|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
Combos Browse all
Rocky Tar Pit
Rocky Tar Pit enters the battlefield tapped.
, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card and put it onto the battlefield, then shuffle your library.
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Rocky Tar Pit Discussion
1 week ago
3 weeks ago
I agree with all of Patrickd's suggestions and cuts except I kind of like tornado elemental. Burgeoning would be a good one, especially if you choose to stick with 44 lands (I think 42 may be enough). Run Nature's Lore over Rampant Growth if not both. I'd like to see some more card draw, Rishkar's Expertise Harmonize Faithless Looting Momentous Fall and Lifecrafter's Bestiary all seem like good options. I like Parallel Lives, Ashnod's Altar as a sac outlet/ramp and Zendikar Resurgent as well. Liege of the Tangle is also a fun option, though not the most powerful. Brighthearth Banneret is another one I like. Aftershock could be okay if you find yourself needing more targeted removal. It has nice utility but the downside is the sorcery speed.
As for lands Tectonic Edge, Scavenger Grounds and Kessig Wolf Run all seem solid. Rocky Tar Pit and Grasslands are better than any vanilla dual land that come into play tapped and are on par with Terramorphic Expanse or Evolving Wilds, they have the advantage of being able to grab your mountain/forests, their disadvantage is they trigger 2 landfalls over 2 turns rather than 2 in 1.
2 months ago
I actually made a deck pretty similar to this one. Her it is if you want to check it out: Mogis the hate god
what I found out through play testing is that creatures more or less suck for group slug strategies. There are plenty of really good creatures that fit this deck such as Zo-Zu the Punisher however I've found that if you relly too much on your creatures for incremental damage they are too susceptible to removal and board wipes.
In your case I believe you can safely get rid of any creature that produces mana. In most edh deck you only need about 10ish mana rocks and right now you have 11 as regular artifacts so I think your ramp will be fine.
Besides ramping creatures I believe that cutting these cards would also be advantageous:
- Netherborn Phalanx
- Indulgent Tormentor I don't really like targeted effects like this with mogis
- Fleshbag Marauder
With all those cards cut I'd then start putting in more group slug type enchantments. The reason I like these enchantments more is because unlike creatures, most board wipes dont hit them and most people dont have a ton of enchantment removal. There are tons of these group slug type cards so I'm not going to say which ones would be best for your deck because most of them would work. But I like these ones:
I would also just reconsider these cards, I haven't personally played them so I can't be certain of how strong they are, but they dont seem to quite fit the deck.
- Cruel Reality It seems tempting but it only targets one opponent and is super expensive. I don't believe its worth its cost
- Browbeat I would personally rather have guaranteed card draw, try Ancient Craving instead
- Mana Geyser lots of mana, but what are you spending it on? if you had more X costing spells then it may be worth it but for now think of how bad of a top deck this would be with no cards in hand.
And of course I would strongly recommend running some dual lands to help smooth out your mana consistency. Here are some of the really budget ones:
- Akoum Refuge
- Bloodfell Caves
- Canyon Slough
- Cinder Barrens
- Cinder Marsh
- Foreboding Ruins
- Graven Cairns a little more pricey but really good for the cost
- Lantern-Lit Graveyard
- Lava Tubes
- Rakdos Carnarium
- Rakdos Guildgate
- Rix Maadi, Dungeon Palace especially good in this deck
- Rocky Tar Pit
- Tresserhorn Sinks
- Urborg Volcano
You have a strong core here once again but I just feel that some of your card slots could be better spent. Hope all this helps
3 months ago
My thoughts on each of these cards:
gladiuslucix's Mizzium Jumper Cables:
I like this card. It's fun, has lots of synergies, and has some good flavour. That said, while I think it might be neat to build with in kitchen table and in casual commander, as noted in the article, it's not quite powerful enough to see more competitive play. Four-drops that don't immediately make a difference are pretty problematic.
Since I still like it's function, my edit would be as follows:
; and a second ability like "When Mizzium Jumper Cables enters the battlefield, you may cast target instant or sorcery card with a converted mana cost of 1 from your graveyard without paying its mana cost."
Four mana for 2 damage, and an Opt, Thoughtseize, Lightning Bolt, or Path to Exile to boot is starting to get into the "playable" realm, though I still think you generally have better things to do on turn 4. I don't think this would be too game-breaking in limited either--there are generally a lack of playable 1-mana instant or sorcery spells, particularly at common.
Ithyn's Rocky Coastline
I disagree entirely with this review. While I think this is a tad better than most enters-tapped lands, as you can use it for mana in a pinch, I think it is entirely outclassed by pretty much any other land that enters untapped. Unless I was playing a deck with good synergies, I'd rather run a fast/check/pain land as my budget option.
