|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica (GRN)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Return to Ravnica (RTR)||Rare|
Combos Browse all
Land — Island Mountain
( Gain or .)
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, Steam Vents enters the battlefield tapped.
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Steam Vents Discussion
2 days ago
3 days ago
If you aren't looking for super expnsive, then I assume that fetchlands are out of our price-range?
Shocklands, like Steam Vents , Breeding Pool , and Stomping Ground , just got reprinted in GRN/RNA sets. You can pick up a set of the new ones for fairly cheap, a playset od Steam vents will probably be around 40-50 $.
1 week ago
Fun take on Marchesa.
I do however think you need more ways to lose life like City of Brass, Mana Confluence, Shivan Reef, and other painlands. Watery Grave and Steam Vents as well. I'd also make room for both Talisman of Dominance and Talisman of Indulgence. Fellwar Stone is another good 2 cmc rock.
Also, get Chaos Warp in here. It's one of your only ways to interact with enchantments and by far the best. 100% needed.
Legion Loyalist isn't a vampire but I think first strike + trample for your team relatively out of nowhere seems good. That and he has haste and gets a +1+1 counter when he attacks so he sticks around. I'd also run Shared Animosity.
For cuts, I'd drop most of your targeted removal like Murder, Terminate, and Go for the Throat. I'd drop all your 3 cmc mana rocks for 2 drops as this helps with a T3 Marchesa. I'd also drop your 1 time draw spells like Sign in Blood and Tormenting Voice.
Feel free to check out my list for ideas. It's not tribal but it should still help. Feedback, Upvotes, and/or Ideas on any of my decklists is appreciated. Marchizzle my Nizzle
1 week ago
This is a bit odd, back in 2017 some of the initial builds of Hollow One tried to use Death's Shadow and Vengevine, those decks did ok, but in the end Shadow was dropped since Flameblade Adept is a better 1 drop in the deck... You have ended up with a Death's Shadow list without Thoughtseize and a Hollow One list with 4 non-red producing mana sources. The draw discard spells are all red, so you need red sources in your opening hand, or the deck stalls... Then there is Tormenting Voice rather than Cathartic Reunion?
I'd suggest Watery Grave should be Steam Vents, or Lightning Bolt should be Thoughtseize, so you have the chance of a turn one play without a red source. I play a mardu mashup of Hollow One which also runs Soulflayer, so I'm not against the idea (shameless plug Power 4 is Ferocious) but I do think you need to reconsider some of your card choices... Hope this helps and good luck with your brew.
2 weeks ago
Bedlam Reveler is always in my mind for this list. I think I will add them instead of the Young Pyromancer and give them a try finally. You are right,Shivan Reef is just bad. This card is just in my list because I already owned two copies when creating this deck. They will be replaced by one more copy of Steam Vents and a Field of Ruin in the next few weeks.
But I don't get it with the Thing in the Ice Flip and the Torpor Orb. I think Thing in the Ice Flip entering the battlefield doesn't trigger an ability, so it comes with the counters on it. Am I wrong here?
I'm always happy about your help Savage, thank you!
3 weeks ago
I’d suggest-4 guttersnipe, -1 electromancer, -1 wall, +2Banefire, +3 Ionize, -2 Chandra, +2 Ral, Izzet Viceroy+1 Expansion / Explosion Since you don’t run a lot of wizards maybe cut the lightning? Then you could add a 4th Ionize, and 3 Opt. I guess the obvious manabase is out of budget? 4 Steam Vents, 4 Sulfur Falls, no gates, -5 mountains, +1 Field of Ruin. But go your own way, Good luck with your Deck!
1 month ago
I suggest adding Crackling Drake instead of the frogs, drakes draw, grow and fly by themselves. Personally i‘d Prefer Enigma Drake over those dragonauts, the drakes are more resilient. Maybe swapping in 4 Ionize to help keep your creatures alive would be a good idea, and it shoots for 2 dmg. I‘d cut to 2 gravitic punches, if you want to keep them, same for cosmotronic wave. Consider adding 2 Opt cutting lands down to 22, 2 more opts for 2 sonic assaults. Opt helps you find your drakes while adding to the graveyard. For the same reason i‘d Replace the radical ideas with Chart a Course, even though that’s sorcery speed. I guess the manabase is what it is to keep it budget, else go to the obvious 4Steam Vents, 4 Sulfur Falls, 1 Field of Ruin, 6 Mountains and 7 Islands. Good luck with your Deck!
1 month ago
Hey was just looking this up to test something out and noticed you just put this up. Not sure if you're looking for suggestions and although I don't play this deck my buddy does and we playtest exclusively so I'm pretty sure how it runs. It seems this list very much resembles that guy on the pro tours' deck as I can see the sideboard tech he included and the nagging thoughts. I assume you know what each piece does in the deck after looking it up so i'll just address the changes my buddy and I made.
Not in any order: So the deck dies to any hand disruption because you need to keep a decent hand but once they know what you are playing they know which pieces to take out. 4X Leyline of Sanctity are very important in the sideboard for this reason and helps against burn decks that beat you before you can combo off.
The manabase only needs a few shocks. All green to play manadorks and red, white, and blue for ascendancy. So Hallowed Fountain and Steam Vents are not really needed and you would want more fetches. All the shock lands include green so my buddy uses the red green fetch. Sorry the name eludes me at this moment.
Now for the instants. My buddy plays 1 more Cerulean Wisps because he really likes that card, all the Manamorphose helps out against blood moon because you can play right through it but otherwise the card is subpar compared to other cantrips so I suggested playing 1 Manamorphose in side and 3 main in case game one you need to fetch it from the sideboard you still can. Noxious Revival has proven to be a powerhouse and is the only way to get a combo off on turn 2 because it costs 0 mana. He plays 4 just because other than getting the turn 2 combo it's just an ok card for 0 (it doesn't draw by itself). Silence is Time Walk. But the thing about this is you'll need to save a mana to be able to play it on their turn. Typically you'll want to try to find the combo pieces instead of stalling the opponent (they can still attack). it's really 12 for one and a dozen for another pick and choose with this card.
Although he doesn't run it I can see where Nagging Thoughts is good. You'll need 2 mana dorks (or a Fatestitcher to pull it off typically) but which resolving a card and drawing and discarding your creatures untap and you play another card, could be solid. Not sure but he doesn't run it.
He runs Dryad Arbor at the moment with Expedite along with View from Above just to make things go quicker. Because of this he runs more Abundant Growth to enchant his man land. As for other creatures he dropped a Fatestitcher because you don't need many, you can get him to the grave easy and bring him back fairly easy as well. He also runs a Noble Hierarch. Another 1 drop dork, 12 one a dozen another.
Rest of sideboard: I can see where Grapeshot is used but just use this card instead: Flesh / Blood. Mid combo you search for it, with a Fatestitcher you tap him and whatever other creature you have and whatever creature does 20+ damage to face. You win. Doing it this way frees up a sideboard slot. My buddy runs Meddling Mage. Just 1. It seems fun to search for and play it. There is also Fiery Justice in side. Seems good for little goblin decks or whatever. As for the rest of the sideboard we are still playing around. 1 Wear is good. It seems subpar to just kill one after searching but it still seems alright for Blood Moon or whatever else. The rest of his sideboard is being looked at so nothing else is really in there at the moment.
I think I hit on everything I can think of, hope it helped.