|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
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Land — Swamp Mountain
(: Add or to your mana pool.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
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Smoldering Marsh Discussion
1 week ago
Hey, this is a good start for a budget Commander deck.
My advice before you add any other cards is to improve the manabase with budget dual lands. A 12x/12x/12x Basic land manabase is not good, it's too inconsistent which Basic lands you'll draw. As a result you'll get hands where you can't play any cards because you drew the wrong lands.
I don't recommend three/four/five color decks on a budget because manabases in Commander are typically the most expensive part of a deck and it's really crucial to have a playable manabase, but to get a playable manabase you have to be willing to spend, not a lot, but some. My advice even though you're playing three colors is to primarily play only two colors. Have 90% of the cards in the deck be these two colors and the third color can be use very sparingly, mostly just to cast Zurgo from the Command Zone.
Consider these lands:
- Command Tower
- Exotic Orchard
- Nomad Outpost
- Battlefield Forge
- Caves of Koilos
- Tainted Field
- Tainted Peak
- Smoldering Marsh
- Graven Cairns
- Evolving Wilds
- Dragonskull Summit
- Isolated Chapel
Other budget cards that can help the manabase situation are mana rocks (Signets, Talismans and Rainbow rocks). These rocks can also add ramp; they do two things that's wanted here, help with mana color fixing and provide ramp.
Consider adding these rocks:
Good luck with your deck.
3 weeks ago
Tbh I agree with a lot of your points, especially the issue with staying mono red in a list with no blood moons. I would actually love to make the list rakdos (I even have a Liliana, the Last Hope I could throw in, but I’m worried about the manabase. I really don’t want to make Koth worse, can’t afford fetches/shocks, and don’t want to run crappy taplands. So that leaves me with... Smoldering Marsh? Canyon Slough?
Terminate would solve a lot of this deck’s weaknesses so I’ll see how splashing black goes.
3 weeks ago
You'll definitely want to go up to at the very least 24 lands. You could run Stomping Ground or Cinder Glade. You could also splash black for Vaevictis Asmadi, the Dire since s/he's really cool. To do this, Blood Crypt or Smoldering Marsh are available.
I would cut the Spit Flame and Banefire for Lightning Bolt and the 4th Draconic Roar, even though it hurts the dragon flavor. This is mostly because Bolt can go to face and as it stands, you don't have the mana to get a big Banefire going. The 3 damage from bolt will let you deal with most planeswalkers and provide any extra reach you need. I would also a 3-1 split of Glorybringer and Stormbreath Dragon since Stormbreath can't get hit with Path to Exile, which is pretty big.
I'd recommend going down to 1 Lathliss, Dragon Queen as she is very expensive, mana wise, and replace those two with Verix Bladewing, since he comes down much faster and can get you two dragons later in the game.
Cards like Adventurous Impulse and Vanquisher's Banner can always be helpful since one lets you sift through your deck to find what you need and the other buffs your team and rewards you for landing more dragons.
1 month ago
Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.
First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).
Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.
Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!
Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.
Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/
It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!
1 month ago
I'm thinking that Uba Mask would be some nice draw hate. Here are some good lands
1 month ago
Il tuo mazzo necessita di un buon pacchetto di removal per far morire quante più creature possibili, in modo da rendere Kresh grosso, ed allo stesso tempo ti servono cose che diano evasion a kresh per fare in modo che riesca a colpire. Farò suggerimenti su cambi funzionali e cambi di budget, sia in più economico che in più costoso.
- Anger -> Fires of Yavimaya perché costano di meno in mana, soldi e sono più affidabili (senza contare quel +2/+2 che può sempre tornare utile). Sulla stessa linea c'è Fervor, Mass Hysteria e Concordant Crossroads (quest'ultima balza, but still).
- Wood Elves -> Diligent Farmhand perché gli elfi in un mazzo tre colori possono essere un fattore limitante. Il secondo ti prende qualsiasi terra.
- Farhaven Elf -> Kodama's Reach perché è più forte, per lo stesso mana. La differenza è non avere poi una creatura in campo da eventualmente sacrificare.
