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Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.
: Add or to your mana pool.
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Sulfur Falls Discussion
3 days ago
man lands would help against decks that don't rely on permanents.
2 weeks ago
2 weeks ago
As someone who is very budget focused myself, I agree that Snapcaster Mage is probably out of the question unless you really, REALLY want to make this deck super competitive.
I think Young Pyromancer is a better choice than Flameblade Adept for sure, probably Monastery Swiftspear as well. Making tokens that stay until they die is just better than temporarily buffing a hasty creature. The buffs wear off, the tokens stay, and are much more versatile. If you were playing burn the earlier damage and haste would be better, but where you're already playing the long game you'll just get more value from tokens.
As for lands... Shivan Reef is by far the best budget option (a point or two of damage for color fixing until you draw into the appropriate basics is no big deal compared to failing to find mana you need for a counter), with Swiftwater Cliffs being even cheaper. If you were slightly less budget Spirebluff Canal or Sulfur Falls may work as well. Possibly even Temple of Epiphany for the added scry, though lands that always play tapped are usually a bad idea in my experience.
2 weeks ago
So firstly lets start with the mana, the mana base is likely just too painful for a control deck like this, I would run something more like this:
1x Blood Crypt
Man-lands and some more flexible lands that can come in untapped without downside help in a deck like this, the above land base has been made popular by Corey Burkhart and consists of 22 lands which may seem low but being a control player I can agree that 22 tends to be enough as long as you know when to mull.
Another thing I would advocate here is one going up to 3-4 Fatal Push and only 1-2 Murderous Cut and to that end instead of Serum Visions running Thought Scour to fuel delve as you help the cut's as well as giving yourself the option of running Tasigur, the Golden Fang either mainboard or as a sideboard threat.
Eventually Treasure Map should be switched out for Search for Azcanta, the ability to correct your draws consistently while also filling the grave is just so valuable, however on a budget I don't mind Map probably as much as some other people would.
Dropping Opt, Faithless Looting, and then moving Damnation to the side is also likely in your best interest. In their place you ideally want a couple Terminate, a playset or 3 Kolaghan's Command and then a counter package as sweepers cannot always be relied on: Countersquall, 4x Cryptic Command, 2x Logic Knot, Spell Snare are all good options. Even if you don't like counters they need to be in this list as it really does want to durdle until it can play Nico. Having tons of sweepers sometimes just is not enough so as much as I love Anger it isn't enough.
The sideboard looks solid, I don't really like Lili in there but I assume it hits something you have considered, so unless you want input on that I think you are fine for the time being.
2 weeks ago
Alright! Hi! Since this is your first EDH deck I'll start with a lot of basic/staple things to get you up to speed :)
First, welcome to the best magic format! If you haven't already, check out the rules website here.
Back? Alright! We need to get you up to 100 cards my friend! Let's start with your lands.
For any average EDH deck, you need 35-38 lands. This depends on a great many things(like curve, strategy, ramp, card draw, ect) but something in that range is what you should shoot for.
Going all basics is very risky because there's no guarantee you can get all three colors on turn 4. It's also hard to cast stuff with double or triple colors in their mana costs. So here are a bunch of $5 and under suggestions to get you up to ~37 lands. I like to do things in cycles, so I have the same amount of each color available.
Extra mana: Temple of the False God
So those are all a bunch of relatively budget options you can use. I usually keep all of those the same and change the number of each basic land to match the color ratio of the deck.
Next I want to talk about ramp. Any EDH deck should have about 8-10. You don't have green so most of it will be artifact ramp. Your commander has a CMC of 4 so it's important to use 2 cost artifact ramp to get her out on turn 3.
Sol Ring goes in pretty much every EDH deck. If you think you'll be playing EDH for a while I'd buy at least 5 haha
That'll give you a solid playable mana base, whith with you can do anything with the rest of the deck and still play normally. You could even change commanders if you want!
For the rest, I'll turn to the pros: This is the Command Zone Episode 151 where they talk about their template and how much ramp, lands, board wipes, spot removal, card draw, creatures, etc etc etc you should have in your average deck. Definitely watch it all but here's a summery I found in the comments:
Mana Ramp - 10Card Draw - 10Single Target Removal - 5Board Wipes - 5
Standalone - a card that works on it's own or in concert with your commander. (25)Enhancer - a card that either amplifies or is amplified by your commander, standalone cards or other enhancers. (10-12)Enabler - a card that covers a weakness or a fills a gap in your strategy. (7-8)
Then head over to EDHREC and pick out cards that interest you!
