|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Tenth Edition (10E)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
Combos Browse all
Tap: Add (1) to your mana pool.
Tap, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.
Price & Acquistion Set Price Alerts
1 month ago
Thanks for the info. I used to play a lot of EDH so i am very used to using Partial Paris. Mainly because of the amount of time it takes to shuffle for a real Mull. The thing about Partial Paris is that it lets you play less lands since you don't have to draw a whole new 7. So if I were to switch to Full 7 I would need to add 2-3 more lands I think.
Also, we have been using 40 and 21 but we are thinking about 35 and 16 since my friend has a midrange deck and he just cant seem to finish off my control deck. He finishes the game with me at 5 life a lot.
For poison we had a house rule for commander that changed it to 15. 10 poison in EDH is just to little.
What underrated cards do you guys like that you dont think many other people are playing? I think Quicksand is great but I dont see it in a lot of lists. What about you all?
2 months ago
3 months ago
Hi, wraya2! I haven't messed around with this one in a while. Auramancer would definitely jive with this deck. Since most of the enchantments have redundant forms, it is nearly equivalent to running a spirit with the commander in play. Also, Quicksand was printed as a common back in Worldwake, so it can be included.
3 months ago
Isn't Quicksand an uncommon which wouldn't be allowed or does that not apply to mana base? Very cool deck.
4 months ago
Sorry to double-comment, but I figured out another thing holding your mana base back: it's an even split between green and red, while your cards are much more lopsided. Leaving out the sideboard (which would complicate things beyond what my experience can provide), here's what's important:
Nearly a third of your deck (about the same proportion as your lands, which is important) costs only 1 mana to play. That's excellent. But of those 19 cards, 15 of them cost one red mana, and only 4 cost one green (and those 4 are ideally played for free via Madness). If we went by that metric alone, your lands' mana production should be 3 red for every 1 green. But then factoring in cards with a CMC of 2, it's lopsided towards green: 8 that cost 1G, 4 that cost 1R. While this means your lands should still lean red, it certainly shouldn't be at a 3:1 ratio. You can adjust the proportion to something closer to even like 2:1, or to really make this deck kick ass, you can replace some of those 1G cards with 1R cards or with something that works either way like Burning-Tree Emissary. Problem is, River Boa is one of your best defensive cards and Wild Mongrel is a key offensive one; they're hard to replace. That one's up to you.
Beyond that is where things get really tricky. Hooting Mandrills are likely to be played for 2-3 mana at least once unless your opponent is running graveyard removal, but virtually never on turn 3. You have a grand total of 5 cards with a CMC of 3 or 4, but 3 of those 5 cost 2GG, where a mana base that leans red will hurt you. You could consider replacing these 5, but I think it'd be easier to put in some more nonbasic lands that will help you out.
Now personally, I can't stand taplands, especially in aggro because they've got awful tempo. If I can get away with it, the only taplands I'll use are utility lands (and even then I prefer colorless not-ETB-tapped ones like Rogue's Passage), or lands that somehow make up for the fact that they're tapped coming in. Since this is paper pauper, any commons will work, and there's a strong one that you can get 4 of for pocket change: Crumbling Vestige. It produces the color of your choice once, then colorless forever afterward. People overlook lands that produce colorless mana a lot, but plenty will still work well. This one's not ideal on a deck that leans so heavily on one-drops since it can only pay for one once, but colorless mana still counts towards every card in your deck that costs 2+ mana, so 4 of them is much more likely to help than to hurt. I'd even consider dropping Rugged Highlands in favor of these, since that one's really only good if played on your first turn, and is more likely to hurt your late game. Terramorphic Expanse is a keeper though, since it contributes rather nicely to casting Hooting Mandrills.
Tempo makes a big difference for a deck like this. Get it built well, and you can even take on a burn deck.
7 months ago
Looks fun, +1
Here are a few suggestions: Tectonic Edge over Evolving Wilds, also Ghost Quarter, Myriad Landscape, Blighted Woodland, Drownyard Temple, Nykthos, Shrine to Nyx, Oran-Rief, the Vastwood, Gargoyle Castle, Quicksand, Sanctum of Ugin and of course Wasteland.
7 months ago
Your curve is so low that you could probably get away with cutting a couple of Islands and add in the fourth copies of Shriekgeist or Mesmerist or additional copies of Vapor Snag or Snap.
Also, your mana requirements aren't particularly color heavy so you could possibly replace a couple more Islands with utility like Quicksand.
TheChaosVault on MUD
8 months ago
Cool deck! I'm not sure about some of the utility lands though. Haunted Fengraf doesn't seem to be any better than anything else here. Quicksand is good, but both lands sac to themselves. Maybe you could add some form of recursion? In addition, here are a few colorless utility land you might consider: Desert and Glimmerpost.
Actually, I just looked at common utility lands as I was writing this and realized that there are basically none. Now I see why you use the lands you do.