con that completely disables your opponent, at which point it doesn't really matter how you want to finish them off. If you want to beat them down with a Mulldrifter for 10 turns they won't be able to stop it. This should be noted when talking about finishers.
In general I've noticed that many players have a tendency to say "play more win conditions" when they see a real control list. One of my favorite periods of Constructed Standard was when Nephalia Drownyard was played as the sole win condition in U/B control (with 1-or-2 Karn Liberated sometimes). That deck was very similar to this - the important thing was locking your opponent out of the game. Once you accomplish that, Winning is inevitable. If you play this deck correctly you'll find yourself in the exact same situation. You often have a full grip, twice as many lands and your opponent is topdecking 2/2's. In my opinion, this is how control decks SHOULD be built. Dedicating slots to win conditions is diluting your game plan.
Another thing: many, many players on mtgo concede the moment they have no outs. If you Capsize lock a Tron deck (or any deck) or show an Evincar's Justice with a high life total to an aggro deck, a high percentage of the time they concede. If I'm facing someone who does that I'll often board out my Curse! Win conditions?! Who needs them?!
2 months ago
ZeGinger, that's interesting.
I'm less talking about a card that shows a graveyard as much as a utility land that IS a graveyard, and does something that's interactive with either dead creatures, or something that you can sacrifice for a Buried Alive type effect. Do we have any of those?
Maybe: Clever Graveyard Name
Comes into play tapped. 1B (tap), Sacrifice clever graveyard name: search your deck for up to two creature cards and put them into your graveyard. 1WW (tap), sacrifice clever graveyard: return target creature card from your graveyard to the battlefield. BW (tap), sacrifice clever graveyard name: exile target players graveyard.
Clearly not all of those in one card, and strictly not better than Tormod's Crypt in the last instance, but is graveyardy.
2 months ago
Woodland Cemetery, Nephalia Drownyard and Lantern-Lit Graveyard all depict graveyards. But would be interesting to see a Graveyard land do something. Some sort of effect when a creature dies would be most appropriate in my opinion.