Rain of Filth
Until end of turn, lands you control gain "Sacrifice this land: Add (Black) to your mana pool."
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Rain of Filth Discussion
10 hours ago
hoardofnotions I played the deck once yesterday and won in a game of three people. Early game was dominated by Strip Mine and Crucible of Worlds, which slowed down the other combo deck on the table with Arcum Dagsson and then when my frog hit the table it only took one turn to find the dredge land and a discard outlet and it killed in the same turn with Psychosis Crawler and infinite card draw. I had to mill my library (and shuffle it back with Ulamog) twice to find a way to get 5 mana for the crawler with only one remaining untapped swamp and no more remaining land drops for the turn. Only Rain of Filth could do that. so I had to mill until I found it...
Absolutely funny to play the deck but in the future I can just explain what I do when I have the dredge/discard combo rather than drawing every second card in the deck and repeat with Ulamog if I haven't found the kill yet.
2 weeks ago
2 months ago
I don't have much experience with Contamination. Isn't there a high risk that you cut yourself off of green mana? You only have 8 nonland green sources. Of course you can always just decide to sacrifice it in your upkeep once you are ready to combo.
Your deck can indeed feed Contamination well if you have either of the Eldrazi enchantments, but otherwise you don't have all that many creatures that you don't care to sacrifice. Commanders like Meren of Clan Nel Toth, Nath of the Guilt Leaf, Endrek Sahr, Master Breeder, Prossh, Skyraider of Kher or Ghave, Guru of Spores are a lot better at constantly producing creatures to sacrifice.
One more aspect of Contamination to consider: You don't interact much with mana rocks such as Coalition Relic or Mox Diamond. If your opponents have those, the soft lock isn't working.
I have some more ideas for you in the ramp section: Frontier Siege (2 mana twice each turn), Rain of Filth, Cadaverous Bloom, Culling the Weak, Bubbling Muck.
3 months ago
3 months ago
Thanks for the list! Some questions:
Why no Transmute Artifact?
4 months ago
4 months ago
I was bullied as a child, so now I make up for it by making people suffer playing EDH. I like to build combo decks with complicated engines to draw your deck and win - but only after taking 10+ minutes that turn to assemble all the moving pieces.
I set out to build competitive durdle decks for all the new 4 colour commanders - but I wanted to make each one also feel unique. 4 of the decks have complicated engines to dig through your deck and generate mana to try to win in one big turn (or many consecutive turns ;) )
These decks range from fairly competitive to very competitive (and from very expensive to, well, very expensive) and have been tested against other competitive decks. They can all hold their own in most games, though will be need to tuned to a more cut-throat meta to fight through whatever hate you are expecting, and there are probably better ways to build some for the most cut-throat metas.
Something to remember while playing them is that mulligening is incredibly important. A hand of 7 with no card draw will be much slower than a hand of 5 with some engine pieces, or a draw 7. Most of these decks contain multiple draw 7's, or powerful card draw like Skullclamp, so you can keep mulling to try to find them and not worry that you only started with 5 cards.
If anyone has suggestions, please let me know in comments. I've spent the last week tuning these decks, but often when I felt they were good enough instead of tuning them the last 5% of the way, I moved onto the next one. For the most part, I need to find out which cards are non-essential, or how many engine pieces I can removed to fit in more permission and removal. There are also plenty of other combo's that could be included but simply aren't needed - like Intuition + Unburial Rites in the Breya deck. One or more of the combo pieces will be weak in the deck, and the deck is strong enough without the otherwise dead cards to win. The final 5% of tuning takes a lot of time, and a lot of games. I've tried to suggest some things I was thinking of testing for each one, but havn't had time to do yet.
Remember, when suggesting additions, always try to suggest cuts too, as the answer to why havn't you included this is often going to be because there isn't room.
And while I have been testing these over the last week, I did this write up all in one sitting so please let me know if I have gotten anything wrong, or if anything isn't clear.
Introducing the 5 competitive durdle decks, in no particular order.
Commander / EDH
SCORE: 1 | 0 VIEWS
The durdle comes from playing spell and untapping and tapping for mana and keeping track of the mana and how big each creature is, figuring out what to discard, what to play. Turns can easily take 20 minutes and 20 dice before you find way to win.
