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 weeks ago
Traumatize, Jace, Memory Adept, Mind Funeral, Mind Sculpt, Mirko Vosk, Mind Drinker, or Glimpse the Unthinkable? As for lands, Nephalia Drownyard, Drowned Catacomb. For preventing graveyard shenanigans like reanimation, Crypt Incursion or Relic of Progenitus.
3 weeks ago
Here's some cards to consider:
Grave Titan is an amazing finisher because tokens
Maybe just in case of grindy games, Elixir of Immortality is very helpful, in case of decking out
Another tip for looking for ideas is also looking at Sidisi, Brood Tyrant lists, just remember to take out the green.
Hope this helps!
4 weeks ago
Snapcaster Mage is down right expensive, but very, very good.
1 month 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? ;)
1 month 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.
1 month 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.
2 months 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?
2 months 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?