|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
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, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card and put it onto the battlefield. Then shuffle your library.
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Scalding Tarn Discussion
1 week ago
All are NM
Polluted Deltax2 12$ each SOLD
Polluted Delta Expedition 120$
Scalding Tarn MM 30$ SOLD
1 week ago
As with most EDH, the most effective way to bolster a deck is to speed up it's mana base. This begins with removing any lands that enter tapped.
- Dual Lands : Badlands, Plateau, Scrubland are obvious, but add major cost to the deck.
- Shock Lands : Blood Crypt. Godless Shrine
- Shadow Land : Foreboding Ruins
- Battle Land : Smoldering Marsh
- Unconventional Duals : Tainted Field, Tainted Peak
- Fetch Lands : Arid Mesa, Bloodstained Mire, Marsh Flats, Scalding Tarn, Flooded Strand, Verdant Catacombs, Windswept Heath, Wooded Foothills
- Fast Lands : Blackcleave Cliffs , Concealed Courtyard, Inspiring Vantage
I got into EDH just over a year ago and found the cost of mana base so offputting. My playgroup and LGS FNM allow people to use proxys in their deck(s) if they can show the original card in a binder/sleeve. This really helps you get over the mental hurdle of buying expensive lands, since you know that you can use them in multiple decks at the same time.
1 week ago
I tried Cathartic Reunion and the fact that you have to discard other two cards make it less playable than Tormenting Voice (remember that after exiling all apostles probably your hand would have only 3 cards, if one of this 3 cards is Cathartic Reunion you need to discard all your hand. This is a good thing when you don't have a Shelldock Isle in hand and you want to draw it, but if you have already it Cathartic Reunion just becomes an useless card).
Telling Time, Taigam's Scheming and Contingency Plan are great cards (even if scheming and plan don't make you draw cards), but I need to make space for them (remember more apostles you have and more simply your library will reach less than 20 cards). So, in order to put them, should I remove all the red spells turning it into an u/b deck?
For the lands question nothing to say, you are right, I'll change them.Just the fact that, if the answer to the previuos question is "Yes"(remove Manamorphose, Tormenting Voice and Faithless Looting, add Telling Time, Taigam's Scheming and Contingency Plan in order to make it just u/b), I'd put some Polluted Delta instead of Scalding Tarn.
1 week ago
Like the deck idea. Too bad Mana Severance isn't modern legal..The deck doesnt seems to have a problem getting apostles in the graveyard. How often do you successfully find a shelldock and then hit an Emrakul?
if you going to pay 2 at sorcery speed than Cathartic Reunion is better than Tormenting Voice, or How about something like Telling Time, Index, Taigam's Scheming or Contingency Plan that can help you stack the deck the turn you want to play shelldock isle? scheming or plan also help get shadowborn apostle in the graveyard.
have bloodstained mire up to 4x and add 4xWooded Foothills and / or Scalding Tarn (if no budget) and drop your pain lands down to 2 of each type. This will help thin the deck a few more cards prior to shelldock
1 week ago
I love this deck idea. First upgrade I would mention is to play fetchlands. You need to thin your deck and it will also help you hit your colors consistently. Scalding Tarn and Arid Mesa are obviously expensive but Flooded Strand isnt bad so I'd at least play those for now. For sweepers I'd suggest Anger of the Gods over bonfire as it is more consistent and the exile clause is incredibly relevant against a lot of decks. Supreme Verdict should also be in the 75, in the board if not in the main deck. Mana Leak is also a highly underrated counterspell in modern and Im not even sure why. It's one of the best hard counters you can play, and as ahard control deck it will be invaluable sometimes, as opposed to remand.
Another card you may not have thought about is Tolaria West. This can be your extra copies of Endless One since you can't run more than one of them for the combo to work. A land's CMC is 0, as is Endless One's, so you can transmute it into your eldrazi. It is also a land so you can just play it tapped when you need a land (like on turn 1 when you have no real play or on turn 5 or 6 when you don't really need it untapped) or dont have Possibility Storm in play yet. Also, even though possibility storm is a key part of the deck, you dont really need 4 copies of a 5 mana enchantment. I'd cut to three or even two, since having it in your opening hand is bad, and it is also bad in multiples (although it could be a 5 mana banishing light or curse I suppose). Banishing Light also seems bad as a 3cmc removal spell but hiting any permanent is indeed relevant and the fact that you can chain a possibility storm into it when you draw a second one makes it's inclusion justifiable. I'd include Detention Sphere in the sideboard to bring in against tokens in its place, though.
While this does feel like a worse Saheeli Twin deck, it also has more angles of attack to lock down your opponents with possibility storm so if you can last till turn 5 and cast it consistently you may be fine. I like it.
1 week ago
out Nihil Spellbomb
I think this could be better.
in All Is Dust
I just love the card :3 Also an alternate AOE removal that doesn't kill almost all the artifacts.
Vedalken Archmage is not an artifact, and that isn't so good as the new multi-functional copying artifact. =) (Just want to test another card)
out Ancient Den
in Ancient Den
out Marsh Flats
in Marsh Flats
out Unwinding Clock
out Darksteel Forge
out Misty Rainforest
Yay, I have all shocks and almost all fetchlands:
out Arcane Sanctum
out Evolving Wilds
out Mystic Monastery
out Vivid Marsh
out Vivid Meadow
Also, I think some cards passed testing: Arcum Dagsson, Master Transmuter, Metalworker, Mirrorworks, Padeem, Consul of Innovation, Panharmonicon, Planar Bridge, Rings of Brighthearth, Unwinding Clock, Wrath of God, Damnation, Supreme Verdict
1 week ago
Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):
Burnished Hart - Both, up to a total of 6 basic lands.
Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.
Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.
Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.
Goblin Welder - Both, up to 3 switched artifacts.
Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.
Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.
Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!
Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.
Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.
Skirk Fire Marshal - Both, up to 30 damage to each creature and player.
Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).
Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)
Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.
Scroll Rack - Just Rings, draw 2 times the number of cards set aside.
Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!
Arid Mesa - Just Rings, fetch two lands.
Bloodstained Mire - Just Rings, fetch two lands.
Myriad Landscape - Just Rings, fetch four lands.
Scalding Tarn - Just Rings, fetch two lands.
Strip Mine - Just Rings, destroy two lands.
Wooded Foothills - Just Rings, fetch two lands.
As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.
Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.
Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.
2 weeks ago
28 - Marsh Flats
22 - 2x Collective Brutality
52 - Scalding Tarn
16 - Hostage Taker
16 - Polluted Delta
And on the Arid Mesa, it's in a deck currently, sorry.