|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Return to Ravnica (RTR)||Rare|
|Ravnica: City of Guilds (RAV)||Rare|
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Land — Swamp Forest
(: Gain or .)
As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, Overgrown Tomb enters the battlefield tapped.
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Overgrown Tomb Discussion
12 hours ago
clayperce, thank you for the advice, it is super appreciated. I am still trying to make this work, and as I have more Overgrown Tomb , it might definitely be sensible to go back to green for artifact/enchantment removal.
21 hours ago
Looking at your manabase ...
Based on Frank Karsten's classic article, our target is 19x B, 14x R, and 12x W sources. This will give us a 90% chance of being able to have R or B on Turn 1, BB on Turn 3, and W on turn 3 (postboard). Your current manabase (as I type this): 19 Lands, but with only 15x B, 13x R, and 5x W sources. Here are a few thoughts:
- If you can spend ~$30 more: -2x Mountain, -2x Urborg, Tomb of Yawgmoth , -2x Dragonskull Summit / +4x Concealed Courtyard , +2x Sulfurous Springs . This is still 19 Lands, but will yield 19x B, 13x R, and 9x W sources and should play MUCH more smoothly.
- If you have any more Green Fetches or Shocks available, (especially Overgrown Tomb , which can also tap for Black), you might be better off ignoring the White splash, and just using the old Bridgevine manabase, with some mix of Destructive Revelry / Assassin's Trophy / Nature's Claim for Enchantment hate instead of Wispmare .
- No matter what, I'd recommend dropping the Dragonskull Summit s. Our deck REALLY wants a Turn 1 play, and because they enter tapped on Turn 1 they're quite meh. Basic Swamps would be better, as they would at least raise you to 17x B, 13x R, and 5x W sources.
Good luck (and skill) with the deck!
1 day ago
Hey, nice start, well made first version.
I think it's a mistake to play more Forests and Islands than Swamps because you need Swamps more than any other lands to play Zombies. Consider less Forests, less Islands replacing with more Swamps and dual lands? Lands within the deck's budget to consider adding:
- Llanowar Wastes
- Underground River
- Tainted Wood : only if add more Swamps.
- Blooming Marsh
- City of Brass
- Ash Barrens
Undead Augur and Cryptbreaker are great tribal Zombie cards. I especially like the interaction of these Zombies with Gravecrawler . Cryptbreaker is an engine for Zombie tribal which is busted for a one drop. Carrion Feeder is another one drop Zombie who has good interaction with Gravecrawler and Augur. Plague Belcher has a good Zombie tribal ability. Wonder is powerful when you have discard outlets, good with Island dual lands (Watery, Breeding, Sunken and Fetid). Buried Alive can tutor for Gravecrawler and Wonder and put them into your graveyard. Having another way to tutor for Gravecrawler and other Zombies and get them into the graveyard is helpful to play them with Muldrotha. Deathrite Shaman is not a Zombie, but its a great versatile card in multiplayer Commander. Mystic Remora and Animate Dead are excellent cards to replay with Muldrotha.
Some cards that are within the deck's budget that are upgrades:
- Nature's Lore > Rampant Growth: because playing Forest dual lands ( Breeding Pool and Overgrown Tomb ).
- Beast Within > Murder
- Diabolic Intent > Diabolic Tutor
- Final Parting > Razaketh's Rite
- Chromatic Lantern > Gilded Lotus
- Liliana, Death's Majesty > Liliana, Untouched By Death
Cards to consider cutting:
- 4x Forest
- 4x Island
- Rampant Growth
- Razaketh's Rite
- Diabolic Tutor
- Gilded Lotus
- Liliana, Untouched By Death
- Risen Executioner
- Soulless One
- Curse of the Bloody Tome
- Dread Summons
- Graf Harvest
- Kindred Dominance
- Havengul Lich
- Noosegraf Mob
- Kodama's Reach
Consider cutting Ashnod's Altar , Altar of Dementia and Door of Destinies to clear enough price to add Phyrexian Altar ? Because of having Gravecrawler then Phyrexian Altar is a big upgrade since it can make colored mana which can combo with Gravecrawler and another Zombie. Good luck with your deck.
1 day ago
Either of these would fit the theme of your deck better and would assist you in casting and running the deck.
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Recommended Land Additions/Swaps:
Cavern of Souls
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.
A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.