One last peice of advice, don't go and buy all this shit yet. Wait a while, craft the deck, continue getting advice on it, then buy the cards you know you want. Don't be like me and but 200 cards for a 100 card deck haha
3 weeks ago
no not at all :)
i don't have the free time at the moment, but when i'm unsure wheee to go with my list, i start from scratch and go backwards: what is indispensible? quite a lot actually: the 22 lands manabase is pretty much set in stone, with minor red/black color tweaks through Sulfur Falls vs Drowned Catacomb. removal suite is also pretty much solved: 4bolt, 3terminate, 2push. 4xThought Scour, 4x Snapcaster Mage. all that is with high probability the best you can run. that's 39 cards set in stone right there. after that, you start customizing.
a newer take on burkharts azcanta list runs 1x Pull from Tomorrow btw, which seems... good, because sphinx rev works very well in uwx control.
if i were to buy into a list right now, honestly it'd be azcanta cobtrol. its the only variant putting up results, and have you tested with it? if you get in the driver's seat you're In. The fucking. Seat. :D
1 month ago
You're basically playing U/R Delver. Cut your creatures down to:
Then, switch a few of your spells around:
You also won't need so many lands. The ones you have are also kind of a problem because a lot of them always come into play tapped. Modern tends to have fewer turns than other formats, so you having lands that can never enter play untapped will lose you a lot of games. Any lands that do enter the battlefield tapped need to do something really good to warrant this. Therefore, I'd change:
-4x Swiftwater Cliffs
-4x Izzet Boilerworks
-0-1x Halimar Depths
+4x Wandering Fumarole OR Sulfur Falls OR Steam Vents OR Shivan Reef OR Spirebluff Canal
+1x Desolate Lighthouse
+1-2x Island (depending on if you cut Halimar Depths)
You have more blue cards than red in your deck, so you'll want to play more blue lands than red ones if you can't get a hold on any dual lands.
You may find Turn / Burn to be a bit heavy on the mana requirement. Consider replacing these with low-cost counter cards, such as Dispel, Negate, Spell Snare, Spell Pierce, Squelch, Chart a Course, or Remand. If you do cut Turn / Burn for one of these other cards, remember to cut another Mountain or two and replace them with Islands. Otherwise, you'll have too many games where you can't cast anything despite having 90,2183,989 bajillionzillion lands in play.
Lastly, you'll need a sideboard. These are the cards that are useful for your deck, but only against specific kinds of threats. You're allowed to swap cards in and out of your deck between games after the first in a match (tournaments are best 2-out-of-3).
An example sideboard would look like:
2x Mizzium Meddler (for Boggles)
1x Counterflux (stops control and midrange)
1x AEtherize (you'll want these against aggro decks and tokens)
These four just get moved to your sideboard from your main since you only want them in specific situations2x Abrade (vs. Affinity)
3x Ceremonious Rejection (vs. Tron, Affinity, and Eldrazi)
1x Dispel (vs. Burn and control decks)
1x Magma Spray (stops Kitchen Finks and Dredge)
3x Tormod's Crypt/Relic of Progenitus/Grafdigger's Cage (you bring these in against any graveyard bullshit shenanigans)
2x Spell Pierce
(These last three are for beating Control, Combo, and Midrange decks, along with Burn)
From here, you should have a decent deck to take to your local shop to play with, but there's still some things you'll need:
- Serum Visions is beast mode in Delver because it's one of the most consistent ways to flip Delver of Secrets Flip in Modern. They're a 4-of, but fluctuate between $2 and $8, depending on the market. They're pretty cheap right now due to being reprinted in Eternal Masters, but they've definitely been higher. You should be playing these over Peek and if they're within your budget right now, go get them.
- Snapcaster Mage is a card that cranks up the power level of your deck. End of your opponent's turn Lightning Bolt -> Snapcaster Mage -> Lightning Bolt -> untap -> attack has ended a lot of games in Modern.
- Scalding Tarn + Steam Vents will fix almost all of your mana problems. You can play off-color fetchlands as long as they're blue and you have Steam Vents (such as Flooded Strand). Not only can you save on your life total by fetching up basic lands, this also opens up the option for a 3rd. color or maindeck Blood Moons. Fetch lands also act as fuel for Grim Lavamancers and Jace, Vryn's Prodigy Flip.
- Speaking of which, Jace, Vryn's Prodigy Flip functions as the 5th. through 8th. copies of Snapcaster Mage. He can also be somewhat of a "budget" option, although he works best when you're playing both cards.
- Sword of Fire and Ice and the other swords in the cycle can go a long way. An Insectile Aberration is nothing to fuck around with. An Insectile Aberration with +2/+2 and protection from 2 different colors will end the game.
- You'll also want Remands (likely 2 or more) at some point, but it's not high on the priority of cards to get. They act like Time Walks when your opponent taps out to play something and misses a land drop. This buys you time to lay down the beats with your small critters.
- Ancestral Vision is also a solid pick. You're looking to stall the game out long enough to kill your opponent with 3/2s and 1/1s, why not refill your hand halfway through the game?
Hope this helps! I'm sure I'm missing something that experienced Delver players can recommend.
1 month ago
It's been awhile I haven't worked on a delver list! HOwever, I still do have a few suggestions. ;)
First, the manabase is clearly budget (which is why I won't recommand good ol' Tiago)... But the temples are going against your gameplan. Try to use Sulfur Falls instead since you've got many basics, but Spirebluff Canal and Steam Vents would be far superior options in my opinion.
Also, why are you running two Serpents? If you were going that route, I would much rather use Bedlam Reveler no 3 and 4. Cyclonic Rift is very meh in modern, Echoing Truth would be much better. You'd probably want to play Electrolyze (nice 2 or 3 for 1) as your deck is a bit more focused on casting tons of spells.
Bonus: I still love Young Pyromancer in these decks, but MTGsalv decided that the card isn't good in modern...
 I completely forgot about the most important: you definitively need 4*Thought Scour. I recommand dropping the visions for them.