Polluted Delta

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Khans of Tarkir (KTK) Rare
Onslaught (ONS) Rare
Promo Set (000) Rare

Combos Browse all

Polluted Delta

Land

: Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card and put it onto the battlefield. Then shuffle your library.

Polluted Delta Discussion

SideBae on Varina Zombie Tribal EDH

2 days ago

My first suggestion involves your artifact ramp. Dimir Signet and Orzhov Signet are worse than Talisman of Dominance and Talisman of Hierarchy in the majority of situations, mainly because they don't need mana to begin activating. Talisman of Progress is also worth considering, though I'm assuming blue and white are your lesser colors. In that vein, I suggest cutting Chromatic Lantern for another piece of two-mana artifact ramp. In my experience, there is a big difference between 2 and 3 mana rocks in EDH, and anything you can do to increase your deck's speed will be a good thing.

Considering the win conditions: I think Approach of the Second Sun is superfluous. In my experience, zombie decks are perfectly happy just trying to get away with the aggro win condition, though the Gravecrawler loops are certainly an interesting second. The problem with Approach of the Second Sun is that it is not good by itself; generally, you want to run combo pieces that also serve some utility even without the combo. (For example, this is why I hate the Isochron Scepter in my Kess, Dissident Mage list.) Drawing it in your opener or when you don't have the mana to cast it leaves it essentially dead, and I think the aggro or Gravecrawler plans are just better.

Once you hit three colors, mana base becomes extremely important. City of Brass and Mana Confluence are excellent cards, and I've had excellent luck with them. Ideally, you'd run fetch lands like Polluted Delta and Misty Rainforest as a sort of 'additional dual land,' but these can be very pricy. If that's an issue, I advise slow fetches like Bad River , Flood Plain , Rocky Tar Pit and Grasslands . Cavern of Souls is an expensive card, though it is excellent in any tribal deck -- if you have access to it, you should run it. Unclaimed Territory is another thing to consider, as is running Urborg, Tomb of Yawgmoth instead of one of your basic Swamp s. I also think you're running a few too many lands. Thirty-three is generally my upper limit, and since your curve is so high, I think that's about what you'd want. Thirty-five is too many.

I like that you're running zombie lords. Though anthem effects do greatly reduce the synergy of Gravecrawler with Skullclamp , I think their bonus to the aggro plan is high enough to justify their inclusion. In that vein, Lord of the Undead and Zombie Master are worth considering.

Card advantage decides most EDH games -- for example, yesterday I had someone concede not because I had pressure on the board, but because I was drawing five more cards than them a turn. Though this may have been a premature concession, it does illustrate my point. Thus, I highly recommend running cards like Graveborn Muse , Phyrexian Arena , Painful Truths , Chart a Course , Slate of Ancestry , Glimmer of Genius , Pulse of the Grid , Night's Whisper , Notion Thief , Thirst for Knowledge and/or Windfall . Similarly, cantrips like Ponder and Preordain are almost auto-includes in a blue list. Brainstorm 's efficacy is dependent on the number of shuffle effects you run, though if you choose to include fetches (slow or otherwise), I highly advise it. Many of these cards involve paying life; if life becomes an issue, try Whip of Erebos or a non-lethal Exsanguinate in addition to your Gray Merchant of Asphodel .

Tutors are good cards. I'm a fan of Entomb in addition to your Buried Alive , as it gets Gravecrawler in the yard for your combo and, if you pair it with reanimation like Reanimate , Animate Dead or the Victimize / Stitch Together you already run, it allows you to cheat in fatties. Grave Titan and Massacre Wurm are two of my favorite reanimation targets, but they're both around $20 these days. Demonic Tutor and Vampiric Tutor are the gold standard for black tutors, but these can also be inaccessible because of their price. Diabolic Tutor is a fine substitute, and I've had good success with Lim-Dul's Vault .

Liliana is also a good zombie-include, be it for flavor or for the power she offers. Liliana, Death's Majesty is great in zombie decks and is pretty affordable; Liliana, Dreadhorde General has been dropping in price recently and is also great. Depending on your playgroup's meta, Liliana, the Last Hope may be a powerhouse, though she is $40 these days.

