|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||None|
|Promo Set (000)||Uncommon|
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Counter target spell.
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Sinister Sabotage Discussion
22 hours ago
2 days ago
Also maybe Rewind,Dimir Locket,Sinister Sabotage,Lord of the Accursed,Buried Alive,Grave Titan,Diregraf Captain,Training Grounds,Endless Ranks of the Dead,Undead Warchief,Lich Lord of Unx,Sidisi, Undead Visier,Liliana, Death's Majesty,Death Baron,Liliana, the Last Hope,Dread Summons!Ghoulcaller Gisa,Lord of the Undead,Zombie Master,Geth, Lord of the Vault,Unbreathing Horde,Forgotten Creation,Prized Amalgam,Phenax, God of Deception,Sheoldred, Whispering One,Kalitas, Traitor of Ghet,Thief of Sanity,Burnished Hart,and Traumatize plus some kill spells and more counter spells and you should be pretty close;) Also you maybe should check out EDHREC for some more options.
2 days ago
First off, welcome to Magic!
I would cut Fabricate. There's a reason tutors are not common in Modern--Modern is very fast-paced, and you cannot afford to be a turn behind trying to find a card. Instead, consider adding more cantrips (1-mana card draw spells). Four copies of Opt helps dig through your deck and find the cards you want.
Rather than three copies of Syncopate, consider running two copies of Logic Knot. While Logic Knot costs more and does not exile, you likely will have your graveyard full of cantrips, counterspells, fogs, etc. Unlike Syncopate, which requires you to have a significant amount of open mana, Logic Knot just requires you to exile cards you were not going to use anyway.
Delver of Secrets Flip is a solid win condition in a spell-heavy deck. You can drop it turn 1, then happily deal 3 evasive damage per turn while countering away. While Delver does get bounced by Thing in the Ice Flip, the two actually work well in tandem--Delver provides solid early game pressure, getting your opponent close enough that Awoken Horror can swing for the kill the turn it is transformed.
6 days ago
You need 24ish lands. Only having 18 is going to cripple your win-rate.
Chemister's Insight is good in the 4-spot, you can cast it twice and it will mill at least 4 at a time.
Overall if you are trying to win via mill with the corrosion effect you need more card draw (as well as a sideboard.)
1 week ago
1 week ago
I suggest adding 4 Sulfur Falls, cutting 1 Island, 1 mountain. Remove the dragonauts and Ral for more instants, +1 Opt, +4 Sinister Sabotage, -3 Mission Briefing, -1 Niv, - 1000yStorm +2 Chart a course. -2 Risk factor, +2Expansion / ExplosionGives you more draw option, moving more spells into the graveyard and more counterspells to protect those drakes. Sideboard: 2Banefire against Control, 2 Sorcerous Spyglassfor Teferi, Hero of Dominaria and other planeswalkers. Maybe Enigma Drakes, Murmuring Mystic is a good idea! I‘d suggest putting the lava coils in the sideboard, replacing them with Lightning Strikes. I appreciate that you want to play this a bit off the regular lists, good Luck with your deck!
1 week ago
Divination is a good card and I will try to find a spot to put at least three of them in, however, for counters once Nezahal, Primal Tide is out. won't Cancel and Sinister Sabotage be enough? also, do you have any recommendations on what to replace Divination with?
1 week ago
Rhizome Lurcher - I would compare this guy with Molderhulk and the Hulk can come at least one turn earlier and he gives you land from the graveyard. My experience with Hulk: Early threat but without any evasion or trample which the Lurcher haven't as well, it will die horribly or gets blocked. So I would prefer Hulk over Lurcher even it will get bigger.
Necrotic Wound - At the beginning where I start to build the deck, I got a playset Assassin's Trophy, three Necrotic Wound and three Ravenous Chupacabra as the removal pack. While the meta, lgs-wise, switches to a drake-heavy gameday, I change the package to Kraul Harpooner and Cast Down. Cast Down don't require a full graveyard and while there aren't many copies of Niv Mizzet around it wasn't a bad addition, Kraul Harpooner needs one creature in the yard to kill the drakes while Trophy has the drawback "ramping the opponent". Maybe since the added Seekers' Squire which gives more tools to fill the graveyard, I could change the Removal pack back to Necrotic Wound.
My last thought is that I could change a little bit more to add another Journey to Eternity Flip as well as a one-off Lotleth Giant as a payoff to the filled grave. I guess that I have to cut the Creeping Chill and the Maindeck Ritual of Soot to be more resilient.