Commander / EDH
The durdle comes from taking turn after turn, not quite being infinite, and not quite ulting a planeswalker, so no one concedes, hoping your turns run out before you win, then BOOM combo out or ult a walker and win anyway.
Commander / EDH
The durdle comes from figuring out who to clamp and when, if you should get them back with your recursion, how to keep the chain going and making mana, and when to tutor cards that help keep going like lotus cobra, or that help piece together the combo. Long turns with lots of thinking, lots of sacrificing, and lots of recursion.
This Saskia deck utilizes a lot of 1 toughness creatures to try to draw through you deck to find out creatures to draw more or just combo off. You're early turns will be spent casting mana dorks and finding Skullclamp. Around turn 4, you'll be wanting to clamp them up, draw some cards, find Gaea's Cradle or some other way to generate more mana like haste enablers or Earthcraft, keep clamping up, and find a combo (of which there are plenty), or some recursion.
Some games will end up with you chaining a bunch of mana dorks together, getting them back with Rally the Ancestors/Faith's Reward/Living Death and fuelling a huge Genesis Wave, or just casting dorks, drawing cards, and overrunning with Craterhoof Behemoth. The craterhoof games are where you want our friend Saskia to help you kill multiple opponents at once. Anger and Lightning Greaves let you tap your dorks for mana, and Earthcraft bypasses the need (but requires basics)
Some things to note - try to search out at least a basic Forest and ideally a basic swamp too, before your skullclamp turn in case you draw into Earthcraft. Earthcraft will often be the difference between losing to bad draws and having everything you need to get through your deck.
Commander / EDH
The durdle comes from trying to dig through your deck with cantrip after cantrip and recurring them trying to dig further through your deck until you can find a way to win.
There's some neat tricks like Ghost Quartering your own lands before a Second Sunrise to get a basic, and recur GQ and your other land, or even just wastelanding your own land for help with fixing when they both return, or just to kill your opponents lands. Inventors' Fair/Cephalid Coliseum are much easier to understand their tricks, but remember you can strip/waste them to get them to return untapped after a recursion spell if you need them.
Once we get our engine going we are looking to assemble is either a loop with one of Scrap Mastery/Second Sunrise/Faith's Reward and Codex Shredder, or to get Auriok Salvagers + Lion's Eye Diamond to make infinite mana, or Isochron Scepter + Dramatic Reversal. Sometimes you'll just cast enough spells with an Aetherflux Resevoir up to gain enough life to kill a table, especially when combined with Hurkyl's Recall and Paradoxical Outcome.
You'll notice I included Scepter/Reversal in a few of these decks, but this deck is where it is best. You can use Isochron Scepter to imprint a counterspell or tutor to save it before wheeling, then later if you draw Dramatic Reversal you can sac the Scepter and bring it back imprinting Reversal for the combo. Being able to reset the Scepter makes it very powerful.
There is also the combo of Intuition into Auriok Salvagers, LED and Unburial Rites, no matter what they give, you should assemble the combo.
Commander / EDH
The durdle comes from your turns take 10 times longer from all the cascading into spells and drawing and shuffling and cascading and drawing and making mana and untapping lands and keeping track of your storm count and figuring out how to put people out their misssery - or how to keep it going longer.
This deck also contains the Scepter/Reversal combo as a simple way for infinite storm and mana, for those games you don't really want to play out. You can also go infinite with Snap/Eternal Witness after casting High Tide twice (surprisingly easy to do).
If you ever get to connect with your commander, you basically win, and if your opponents are using all their resources to stop that happening, you can often just win anyway when they've run out of permission. The addition of mana dorks helps make the heavy mana cost of your commander, but also opens you up to wraths, and are dead cards mid-storm without anger in the graveyard.
5 months ago
Snapcaster Mage,Geth's Grimoire,Alhammarret's Archive,Rain of Filth, Ad Nauseam, Curiosity,Simian Spirit Guide, Treasonous Ogre, Nightscape Familiar,Tandem Lookout, Turnabout, Inner Fire, Seething Song,Ophidian Eye.
I like the deck you're getting there. +1