Generally in EDH, one-for-ones are not where you want to be. There are usually three opponents, so on average you'll be facing 3x as many cards as you have. Anguished Unmaking and Utter End are good cards, but they are not as good in EDH as they'd be in 1v1 formats. Supreme Verdict and Merciless Eviction , which I see you're running, are better. Might I suggest Damnation , Wrath of God , and/or Toxic Deluge ? You may want to lean toward black board-wipes, as this is already where your mana will be when casting zombies. An overloaded Cyclonic Rift is also great, especially if paired with the aforementioned Windfall .

Perpetual Timepiece is a cool include. Consider Cephalid Vandal . Because you're not running Call to the Grave (which I think is overrated anyways), there is little to no cost of running non-zombie creatures in your deck. I think Cephalid Vandal is another good way of trying to keep your deck churning with self-mill.

Another thing that takes good EDH decks to the next level is counter magic. I see you're running Counterspell , which is good, but you should consider running at least three to four other counter spells as well. Force of Will , Mana Drain and Pact of Negation are all good if you want to sell a kidney. If you're a slightly more reasonable player, cards like Narset's Reversal , Negate / Countersquall / Dovin's Veto , Swan Song , Disallow , Arcane Denial and Archmage's Charm are also worth considering.

Depending on your meta (and your personal level of sadism), Narset, Parter of Veils and Ashiok, Dream Render should be considered. Turning off tutors and extra-draws with asymmetrical effects is brutal. Personally, I don't think those two cards should ever have been printed, but what the hell -- they're here, so we might as well use them.

Patriarch's Bidding is a good way for a tribal deck to recover after a board-wipe, and Living Death is just good for black creature decks in general. Living Death is a sort of nonbo with Wonder , but that may be worth the trouble; play-testing will iron that issue out.

Good luck man!

Yesterday on Beyond (Censored as it discerns "something")

1 week ago

What are composite prinnies?

My folders aren't very organised. [Not My Commander] is my only folder where I include other people's decks, and literally only just started doing that a few days ago. Yours is the second one I've added, so I don't really have any context for it yet. Rest assured I like the idea of your deck a lot.

Yeah, no love lost for the Worldgorger Dragon here either. It needs more than decent support in the form of reanimation and countermagic, and if your deck isn't all about that then it's not necessarily a great fit. I just mentioned it because it's an interesting card that cares about exiled stuff. I won't be offended in the least if you don't adopt a suggestion of mine, in case you're concerned about that. It's your deck, dude. I'm just here to help.

Lion's Eye Diamond is crazy expensive, money-wise. For that reason, I personally don't think it's ever worth running unless you're building at least a somewhat competitive deck, unless you just happen to have one handy. On the other hand, if you do only play casually with friends then they probably won't mind if you run a tournament-illegal version of Yawgmoth's Will – there are gold-bordered signed collector's versions available for significantly less than the regular cost (with Yawgmoth's Will on magiccardmarket ATM, it's €7.00 as opposed to the official card that's €23.95). They don't have a standard MtG back on them though, so you'll need to be using sleeves to use them.

So, Doomsday . If you don't like it, then don't run it. But as I understand it, a lot of those packages run 3-4 draw spells, Laboratory Maniac , and maybe some countermagic support. Considering this is what's in your deck ATM, I'll run with that. It's another all-in strategy and once again; if your Lab Maniac gets countered or killed before you draw the card, it pretty much means that you lose. I know a lot of people run Gitaxian Probe and other super-cheap draw spells in this package, the idea being to cast them all in the one turn and then win. If you want to stick with the Flashback theme, there's Faithless Looting and Scour All Possibilities and Echo of Eons which you already run, and then there's Deep Analysis and Think Twice . None of these is particularly expensive money-wise. Also, I know this is exactly the opposite of what you're looking for, but if Doomsday is to be a legit wincon for this deck then you might want to reconsider cutting Mirror of Fate . It's rarely an amazing card, but in this deck if things are going well, basically stands to serve as a second Doomsday, which is exactly what every Doomsday deck wants.

