|Commander / EDH||Legal|
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Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library.
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|Have (4)||Neos272 , TheDuggernaught , thetechzombie , Justinaut|
|Want (7)||Sparky41 , pskinn01 , GeminiSpartanX , Turtlelover73 , Auriel , Dadaman11 , AlucardZain|
8 hours ago
Hi, I like this deck, so +1 from me. I have a suggestion for you, though. Scapeshift is a great finisher and should definitely go there. Check out my version here tappedout.net/mtg-decks/15-10-17-titania/ for ideas.
1 week ago
What is Splendid Reclamation supposed to do? You only have 5 fetchlands and a single cycle-land, so usually 0-2 lands in your graveyard. I wouldn't run that card unless I was certain to reliably get back 3+ lands with it. Another Scapeshift is probably a much better choice.
In a deck that uses Valakut, the Molten Pinnacle to win, all your ramp has to put lands onto the battlefield, otherwise you aren't really accomplishing anything. Wall of Roots doesn't do that, instead it gives your opponent targets for Fatal Push or other removal spells. Search for Tomorrow would be way superior to Wall in your deck.
1 week ago
Scapeshift and Ramunap Excavator seem too juicy not to have in this deck.
1 week ago
Match Reports One:
So as I mentioned earlier I tested your deck against some of the better decks in modern as well as some personal and fringe decks. I will preface each matchup with a brief description of the deck you were facing as well as my own experience facing and piloting them, that will be followed by a match report and general comments, if you have any questions about any of these matchups just let me know.
vs. U/B Turns 1-2
List: Taking All the Turns
My personal modern deck, U/B Turns aims to take as many turns as possible before awakening a Card: Part the Waterveil for the game. Whilst setting up the combo turns will deny its opponent mana and stability in the wake of comboing off.
This is a matchup where instant speed means a lot. As a turns player, any manner of burn decks are really my worst matchup as they can Bolt, Helix, etc all at instant speed in response to Gigadrowse, it's like starting at 10 life. This is what happened in game one, your deck drew into burn spells that stole you the game as I was a turn from comboing off. Game two and three highlighted the need for a sideboard, both games turns was able to play both Thing in the Ice Flip and have it flip, and Chalice of the Void on one (game 2) or two (game 3). Like most matches with turns it was close but your deck just wasn't fast enough (I also take into account my experience with turns as a contributing factor).
vs. 4-Color Allies 0-2
Allies is a list I have been tinkering with to see what can be done but really my point in testing your deck against a very fringe deck like allies was to see how you hold up against agro. Game one you stood no chance in the wake of a Kabira Evangel pro-red, and 3 Akoum Battlesinger giving two unblockable (because of Evangel) 5/5 Oran-Rief Survivalist all their triggers, it was certain death. Game two you got out-tempoed with the aforementioned Aether Vial. Overall, in the agro mirror it seemed to me like your deck just can't keep up consistently but remember to take that with a grain of salt as the decks I was testing against are largely tuned for competitive play.
vs. U/B Faeries 1-2
A personal favorite deck of mine and one of my favorite tribes, faeries is a deck that was once one of the most dominant decks in magic, however it has lacked a sufficient upgrade for many years now.
Game one got incredibly lucky topdecking Lightning Bolt the turn before losing putting opponent at one and dead to their Bitterblossom. Game two lost to Bitterblossom beats and interaction. Game three got locked out by Spellstutter Sprite basically.
vs. Titan Shift 0-2
Titan Shift is an interesting deck operating in the upper tiers of the modern format, essentially it aims to kill it's opponent with a multitude of Valakut, the Molten Pinnacle triggers enabled by the card Scapeshift, once it happens you are dead no two ways about it so it's important to move fast in this matchup.
vs. Grixis Shadow 1-2
Personally I consider Death's Shadow to be a midrange deck. Against your deck it's susceptibility against burn shone through as game one constant beats followed by a flurry of burn spells was easily good enough. Game two and three was marked by bad luck on your part with having to mull aggressively both times; sometimes the heart of the cards just isn't there.
WHAT IS NEXT
Going to try and test against G/R Vengevine a deck that has been popping up around my meta recently, my friends Seismic Swans deck, and Polymorph combo.
1 week ago
Like Ghost Town, Undiscovered Paradise can ensure you have a landfall trigger every turn
Zendikar's Roil is perfect since it makes elementals
Cloudstone Curio allows you to pick up lands and replay lands as well as good ETB creatures.
1 week ago
2 weeks ago
Each of your creatures is unblockable, but then you don't have much to do with that once they get through.
Your deck needs more 4-ofs and better non-creature spells. Dispel is good, so 2 copies is probably enough. I'd play 4 copies of Duress, cut Despise out of the deck entirely, or replace them all with more counterspells or creature removal. Victim of Night