4 days ago
4 days ago
It looks like your trying to go budget with this list as well as low cmc, and +1/+1 counters. Meren of Clan Nel Toth wants creatures to get those experience counters. As well as sac outlets. id recommend increasing creatures and cutting from mostly instants and some enchantments possibly sorcerys too. Also not entirely sure why your running Black Knight . On that note.
all low drop creature sac outlet to make those xp counters while meren is out yahenni can get particularly mean as he gets big from board wipes that he can survive.
Skullclamp card draw.
Ashnod's Altar sac outlet and mana.
Sakura-Tribe Elder is great ramp as if meren see it die she gets a xp counter and if she has 2 she just puts it on the battlefield at end step to ramp even more.
Corpsejack Menace explosive with +1/+1.
Fleshbag Marauder make em sac get a counter.
Plaguecrafter make em sac premium.
Merciless Executioner make em sac more.
Mazirek, Kraul Death Priest benefit from them sacing.
Savra, Queen of the Golgari benifit from sacing only if you can sac reliably though. i still feel she is worth mentioning.
Jarad, Golgari Lich Lord a sac outlet that gets big and can win you the game.
Pir, Imaginative Rascal get more counters.
Managorger Hydra get alot of counters.
Gyre Sage get ramp with +1/+1.
Poison-Tip Archer make em pay with life for all the death.
Skullwinder good for politics.
Pollenbright Druid uber cheap proliferate or +1/+1.
Ravenous Slime make other graveyard deck hate you as your creature get huge.
Scute Mob adorable and terrifing if left on the field to long.
Tendershoot Dryad if you like tokens.
Vigor he makes everything bigger.
Vulturous Zombie bird that gets big.
Winding Constrictor more counters
Golgari Grave-Troll dredge +1/+1 counter a golgari staple cheaper since the reprint
Skullbriar, the Walking Grave +1/+1 staple
you also might want creatures to bomb into with meren.
Avenger of Zendikar high cmc yes but if hes in the grave with enough xp free plants that get bigger or die for xp.
Hornet Queen same as avenger but deathtouch and flying they dont get bigger but dont really need to.
Underrealm Lich is a great way to filter through your top deck and load your graveyard. combos with the oh so pricey but oh so worth it Sylvan Library the way the replacement effect works with these two out has you drawing three cards keeping one putting two into the yard 3 times for 3 more cards in hand an 6 more in your graveyard for meren to see at endstep. (sorry if unnecessary i love that combo.)
i may have gone a little overboard (and could go on) but i think looking through the creatures i mentioned might be able to give the deck a shot in the arm probably aim for 30-35 creatures as thats what meren wants to abuse. thats just the creatures though and you still might want to look into increasing your ramp and card draw.
i hope this helps.
5 days ago
most things that your opponent will use to target Phantasmal Image are things that would kill it anyway, so thats not really an issue. being able to copy any stackable sliver effect is huge though. as for the rainbow lands, you shouldn't have too many of those anyway. i use Sedge Sliver and Collected Company in my build as well, and almost never have trouble getting blue for Phantasmal Image . maybe it'd be easier for me to explain if i just list my manabase.
4x Bloodstained Mire 4x Polluted Delta 1x Godless Shrine 1x Overgrown Tomb 1x Blood Crypt 1x Watery Grave 1x Stomping Ground 1x Breeding Pool 1x Steam Vents 4x Sliver Hive 1x Mountain 1x Forest 1x Island 1x Plains 1x Swamp
thats 24 lands. 12 of which can produce/fetch for green, 13 of which are or fetch for a swamp, and 12 of which produce/fetch for blue. and thats before taking into account that Manaweft Sliver can make blue, or you can just Aether Vial / Collected Company the Phantasmal Image into play.
1 week ago
fetchlands go and grab the shockland, essentially acting as extra copies. so instead of just 4 Hallowed Fountain , you run that plus 4 Flooded Strand , and essentially have 8 Hallowed Fountain . fetchlands are also quite valuable for decks that run 3 or more colors, because with the right combination of shocklands, any fetchland can be a source of any color of mana. for example, a jund deck can use Bloodstained Mire to get green mana, by searching for either Overgrown Tomb or Stomping Ground
Overgrown Tomb occurrence in decks from the last year
All decks: 0.64%
All decks: 0.55%
Commander / EDH:
All decks: 0.17%
BRG (Jund): 2.36%
BGW (Abzan, Junk): 4.71%
BUG (Sultai): 2.0%