- Ghave, Guru of Spores -> Mazirek, Kraul Death Priest devi metterlo assolutamente. Punto.
- Golgari Findbroker -> Plaguecrafter perché 1/5 del tuo mazzo è costituito di carte non permanent. Va benissimo la cosa, ma rende meno utile lui.
- Omnath, Locus of Rage -> Slum Reaper/Barter in Blood perché hai bisogno di effetti che facciano sacrificare e conseguentemente crescere Kresh.
- Shriekmaw -> Ravenous Chupacabra perché non ha le limitazioni del primo. Non ha evoke, ma in teoria non dovresti aver bisogno di evoke per poter sacrificare le tue creature.
- Terastodon -> Mitotic Slime perché Kresh cresce se muoiono creature, mentre il Terastodon distrugge permanenti non creatura. In più, ti serve avere delle cose da sacrificare che non siano Kresh.
- Wasitora, Nekoru Queen -> Creakwood Liege/ perché è più affidabile e da +2/+2 a Kresh. Anche Sylvan Offering/Endrek Sahr, Master Breeder sono interessanti. Hai bisogno di tanti token da poter sacrificare.
- Yavimaya Elder -> Smothering Abomination/Deathreap Ritual/Dragon Appeasement/Fecundity sono più forti per pescare. Anche perché l'anziano non rampa, bensì ti mette solo due terre base in mano.
- Rakdos Charm non fa nulla di utile, a parte eventualmente spaccare un artefatto, ma per quello è meglio Shattering Spree oppure Vandalblast. Se vuoi esiliare i cimiteri c'è Bojuka Bog.
Attrition -> Dictate of Erebos/Grave Pact costano uguale in soldi, ma li valgono tutti, a differenza di Attrition. Darksteel Axe -> Darksteel Plate sempre di qualità darksteel, ma meglio. Se ti piace indestructible, potrebe piacerti anche Shield of Kaldra e Hammer of Nazahn.
Valuta di trovare un posto per carte che diano colpo sicuro a Kresh, come:
Valuta di inserire qualche sacrifice outlet come (nella sezione terre ce ne sono altre molto forti):
Nella sezione terre ti consiglio:
- Golgari Rot Farm -> Tainted Peak perché le karoo fanno schifo e le tainted sono fortissime.
- Golgari Guildgate -> Mosswort Bridge senza discussioni, il gate è lento e tu hai tanto ramp, quindi ti servono terre base. Trova un posto anche per Spinerock Knoll.
- Ti consiglio assolutamente di mettere o almeno valutare:
- Myriad Landscape e Blighted Woodland come ramp.
- Cinder Glade/Smoldering Marsh/Canyon Slough/Sheltered Thicket (che possono essere prese da Jund Panorama, ad esempio).
- Foreboding Ruins e Game Trail (che entrano entrambe stappate se in mano hai una Misty Eye of the Mountain below)
- Flamekin Village ed Hanweir Battlements per dare haste a Kresh.
- Grim Backwoods/High Market/Keldon Necropolis sono sacrifice outlet sulle terre (praticamente indistruttibili).
- Kessig Wolf Run, Skarrg, the Rage Pits, Khalni Garden possono tornare utili.
Se con queste sostituzioni nella mana base finisci per avere più di quattro terre che producono , valuta di inserire al posto di una creatura ramp la Chromatic Lantern, che è stata ristampata da poco ed è scesa.
1 month ago
It is more often called the 'Battle Lands,' but the Reveal lands are also called that, so I use tango because no other set of lands are called those.
2 months ago
I'm confused over the inclusion of Windswept Heath, Verdant Catacombs, Polluted Delta, and Scalding Tarn. While I do understand you could potentially tutor for any Plains, Mountain or Swamp in the deck I think that swapping out those fetches that include colors outside of Edgar's identity would be better for your deck. Perhaps you could include Smoldering Marsh, Canyon Slough, and of course you could pick up the original dual lands Badlands and Scrubland - depending on your budget that is. But yeah, that's my two cents.