|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Rare|
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- Will shambling vents remain a creature?
- Manlands and reanimate spells?!
- How do freeze/icy effects (Crippling Chill) and temporary creatures (man-lands/man-artifacts) interact?
- Can man lands have +1/+1 counters and auras for creatures?
- The stack, lifegain, whenever you gain life, and creatures dying in combat.
Shambling Vent enters the battlefield tapped.
: Add or to your mana pool.
: Shambling Vent becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It's still a land.
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Shambling Vent Discussion
xyr0s on First Deck
1 day ago
Ehh.... stupid question, maybe, but exactly what is the combo?
Other than that Dark Ritual is not modern legal.
Some of the cards chosen are pretty weak. Liliana, Death Wielder is not something you can play until turn... hmmm... I don't know... 10? 12? Roughly speaking, you need to draw 20 cards, give or take, into your deck on average to find 7 lands. Wouldn't Ob Nixilis Reignited pretty much do the same, but better and cheaper? Or maybe, since you are playing BW vampires, either Sorin, Lord of Innistrad or Sorin, Solemn Visitor would be even better yet? Their tokens would certainly go well with the vampire special abilities.
Speaking of vampires: Gatekeeper of Malakir is a nice, and budgetfriendly, addition. Removal with a body, and with a relevant creature type - what's not to like? Besides, you have some really underpowered creatures, like Sanguine Glorifier (4 mana for a 3/3 creature with a very low impact special), Dire Fleet Ravager (lifeloss is ok, but only if you are REALLY sure that you are going to be ahead) or Exultant Skymarcher.
Why play Luminous Bonds over more regular removal? Is there any situation, where you wouldn't rather have an extra copy of Path to Exile? On the same note: Vanquish the Weak is terribly overpriced - Fatal Push is a lot better, or Victim of Night if you want a cheaper card.
A bit of 1 cmc targetted discard could also be good - a bit like Dark Inquiry but from the first turn. You could try Inquisition of Kozilek or Thoughtseize, or Duress if budget. Play a full set, so they should replace Cleansing Ray and Dark Inquiry.
1 week ago
Lands: Your lands are a little on the... boring side. You could add things like Godless Shrine, Isolated Chapel, and Concealed Courtyard for a better fixed mana base. And lands like Vault of the Archangel and Shambling Vent for utility.
Token generators: Captain of the Watch is really slow for a deck with 22 lands and a bunch of other mana heavy cards. Have you considered Sorin, Lord of Innistrad and/or Sorin, Solemn Visitor instead?
Grand Abolisher seems unusually present. Do you really need 4? Is your local meta full of counterspells, but no removal (since you have no cards to stop your opponent from killing your creatures after they have resolved), or discard (no Aegis of the Gods or Leyline of Sanctity)? Under most normal circumstances, Grand Abolisher would be a sideboard card, brought in to shine against blue/X control decks, but not really against anything else.
You could also really use some removal, either Path to Exile or Anguished Unmaking. You have some lifegain already, so Anguished Unmaking could actually be quite good, since it also takes opposing planeswalkers, lands and artifacts.
What is the super-value-grindy-win card, you have Sun Titan bring back from the grave?
1 week ago
I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:
Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.
Teysa, Envoy of Ghosts - makes tokens only if your opponents let you
Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)
Ghirapur Gearcrafter - makes one token
Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it
Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1
Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you
Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it
You get the idea.
Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).
Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to
Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.
Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.
I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!
3 weeks ago
Thanks for the suggestions lukas96! I am always happy to have suggestions!
Like you said, I know the manabase will never be perfect, but it hasn't screwed me over yet! The only issues I've ever had with it were getting white mana early enough that I have it when I need it, but also make sure that it's not the only color in my hand. For that reason, I'm not really worried about having Urborg, Tomb of Yawgmoth. That being said, Shambling Vent is a great idea! I don't want it until the late game, of course, but it can crew vehicles, dodge removal fairly easily, and gain me a little life if need be. All of that's useful!
As for Concealed Courtyard, I'm trying to weigh its consistency on turns 1-3 and the guaranteed slowdown later vs. Isolated Chapel's higher risk earlier in the game and it's faster speed on later turns. If Godless Shrine wasn't considered a Swamp and Plains, too, I would definitely go with Concealed Courtyard, but right now I'm not so sure. This deck may have a super low curve, but it actually benefits greatly from being able to leave mana open so you can attack without abandon with Bloodsoaked Champion or threaten with Vault of the Archangel if they have a few big creatures.
Authority of the Consuls is less in here for haste and more for the lifegain potential for one mana. Merfolk was the one I had in mind the most, to help give me a boost so I can race more effectively.
I think I'll thrown in a Eidolon of Rhetoric. I'm a little wary of it because it prevents me from emptying my own hand, but it's definitely better than a dead Kambal in my hand.
Finally, it's funny that you bring up Relic of Progenitus's ability. Me and my friend were just talking yesterday about how there might be a better fit. We had settled on Tormod's Crypt and while I'm always for free spells, Nihil Spellbomb's draw ability sounds more useful.
3 weeks ago
Nice build +1 ;)I really like BW as a color combination cool idea to play with vehicles as well.
I have a few things to say.
The Manabase is of course not optimal I totaly understand that you dont want to spend money on fetchlands but there is still room for improvement. Have you considered Concealed Courtyard fastlands are awesome for decks with a low curve like this. Maybe a 1 of Urborg, Tomb of Yawgmoth could help. Shambling Vent as 1/2 of should also be great.
The other issue I have is your SBFor which matchup exactly is Authority of the Consuls? I cant think of any good deck that plays a lot of creatures with haste. You definitely dont want relic because you have graveyard synergies yourself. Nihil Spellbomb would be way better.
3 weeks ago
as said before you should defenitely cut one color, id cut red because Stromkirk Captain is a three drop and white has the better sideboard options as you already said. Mutavault also gets less punishing in a two color manabase and you can play fastlands and even a 1 or 2 of Shambling Vent in a two color deck.
I would also cut Vampire Nocturnus. Aether Vial works way better if you only play 1-3 drops and casting a 4 drop is a bit ambitous with only 21 lands. You could play more 1 mana interaction instead of him.
3 weeks ago
Creeping Tar Pit sees some play, normally out of Esper who needs the extra threat.
Mutavault is a merfolk staple.
Inkmoth/Blinkmoth both see play in Affinity and Inkmoth in Infect.
Celestial Colonnade is a staple of most UWx decks.
The rest don't line up well enough to the format, sadly. The RB one is a mana sink...that costs mana to turn it into a mana sink? The UR one is OK but nothing amazing and no current UR deck wants the investment, unless URW where the Collonade is better.
1 month ago
Suggestions:Vampires Olivia Voldaren
Defiant Bloodlord More expensive Vizkopa Guildmage or Sanguine Bond but on theme and more combo pieces
Vampiric Tutor -tutors are great
Mastermind's Acquisition -another tutor also "wish" affect allowing you to grab legal cards outside of game*
Non-vampires but solid combo/synergy cards
Bloodstained Mire-Any "fetch" lands to help mana fixing and to grab dual lands