As for the landbase, how exactly did you want to revise it? There are a lot of interesting things to be done with lands, but I've usually just forgone those when it comes to 4+ colour mana bases (particularly if budget means running slow fetch lands like Bad River as opposed to Polluted Delta ). Urborg, Tomb of Yawgmoth is good in any deck that uses black. I know you're not running any other Slivers, but Path of Ancestry is still a decent land in 5-colour decks that aren't high-end competitive - just read it as a Command Tower that enters tapped, which is still pretty great in non-competitive EDH. If you are okay with a couple of a taplands, Grand Coliseum is also great. On the other end, Tarnished Citadel is good for mana right now if you need it.


Now, for some suggestions on Flashback and other cards to cut.

I think you have just a couple too many recursion effects for instant and sorcery spells. Cards like Pull from the Deep are pretty decent because they get you two-for-one, as in you spend one card to gain access to two.

Conversely, something like Recoup probably isn't so good - it only gives you access to one card when you cast it, and you need to have the mana available to cast it that same turn. It's not an awful card, it has Flashback which both gives it more utility than for which I'm giving it credit and also fits this deck's theme. But you have an above-average amount of recursion spells and if you are actively looking for something to cut, this'd be something I'd recommend.

I think Sins of the Past is a decent card, but not great unless you have a number of really great bombs in your deck. If you don't have a fair number of high-cost, high-impact spells to target with it, it becomes an expensive 1-for-1. Similarly, Mystic Retrieval can be good when things are going your way and it sort of fits the theme, but in the early- to mid-game it can really suck to be left with only this card in your hand. When making cuts, you'll generally want to cut the cards that, at some points of the game, do straight-up nothing. Unfortunately, Mystic Retrieval kinda fits the bill here.

All Suns' Dawn is a great recursion spell, but less good when you lean away from a few colours. Considering you already have a number of other great spells in your deck, I don't know about this one in this scenario. I think basically, you'll want a few low-end and a few high-end recursion spells.

Some cards I would cut when push comes to shove —

  1. All Suns' Dawn
  2. Creeping Renaissance
  3. Flood of Recollection
  4. Increasing Confusion
  5. Roar of the Wurm
  6. Sins of the Past
  7. The Great Aurora
  8. Tombfire
  9. Force of Rage
  10. Oracle of Dust
  11. Feldon's Cane
  12. Force of Virtue

LVL_666 on The Queen's Egg

2 weeks ago

Hey gvazdaus,

How has The First Sliver performed? My concern is that it would cascade into something I'd rather not cast at the moment.

Good question. So, there have been a few moments where I cast First and end up with a counterspell or Toxic Deluge . Fortunately there is a "may" clause where I can simply not cast it:

When you cast a spell with Cascade, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than the spell's converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren't cast on the bottom of your library in a random order. - source

Before First was even printed, my deck was pretty much designed to incorporate it. Top deck manipulation is an important theme in this deck, and therefore I can set up multiple castings during my upkeep or at a moments notice depending on what I have on board. Ad Nauseam effects wouldn't hurt to include, but I think there are better options. Worldly Tutor and Enlightened Tutor are must haves if you are running First , in my opinion. Scroll Rack can set you up for some really great plays if you have in hand what you want to Cascade onto the field - like a Mana Echoes for example.

Durdle Time - yeah...I too am concerned about that. What I try to do is consolidate library shufflings and searching into just one instance. For example: Turn 1, I play a Polluted Delta . I tell my playgroup that I am going to crack it for an Underground Sea and play Vampiric Tutor . I put the tutor into my graveyard, while making the motion on the board that I have tapped the Sea . Once I do that, I pass turn get my cards, shuffle my library and double check to make sure my boardstate is legal. My playgroups appreciate this, and when someone stops to scrutinize or ask questions I welcome it - because I could have easily made a mistake. So yeah, try and consolidate shuffling/interactions with your library into one event - but always check with your playgroup first if that is okay.

hungry000 on It's a bird! It's a plane! It's... a lion?

1 month ago

Thanks for the suggestion Sarkhan420X, it is a budget deck though. And thanks to you too kamarupa for defending the wallets of poor people everywhere ;P. For future reference and to those who are curious, here's how I'd upgrade the lands:

4 Flooded Strand

4 Seachrome Coast

2 Waterlogged Grove / Fiery Islet

opt. 1 Faerie Conclave

2 Hallowed Fountain

3 Island

2 Plains

(If going up to 20 lands I'd add 2 Polluted Delta or some other fetchland)

Flooremoji on Dimill

1 month ago

My sugestions are to:

Cut the Non-Ashiok Pwks. They are two slow.