I don't foresee this having that big of an impact on fetch lands' cost, as Boza suggested--fetch lands are just too good, and no competitive deck is going to want to be down a mana. The kinds of people who will want this land are building on a budget, and are not in the market for fetchesanyway. There flexibility and synergies make them better than Rocky Tar Pit, but still not in the same league as fetches.
I see no reason to limit this card to basics--I think the very design provides enough limitations to its power.
That's not to say I don't like this card. I think there's a place for lands that enter tapped (budget commander; limited; standard), and I really like the flexibility of this card. That it might have some interesting discard/cycling synergies is an added plus, making a mediocre land somewhat more playable--provided you've designed your deck to use it.
So, despite my argument against it being a powerful land, I fully think it has a place in the game, and support it as-is.
Mig-El's Leftraru, Indomitable Cacique
I have a number of issues with this card, but my biggest issues come from the colour pie.
Red makes sense in this card--Red is known for giving other creatures Haste, and 3/1 stats are exactly what I expect from an aggressive red creature.
White and Black is where things fall apart.
Let's look at White first.
Right now, there is only one mono-White card that grants your creatures hexproof--Shalai, Voice of Plenty--and even she has a Green/White colour identity. In fact, looking at all the cards that grant anything Hexproof, it's pretty clear it is the Green part of her colour identity that is providing Hexproof to the creatures, and the White to you.
While Drogskol Captain Sigarda, Heron's Grace are similar to this card in effect, Sigarda, Heron's Grace runs into the same issue as Shalai, Voice of Plenty, and Drogskol Captain's hexproof seems much more in line with Blue's Lord of the Unreal than White's lack of mono-colored equivalent.
Moving on to Black--there is no reason for this card to have Black in its casting cost, other than flavour, and I don't think that is sufficient on its own.
How would I change this, while sticking with the original design idea of assissting Kaalia?
My revised copy of this card:
Creature - Human Berserker
Other creatures you control have haste.
Sacrifice Indomitable Cacique: Target creature you control gains indestructible until end of turn.
Breaking down the revisions. The general concept follows that of Fires of Yavimaya and Firewake Sliver. Three mana is pretty reasonable for giving your creatures haste (Goblin Chieftain, Fervor, Blur Sliver, etc.), so I think this is priced fairly well CMC wise.
The Indestructible ability is pretty reasonably costed as well--Selfless Spirit provides the same ability for , and also has two power and evasion.
The lack of legendary keeps it from being a commander--I think having an "everyone has haste" card always in-hand is problematic. While you could make an argument for a tribal limitation, that's pretty insignificant--that just creates a tribal deck where, in effect, "everyone still has haste, we're just a bit more cohesive in our type."
Those were my thoughts. Overall, though I disagree with a lot of what was said in the article, this is a pretty fun topic. It's always interesting to see what people find reasonable or not in a card.
4 months ago
Don't forget to grab some mana-fixers!
- Chromatic Lantern
- Crumbling Necropolis
- Dimir Signet
- Rakdos Signet
- Izzet Signet
- Command Tower
- Commander's Sphere
Expensive Fetch's & Shocks
- Blasphemous Act
- Cyclonic Rift
- Phyrexian Arena
- Maze of Ith
- Temple of the False God
- Path of Ancestry
- Teferi, Mage of Zhalfir
Good luck, man! Glad to see you building some more decks.
4 months ago
Move: Rakdos into the 99
4 months ago
Another thing to consider is Heroic Intervention. When people know what you're on, your creatures will be target #1. So it's important to protect them!
I'd say maybe shave some of the "do nothing" infect creatures; by that I mean those that don't have relevant keywords, or abilities or ETB triggers.
I also think you could do with more fetchlands. If you're on a budget (which I think you are), I cannot recommend the "terrible" mirage fetches. Rocky Tar Pit Flood Plain Grasslands Bad River Mountain Valley. The downside is they come into play tapped, however if you ever increase your budget to include shocklands, they can fetch those! Similarly, Krosan Verge is one of my favourite fetchlands since it can fetch you a Breeding Pool and Godless Shrine for example.
4 months ago
no Evolving Wilds, Rocky Tar Pit, or Terramorphic Expanse need xantcha out asap and one turn can make a difference, Tainted Peak, Cabal Coffers, and Cabal Stronghold if you feel swamps are abundant; Mana Confluence, City of Brass, Forbidden Orchard, Exotic Orchard for multi colored; Urborg, Tomb of Yawgmoth cuz you're gonna play it; Shadowblood Ridge cuz filter lands are cool