|Commander / EDH||Legal|
Printings View all
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
|Deckmasters: Garfield vs. Finkel (DKM)||Rare|
|Seventh Edition (7ED)||Rare|
|Classic Sixth Edition (6ED)||Rare|
|Fifth Edition (5ED)||Rare|
|Ice Age (ICE)||Rare|
Combos Browse all
: Add to your mana pool.
: Add or to your mana pool. Sulfurous Springs deals 1 damage to you.
Sulfurous Springs Discussion
2 weeks ago
Boomcat12B I totally agree on the front of tapped lands (though certain taplands have a purpose, such as Mortuary Mire for recursion). The issue at hand is that I want to keep this deck as budget as possible to make it accessible, and for me that means keeping it under $300. Sadly good lands are stupidly expensive, so I purposefully excluded most of them. Also, I already did run Blood Crypt and Graven Cairns . But I do think I may swap out City of Brass for Sulfurous Springs as it brings the price down by about $2.
I will definitely look to include the Sunscorched Desert , ping damage adds up and can be underappreciated.
TetrAggressive I agree that the crawler is powerful if it hits the field with Anje, but I don't currently have any creature's I would want to cut for the include. For instance, Archfiend of Ifnir is the same CMC, but it plays off the discard, as opposed to the draw.
2 weeks ago
If you can get away with tapped lands in your play group that's awesome. But when playing at a competitive tier tapped lands are simply to slow and don't provide enough upside to justify taking up a slot. Especially with Anje. She wants to win as soon as possible since she has very little in the way of effective interaction outside of a few cards. Maybe replace those tapped lands with fetches (these give you a shuffle effect which can be helpful, especially when rummaging with Anje)- Fetchlands/ Blood Crypt , Graven Cairns , Sulfurous Springs , Luxury Suite , or Aether Hub as just a few ideas. These will help speed up your deck and provide more consistent plays. Also definitely add Sunscorched Desert this gives you another means to proc dmg off of you worldgorger loop, with the added bonus of being a land so it is much more difficult to interact with. Also I think Fellwar Stone is a better include over Mind Stone as it will provide you with colored mana (Hopefully a black or red). There is nothing wrong with 2 drop mana ramp in CEDH by the way. It is just not as effective as cards like Crypt or Vault. But they can work nicely to help round out your mana base as CEDH runs much lighter land packages than regular EDH. My "Budget" CEDH Anje list runs 30 lands and 11 mana rocks. (I am running that many because I am not running Crypt or LED since I am trying to keep it under 800 dollars and "budget" for CEDH anyways) My deck wants to win by turn 3 or 4 so I need to make sure I hit a rock for turn 1 or 2. Finally might I suggest Dualcaster Mage and Heat Shimmer as a back up wincon if gorger is exiled. Just some ideas that I hope help out some.
1 month ago
2 months ago
Hey, you're welcome :)
I don't want to discourage you by suggesting to add so many cards and cut so many cards. You have a really good plan for when you get Rakdos onto the battlefield, but the problem is you haven't included many ways to cast Rakdos. Because can only cast him if an opponent loss life for the turn. You have a great late game base of creatures, really good, but there's not very much, if any, early game plays to make. Commander decks want three plans at various stages of a game. One for the early game, one for the mid game and one for the late game. Right now you have planned out the mid and late game well, but have neglected the early game. My advice is sacrifice some mid and late game cards for early game cards.
Some examples of different plans for each stage of the a game.
Early game (ramp and pingers):
Mid game (Rakdos and reanimation):
Late game (Eldrazi and other big creatures)
In my opinion it's better to have a lot more early game plays then mid and late game. The early game plays should help to setup and get into the mid and late game. Low mana cast reanimation/enablers is an an example of early game plays that can be just as good as a mid/late game plays. Tutors are an excellent bridge between each stage of the game because they let you get a certain card for what ever stage you're at and in of need at the time.
