: 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.
|Want (11)||Swifty4444 , Plaxcaster55 , zachi , deaftv , metalmagic , Kotu , NineNotesKnives , Virulent11 , jasc5797 , nortrophe , chapitoboiii|
Printings View all
|Zendikar Rising: Expeditions (ZNE)||Mythic Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Polluted Delta Discussion
1 week ago
This is so cool! Have you considered Rapacious One instead of Essence Feed? Maybe Ashnod's Altar? I feel like the altar would be able to net you twice the mana from your eldrazi spawn and can also provide on-demand death to your creatures, and a hit from Rapacious One can easily advance your board state towards something powerful and repeatable.
Your land base looks good, however Korvold especially benefits from lands that can sacrifice themselves. Fetch lands like Wooded Foothills, Verdant Catacombs, Bloodstained Mire, Windswept Heath, Misty Rainforest,Prismatic Vista, Scalding Tarn and Polluted Delta could really speed up your mana base and let you draw cards at the same time! I get that they may be out of budget- proxies are always an option if your playgroup is cool with them. Additional lands like Spawning Bed, Lotus Field, Jund Panorama, Blighted Woodland and Fabled Passage work well too.
Harrow instead of Wild Wanderer would fit your sacrifice theme. Pitiless Plunderer would give you double value while Broodwarden only buffs some of your creatures. You're not really winning with spawn, and a lot of your best eldrazi produce scions anyway.
I like your removal package, but I feel like there are some unneeded spells that can also be cut for ramp/removal. Things like Fog, Spawning Breath, Prismatic Omen, and Wave of Vitriol don't really advance your game plan (at least not as much as you'd like them to), and I think things such as Breaker of Armies, Nature's Lore, and Corpsehatch, and Commander's Sphere would work some wonders.
This is a super cool concept and I'm eager to see it in the future. I hope this helps!
2 weeks ago
My girlfriend just asked me to put Slivers back together. Anyways, as far as the land base goes I'm gunna list. Things out by cost/relevancy
duals I know eww reserved list but if you got em or can proxy em play em
fetches they're getting their reprint in modern horizons 2 but still stupid expensive - but the fixing is just so good!
Reflecting Pool, Cavern of Souls, City of Brass, Tarnished Citadel, Mana Confluence, Forbidden Orchard, Exotic Orchard, Meteor Crater, Pillar of the Paruns, Ancient Ziggurat, Path of Ancestry, Thran Quarry, Gemstone Mine, Aether Hub and Tendo Ice Bridge
I'm not a mega fan of the depletion lands but they're excellent if you're on a budget :)
shocks - you already got a few I'll recommend getting the rest
Utility lands very overpriced cardboard but the power is definitely there
From there, if those cards are out of budget/you cannot proxy I'd go with the Triomes, battlebond lands Sea of Clouds, check lands Hinterland Harbor, and lastly the painlands Battlefield Forge beyond those the lands start becoming too inefficient and you will be targeted playing slivers. Even if you're not the threat having a slow land base is a death sentence. Hope this helped :)
3 weeks ago
Hey Balaam, this is a neat combo deck! I have never seen a competitive deck utilizing Grand Architect and Pili-Pala. I think this build has a lot of potential. I have some initial comments for your consideration:
First of all, in Modern, I would argue that there are 3 primary deck archetypes, based on the amount of turns it takes for a deck to get going: Aggro decks lead with lots of damage potential in the early turns and often expect to win by turns 3-5. I frequently play against a friend who has a green stompy deck, and that deck deals over 20 damage by turn 4 consistently via mana ramping and powerful creatures. I like to use that example as a good benchmark for deck building. Midrange decks rely on counterspells, disruption, and removal to allow the deck to develop and secure a turn 4-6 victory. Control decks utilize similar tactics but have a longer gameplan, and stall until sealing the deal after turn 6 with large creatures or one/two-hit kill spells.