Cut All of your creatures.

Cut Mind Sculpt and Compelling Argument

Cut your Enchantments.

Cut Your Instants.

Cut 1 land.

This gives you 27 free slots.

To fill them up:

Add:

4x Hedron Crab ,

1x Glimpse the Unthinkable ,

4x Visions of Beyond ,

4x Archive Trap ,

2x Crypt Incursion ,

2x Surgical Extraction ,

2x Mission Briefing ,

3x Fatal Push ,

3x Ensnaring Bridge ,

2x Mesmeric Orb .

The lands can be upgraded as follows:

Keep 3 Island s and 2 Swamp s, cut everything else. This gives you 19 lands to work with.

You can add 1x Bloodstained Mire ,

2x Darkslick Shores ,

3x Field of Ruin ,

2x Flooded Strand ,

1x Oboro, Palace in the Clouds ,

4x Polluted Delta ,

2x Shelldock Isle ,

and 2x Watery Grave .

If you want cheaper upgrades, ask me for some budget replacements :)

Another good thing to do to upgrade you decks is to look at similar decks without buget restrictions so you can see what sort of cards the decks play.

Jack-Frost on The Spawn

1 month ago

My recommendations:

New Commander: Ramos, Dragon Engine or Morophon, the Boundless

Either of these would fit the theme of your deck better and would assist you in casting and running the deck.

Cut:
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.

Add:
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
Reflecting Pool
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
Arid Mesa
Bloodstained Mire
Flooded Strand
Marsh Flats
Misty Rainforest
Scalding Tarn
Verdant Catacombs
Windswept Heath
Wooded Foothills
Blood Crypt
Breeding Pool
Hallowed Fountain
Overgrown Tomb
Polluted Delta
Steam Vents
Stomping Ground
Watery Grave

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.

Maybe Cut:
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.

Why?:
Relic of Progenitus - Not worth it. Run Rest in Peace or other such cards instead.

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.

Flooremoji on Liliana, Zombie Deck

1 month ago

Okay, the easyest ways to upgrade this deck are:

Cut Cartouche of Ambition , Trial of Zeal , Hungry Flames , Magma Spray , Festering Mummy , 1 Plague Belcher , Shamble Back and Collective Defiance .

This frees up fourteen slots.

To fill them I would add:

4x Undead Augur

4x Inquisition of Kozilek

4x Lightning Bolt

2x Cryptbreaker

Other (expensive) options:

Creatures

Gravecrawler is great, but after it spiked, it might be a little to expensive. If you ever do add Gravecrawler , Carrion Feeder is insane. Tidehollow Sculler is one of the best zombies, but without expensive lands, it might not be the right fit.

Removal

Fatal Push is one of the best removal spells in decks that can reliably turn revolt on, usually done by using fetchlands like Bloodstained Mire .

Disruption

Thoughtseize : Although you probably don't want to play Inquisition, Sculler and Thoughtseize , they are all good cards. Blood Moon compleatly shuts down some decks, while mostly leaving red decks intact. Leyline of the Void is A+ Sideboard Material, and is always a good cards to play in the 15.

Lands

Bloodstained Mire , Polluted Delta , Blackcleave Cliffs and Blood Crypt are all staples of R/B manabases, because of the fetchlands ability to fetch Blood Crypt . Because of this, they are at a crazy price right now, but they are the best.

Other options:

Liliana, the Last Hope and Liliana Vess are incredibly powerful cards, and sticking to the theme, Liliana, Untouched By Death has some synergy :)

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Polluted Delta occurrence in decks from the last year

Modern:

All decks: 0.7%

UB (Dimir): 48.17%

Legacy:

All decks: 2.37%

Commander / EDH:

All decks: 0.21%

Blue: 0.28%

UB (Dimir): 1.64%

Golgari: 0.3%

Rakdos: 0.17%

GU (Simic): 0.66%

WUB (Esper): 1.28%

UBR (Grixis): 1.28%

BUG (Sultai): 1.54%