As I said in my last comment I think you can cut quite a few of the big creatures and replace them with more early game cards that let you interact with Rakdos faster.
Cards to consider cutting:
- Cinder Barrens
- Bloodfell Caves
- 1x Mountain
- 1x Swamp
- Chainer, Dementia Master
- Garna, the Bloodflame
- Geth, Lord of the Vault
- Greven, Predator Captain
- Hythonia the Cruel
- K'rrik, Son of Yawgmoth
- Massacre Girl
- Overseer of the Damned
- Soul of Innistrad
- Tetzimoc, Primal Death
- The Haunt of Hightower
- The Scorpion God
- Fated Return
- Blackblade Reforged
- Whispersilk Cloak
- Loxodon Warhammer
- Sword of Truth and Justice
All these cards are by no means bad, they're just in my opinion worse than the other cards here. In my last comment I listed about 20 cards for you to consider adding most except Heartless Hidetsugu and Artisan of Kozilek were one to three CMC. Which included pingers ( Spear Spewer , etc.), mana rocks ( Rakdos Signet , etc.), reanimation/enablers ( Doomed Necromancer , Buried Alive , etc.) and instant removal ( Chaos Warp , etc.).
40 lands is a lot of lands, consider cutting some for additional mana sources (mana rocks)?
I think you're better off adding mana rocks then having lots of lands and equipment. I think it helps your deck more to have color fixing and ramp then equipment. Mana rocks are excellent early game plays. Equipment are mid to late game plays and they only do something if you have creatures on the battlefield who can attack. Rakdos or Sin Prodder could be good sources of a creature for equipment, but equipment overall is not doing much here. Because of mana cost for Rakdos then mana rocks that can make colored mana are more desirable then ones that can't. However if you have the powerful mana rocks that only make colorless mana ( Sol Ring , etc.) still play them because they're some of the best cards in Commander.
Lots of basic lands can be problematic when the main casting cost you're trying to make is for Rakdos. Some other playable Rakdos dual lands to consider adding:
3 months ago
Hey, there's a lot of hype around Anje and for good reason, but Chainer, Nightmare Adept is also excellent from the precon especially with Magus of the Wheel . Given the current budget I don't think trying to make your deck a cEDH version is in your best interest especially because of the manabase with 30 basic lands.
There's lot of good cards here, but the manabase isn't comparable. Consider adding some Rakdos lands? At least add the budget ones?
- Smoldering Marsh
- Foreboding Ruins
- Ash Barrens
- Tainted Peak
- Dragonskull Summit
- Graven Cairns
- Sulfurous Springs
- Jund Panorama
PaneledSmile40 makes a good point about adding cards that can let you play Anje quicker, even turn two. I think all his/her budget card suggestions for this are good and can replace the additional mana sources here especially the Diamonds, Grafstone and Chalice.
Glint-Horn Buccaneer can be a backup plan with Library of Leng . This two card combo with Anje and any madness card such as Fiery Temper can kill all your opponents with damage from Buccaneer. Buccaneer even without Leng is a good card with a repeatable discard source. Leng is a may ability which means you can still discard cards to your graveyard if you choose to, but having the option to put the card you discard on top of your library can be powerful.
Anje is a good reanimation enabler. You already know this because there's many reanimation spells here and you need reanimation for the Worldgorger combo. Consider adding more reanimation Apprentice Necromancer , Buried Alive and Rune-Scarred Demon ? Demon is a creature you can reanimate to tutor for other cards.
Good luck with your deck.
3 months ago
Nice deck, seems strong, the only problem I see regards the lands. I would consider adding some of the following cards: Bloodstained Mire , Prismatic Vista , Canyon Slough , Graven Cairns , Blackcleave Cliffs , Foreboding Ruins , Smoldering Marsh , and maybe Sulfurous Springs ! If you find this helpful, please consider upvoting my deck, A Deal With the Devil EDH! Hope this helps, good luck on your deck, and have a nice day!
