|Commander / EDH||Legal|
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|Oath of the Gatewatch||Uncommon|
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Submerged Boneyard enters the battlefield tapped.
: Add or To your mana pool.
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Submerged Boneyard Discussion
12 hours ago
Ok so I felt like playing a U/R control deck and looked up a pretty good one and decided to try and make it.
Since the deck called for 4 Spirebluff Canal ( I have none) I replaced them with Highland Lake and 4 Wandering Fumarole (I had two) I tried to mana fix a little. So I added in another Submerged Boneyard, Crypt of the Eternals, and Manalith instead of another creature to replace the missing gearhulk.
I know the deck revolves around having those gearhulks and will eventually get them but this is my setup for right now.
I will have to play test to figure out a couple things!
1 week ago
Also in all honesty, mill is a crazy hard strategy to win with in commander, since you have to mill anywhere from 200 to 500 cards, and there is a lot of shuffling graveyards into library effects. It's not impossible, but very hard.
So you might want to find another win con, and use mill as a sub theme maybe. Either way, good luck friend.
2 weeks ago
I can definitely see the beginnings of a good deck here. +1 from me.
Looking at the deck, my immediate suggestion would be cut 2 copies of Essence Scatter. It is a good card, but it might not be good in all of your matchups and also you have Censor, which is probably just better in this deck. another good payoff for your cycling is Archfiend of Ifnir is great, especially in the matchup against the ever-so-popular mono red aggro deck, even though it's only five mana. I would recommend 3 of these in the mainboard. Also, because of said mono red deck, 2 maindeck copies of Bontu's Last Reckoning wouldn't hurt. 4 Abandoned Sarcophagus is also great because of the ability to let you replay cards you've already cycled. You could, for example, cycle Archfiend of Ifnir on turn 2, play Abandoned Sarcophagus on turn 3, and then play archfiend on turn 5.
3 of Nimble Obstructionist is also quite good just because of how versatile it is. It can be sided out in matchups where it is not very good.]
If you want to run cards like The Scarab God or even God-Pharaoh's Gift, you need more creatures that cycle. Cards like Striped Riverwinder, Curator of Mysteries and Horror of the Broken Lands are great for this. My recommendation would be a 4 of Curator of Mysteries and a 3 of Horror of the Broken Lands and Striped Riverwinder And, of course , the 4 copies of Champion of Wits are awesome, even though they don't cycle.
If you use my suggestions, the deck will add up to 39 non-land cards (I think). In order to make the deck legal for constructed play, it will need 60 cards. Of course, you still need to add lands, but I would also cut 2 copies of Supreme Will, which is a good card, but it doesn't do anything to help with your cycling theme. As for the lands, you can tweak these to fit your budget, but I would replace the Submerged Boneyards with Choked Estuarys, just a better card, and also implement the other changes to the cycling lands suggested earlier.
Sweet deck! I hope this helped. +1 vote from me.
1 month ago
Submerged Boneyard is legal in the format now, thanks to a reprint in Amonkhet.
1 month ago
First of all, thank you for your ongoing help in making this deck.
Unburden does sound like a sideboard card.
As for the Negates, I really need a way of getting rid of cards like planeswalkers but the romoval you suggested fulfills that.
On the topic of the Submerged Boneyard: that's just to keep the deck budget :) and I thought I'd make up for that missed cycle opportunity by including some of the deserts.
And note: one thing I've found about this deck is that what determines whether you win or lose is whether you use Shadow of the Grave at the right moments. My most embarrassing loss was against a GB -1/-1 deck that was top decking cards in the late game and had only a few minions on the field. On that turn, I cycled many times and swung for a hefty 8 damage but I had 2 mana left: I knew that I haden't seen New Perspectives yet so I would be likely to draw it which means that I would need cards to cycle, but I also had many cards in hand. The right play would have been to cast shadow and discard all of the non cycling cards but I played Key as to not "waste" a shadow. I'n the 2nd following turn I drew New Perspectives and I was at 10 life. If I had more cyclers I could have won it on that turn but my hand was flooded with useless cards. He finally played a big creature and won.
That may be a trivial mistake but I want to remember it.
1 month ago
Yeah, I thought the Creation might just have been a theoretical broken card... ahh well. That's why we test, right?
I'm glad the key preformed for you the way it did for me. The thing that I like most about it- it's not rotating for a year and change so we'll have plenty of time to continue abusing it :-)
Now that we've got the deck mostly where you want it, it's time to do some fine tuning. First and foremost- and I'm sorry I didn't see this before- take out the rediculious Submerged Boneyard and replace them with the Fetid Pools. Good grief how did we miss this?
So my questions revolve around just a few of the cards- Unburden, main deck Negate, and the Horror of the Broken Lands. I'll start with the Horror- how good is he? I mean really? A 4\4 for 5 is only ok, he has no evasion or trample so when he gets big he can be chump-blocked without the key. I understand that with the key he's a 6\5 unbloackable, but are there better cards? Off the top of my head I was thinking the Archfiend of Ifnir. He's still a 5 drop, still cycles, but in a deck like this when you cycle and cycle again, he might be better than the Horror. I feel a 5\4 flyer for the same mana is already better, and the passive ability to give -1 counters makes him more versatile. If you have him on the board and then be able to use New Perspectives? That seems pretty good too. So is the Horror better than the Fiend? Thoughts?
Next is Unburden... I like it, but again, is there a better card? Or is it good enough to run more of them? Is it a good play on turn 3 to make your opponent discard? Or turn 4? Or turn 5? Or is there something better? Did you find the deck weak to anything when you were testing? Typically, you play discard when you're playing against control- make them counter that instead of your threats. I would think this a better sideboard card that main deck..... I also feel the same way about the main deck Negate. I feel they are something you bring in instead of starting with them. That's why I put them on the list of cards that I was uncertain of... You already have the Censor in the main, and that's plenty of awesome right there... do you need the negate as well?
If you take those cards out and put them in the board, it gives you 4 slots to play with... I'm afraid I don't have any suggestions to what they might be, but I also have tested the deck yet... My gut says that there isn't enough removal in here... Even if you swap in the Fiend, I just think you need something to interact with the opponent... Grasp of Darkness maybe? What do you do vs Anointed Procession? Maybe Biting Rain? I really don't know, but I think you need something there in the event they play a big fatty... perhaps Never or Ruinous Path?
Either way, these are just some thoughts. I like where there deck is, and it certainly looks fun to play. I'm hoping to build it and test myself, but time has not been my friend.
Look forward to hearing what you think.
1 month ago
This works well for the most part.
I think it would be more consistent if you dropped the
Your lands could drop to 24.
Graf Harvest works better than I thought it would.
You need to put a Sideboard together or you will struggle with certain matchups. Take a look at #1 Black Zombies for some ideas.