I think this deck falls under the midrange category, since you are trying to keep your mana costs low and execute your combo as fast as possible. The problem I see in this build is that if you don’t pull off the combo by turn 3, you have no blockers on the field, and you are relying on reactive counterspells to protect you until you can pull off the combo. Thus you will have an inherent problem against very fast aggro decks. Another issue is that the mana curve of this deck is a tad bit too high. You are running 0 1-drops, so on turn 1 you will always have a wasted turn. Furthermore, most competitive Modern decks rarely miss a land-drop and avoid lands that come into play tapped (unless the lands are very necessary). I think Tolaria West is too slow for that reason. Although it is useful for transmute, you are running plenty of other transmute cards and you should be able to pull off your combo without slowing down your mana development.
To remedy these issues, first I suggest swapping out the Tolaria Wests for Polluted Delta. Fetchlands help search for Watery Grave when necessary and help thin and shuffle the deck, so it’s more likely you’ll get your combo pieces.
(more comments to follow...)
3 weeks ago
Feiryn Ok thanks a lot! I Actually have a Path to Exile on the way (referring to your previous comment). I have an Arcane Signet on the way already too. I have a Coalition Relic on hand atm. Will likely get a Fellwar Stone and Nature's Lore too. Also actually have a Smoldering Marsh that I didn't realise I had coming. Also I'm in the process of updating the deck!
OK, now onto the meaty stuff... I'm about to spend more money LMAO. I want to get your opinion on which of these cards I should use in THIS deck, or which ones I shouldn't bother with in your opinion -
Blood Crypt, Breeding Pool, Canopy Vista, Demonic Tutor, Dromoka, the Eternal, Fellwar Stone, Future Sight, Hallowed Fountain, Herald's Horn, Kaalia of the Vast, Marsh Flats, Maze of Ith, Mirari's Wake, Nature's Lore, Nesting Dragon, Overgrown Tomb, Polluted Delta, Steam Vents, Stomping Ground, Temple Garden, Urza's Incubator, Windswept Heath,
3 weeks ago
No problem! It just comes down to experience really. If you're playing on Cockatrice, I wholly recommend running Tundra and a full set of fetchlands:
Fetchlands hit any card with its land type in its description. For example Arid Mesa hits any Plains, meaning not only can it fetch basics but also can get you Tundra and Hallowed Fountain. They're one of the best things you can do for a deck's consistency. I recommend cutting Evolving Wilds and Fabled Passage to start, and then decide on what else you want to drop for the rest.
Next you'll want to be adding fast mana. Mana Crypt, Mana Vault, Mox Diamond, Mox Opal, and Chrome Mox will help a tonne. Keep Sol Ring and Arcane Signet alongside them, altogether they'll speed the deck up a lot which especially helps due to your higher average cmc.
On top those you could add Fierce Guardianship and Pact of Negation as great counterspells, as well as Rhystic Study and Mystic Remora for card draw. Of course the more stuff you add in general the more you have to remove, so it's up to you.
Ojutai is a great commander though, so have fun!
3 weeks ago
i almost recommended Mind Sculpt, then saw you mentioned Maddening Cacophony which would be a strict upgrade. stay away from lands that enter tapped. you'll want Polluted Delta, some other fetch that can get an island (to prioritize turn 1 crab), Watery Grave, and Drowned Catacomb. you can skip the planeswalkers and enchantments in favor of more efficient removal and counterspells like Fatal Push and Mana Leak
3 weeks ago
Ancient Tomb, The Tabernacle at Pendrell Vale, Scalding Tarn, Misty Rainforest, Prismatic Vista, Verdant Catacombs, Polluted Delta, Flooded Strand and Snow-Covered Islands would all bolster consistency and give you a tad more ramp/attrition - though all of this comes in at a few morgage payments unless your group lets you proxy.
Gilded Drake - for the cost of a used Nintendo switch you can make commander dependent decks salty and sad every time :)
Anyways, hope that helped some :)
1 month ago
Watery Grave is a may ability you don't need to pay the life. Plus you can search it with the Polluted Delta. With Drowned Catacomb unless you play it turn one or your only land is the flip one. Maybe two coast and two catacombs