3 months ago
Add the Grixis land group: I would consider some of the following: Crumbling Necropolis Watery Grave Steam Vents Cascade Bluffs Sulfur Falls Sulfurous Springs Spirebluff Canal Scalding Tarn Drowned Catacomb Shivan Reef Graven Cairns Bloodstained Mire Sunken Ruins Dragonskull Summit Blackcleave Cliffs Prismatic Vista Foreboding Ruins Sunken Hollow Smoldering Marsh Blood Crypt Choked Estuary Polluted Delta
3 months ago
Ok. So, here're my suggestions; feel free to ignore any or all of them, if you so choose:
CARD DRAW/SELECTION: This is a big part of EDH.
Faithless Looting : This is a powerhouse in Modern, and it's pretty good in EDH too. It makes a lot of one-land sevens or land-heavy sevens into keepable opening hands.
Sorin, Grim Nemesis : He's good.
Champion of Dusk : This card can easily be a mass-draw spell, depending on your board, and his body isn't insignificant.
Throne of the High City : Using the monarch mechanic in an aggro deck is pretty good. Since you're running Anowon, the Ruin Sage , you don't want to run any of the monarch-making creatures, as none of them are vampires. Marchesa's Decree is also worth considering.
TUTORS: These will make your deck more consistent.
RAMP: I think you're running too many lands for an aggro deck; also, your ramp package has room for improvement. Replacing a few lands with rocks and potentially some more creatures can make the deck a lot better.
Ancient Tomb : This is a great piece of land-ramp and can land a signet or talisman on turn one.
REMOVAL: You have a lot of good removal spells, mainly because a lot of your removal is more than a one-for-one (see Fell the Mighty , Crackling Doom and Return to Dust ). In a format with three opponents, you typically want to be doing more than trading one-for-ones, a notable exception being Swords to Plowshares , which is an absurdly powerful card. I suggest running some of the following:
Fire Covenant : This is EXCELLENT spot removal, as it differentially kills what you need to kill.
Wear / Tear : Usually a two-for-one. Any red-white deck in EDH should run this.
Reckless Spite : Costing five life isn't a big deal, especially if you have life-linking vampires.
Despark : I know I just said one-for-one's aren't typically good, but I've been very impressed with this one. At instant-speed, it's a powerful effect. Worth considering.
MANA BASE: Untapped lands are the best lands, but once you hit three colors, it can be tough to make your mana work while coming in untapped. Consider the following:
CREATURES: There're some creatures I think you should upgrade from the Maybeboard:
MISCELLANEOUS: There're some other cards you might like. Consider the following:
Shared Animosity : One time, many moons ago, I built a modern goblins deck with this. It was alright/terrible in Modern, but in a relatively slow-moving format like EDH it can be a real powerhouse.
Smallpox / Pox : Smallpox is easily one of my favorite cards in EDH, and may be good with your high land count, even if you choose to cut three or four lands. It'll depend on your meta and your final deck list. It could be awful, but it could be good. Pox is much more likely to be terrible, but is worth having on your radar.
Suppression Field : You're running very few planeswalkers, fetches, and with a little crafting, you can have very few creatures and/or artifacts with activated abilities. In my meta, this card is absurd. Especially against me.
Price of Glory : This discourages instant-speed interaction. In a deck like this, it's very likely to hose blue-players without really touching you.
Stranglehold : Everyone searches. Make 'em stop.
Aura of Silence : This is good in most metas. The tax effect is brutal, and the sacrifice has the ability to break a combo in a pinch.
Rule of Law : This'll hose pretty much any combo deck. I hate playing against this card. (I play Storm.)
Authority of the Consuls : This is a good way to make sure opponents can't poop out blockers too quick.
Sulfurous Springs occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
UBR (Grixis): 0.59%
RBW (Mardu): 0.6%