|Commander / EDH||Legal|
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|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|
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: Add to your mana pool.
: Add or to your mana pool. Sulfurous Springs deals 1 damage to you.
Price & Acquistion Set Price Alerts
Sulfurous Springs Discussion
3 weeks ago
Alright so cards off the top of my head to definitely keep for the vampires.
- Adaptive Automaton
- Blood Artist
- Bloodcrazed Paladin
- Bloodline Keeper Flip
- Captivating Vampire
- Drana, Liberator of Malakir
- Drana's Emissary
- Forerunner of the Legion
- Indulgent Aristocrat
- Kheru Mind-Eater
- Legion Lieutenant
- Mavren Fein, Dusk Apostle
- Metallic Mimic
- Mirror Entity
- Pulse Tracker
- Rakish Heir
- Sadistic Hypnotist
- Sanctum Seeker
- Stromkirk Captain
- Stromkirk Occultist
- Twilight Prophet
- Vampire Hexmage
- Vicious Conquistador
- Viscera Seer
- Yahenni, Undying Partisan
Now moving on to the card types, for anthem/doubling/synergy token effects:
- Anointed Procession
- Cathars' Crusade
- Coat of Arms
- Door of Destinies
- Herald's Horn
- Legion's Landing Flip
- Obelisk of Urd
- Radiant Destiny
- Shared Animosity
- Stensia Masquerade
- The Immortal Sun
- Urza's Incubator
- Vanquisher's Banner
Now going for the interaction suite:
- Anguished Unmaking
- Boros Charm
- Crackling Doom
- Faith's Reward
- Fire Covenant
- Path to Exile
- Swords to Plowshares
- Teferi's Protection
- Zealous Persecution
Now for card draw engines:
- Dark Confidant
- Erebos, God of the Dead
- Grim Haruspex
- Mentor of the Meek
- Mind's Eye
- Phyrexian Arena
- Slate of Ancestry
- Smothering Abomination
- Underworld Connections
- Vampiric Rites
No good deck is left without tutors as well:
So far those cards are to be considered, sort through the cards and we can refine them to a playable deck list. Add in 36 lands to start, I feel that eventually we can cut it down to 34-35 since Markov will run a low curve. The basic lands should be good along with the basic multicolor mana base like Command Tower, Reflecting Pool, Mana Confluence, Exotic Orchard, City of Brass, the shock lands (Godless Shrine, Blood Crypt, Sacred Foundry), and also the painlands for now (Battlefield Forge, Caves of Koilos, Sulfurous Springs).
Let me know when you update it!
4 weeks ago
Fan of the deck, but what is your budget?
I think running less tapped lands, more lands like Sulfurous Springs, Blood Crypt, fetches, Graven Cairns, Luxury Suite, Shadowblood Ridge, etc. are all great choices for the deck, as well as rocks such as Talisman of Indulgence, Fellwar Stone, etc.
The more mana the better in a Xantcha deck, am I right?
1 month ago
A few thoughts that you may want to consider. Some will have to be weighed against budget but I think they all bring the deck a little more of an edge. Alesha, Who Smiles at Death has to be a fast deck to be effective as she will quickly get burned out if things move too slowly for you.
Faster dual lands that don't come into play tapped give you an edge early game that is not to be underestimated. They are a little pricey but if you can grab them they will certainly up the pace. The pain lands Sulfurous Springs, Karplusan Forest, Caves of Koilos The filter lands Graven Cairns, Rugged Prairie, Fetid Heath The check lands Dragonskull Summit, Isolated Chapel, Clifftop Retreat Also Talisman of Indulgence is an pretty damn good budget mana rock in your colours.
Just a couple more card draw options Read the Bones and Painful Truths are both better than Cathartic Reunion in my opinion. Usually I wouldn't advocate for higher cost cards but Mardu suffers from card advantage and I think its worth it not to lose those two cards....or have to, at the very least, worry about recurring them.
Break Through the Line is an interesting enhancer you may want to consider
I am not sure you need so many board wipes. Even so I think Day of Judgment might be one to consider replacing a more mana intensive card
Village Bell-Ringer would be a good addition to keep your defenses up as you'll probably want to be attacking all the time. You also could consider Selfless Spirit to bolster you creatures in combat. Hope of Ghirapur can shut down an opposing player pretty hard if you can recur it
1 month ago
Sure, allow me to explain in further detail. And thanks for the comment.
Given your example given, I can see I did a poor job explaining the legality. Living Lore certainly is legal dueto its recent downshift, but Demonic Tutor is actually legal as well. For one, demonic tutor was reprinted in Duel decks anthology on Dec 5, 2014. That is within bounds. But furthermore, I think you misunderstand one of the key legality rules here.
Reanimate is also legal in the cube due to its printing in UMA. This is because the rules are that is has to be printed at uncommon or common EVER. THEN, it has to have been printed since Innistrad. So since Reanimate was printed at uncommon for most of its tenure, and then was printed again now, it becomes legal.
So, to recap:
First check: Was this ever printed at uncommon or lower. Then check: Was this printed in paper since Sep 30, 2011.
Hope that clears it up.
As for the land restrictions, I assure you that the aggro color combinations need good dual lands to draft from. It's impossible to be able to have a T1 Monastery Swiftspear into T2 Consul's Lieutenant without a painland or shockland or some other kind of untapped dual. Everything but aggro can get away with the slower, weaker mana base. But aggro cannot. In theory, I could change the land rule to ALSO only include cards from Innistrad forward, but that felt like an unnecessary hurdle for something that is crucial to game balance. I certainly don't need to run Celestial Colonnade, but I do need Sulfurous Springs.
2 months 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!
2 months ago
I'm thinking that Uba Mask would be some nice draw hate. Here are some good lands
on Budget Jund
2 months ago
This is pretty good. +1
I would cut one Hissing Quagmire for a second Treetop Village. Kitchen Finks is also a good budget card to keep you alive long enough to get things going if Scooze and Liliana, Heretical Healer Flip aren't getting it done. Your mana base is very painful with all of the Fetch/Shocking required to play on curve.
Risk Factor is something I've seen a lot of Jund decks adding in. I'm still not sold on it, but I'll be following along to see how it does. Once they realize your playing a budget build, they will most likely take the 4 damage. Though there aren't many giveaways besides Hissing Quagmire, Mishra's Bauble and Liliana, Heretical Healer Flip.
If your budget is $700, I wouldn't waste it on the mana base. Outside of Raging Ravine and Overgrown Tomb there really isn't a need for the rest in a budget build. Sulfurous Springs and Karplusan Forest can go a long way in a budget deck. You have almost $200 tied up in the mana base with Shocks and fetches. That plus your remaining $100 is enough to get a playset of Tarmogoyf. Especially if you cut Grim Flayer. Which, also frees up 2 slots to cut Mishra's Bauble for Lightning Bolt and maybe Abrupt Decay.
You've got a solid build here though. I just think for the budget you have, there are better things to spend it on.
I've got a ~$250 build that uses and +1/+1 Counters to steal games from unprepared opponents.