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Sultai Charm Discussion
1 week ago
Boza, I think it's good for two reasons :
It's ANY CARD. AT INSTANT SPEED.
It doesn't require to be only black. That means you can go get a Liliana of the Veil or something more fancy like Dreadbore or Sultai Charm at the end of your opponent's turn. It finds you answers and essentially turns your deck into a toolbox.
You could also go 5c aggro and have this to find the right creature at the right mana cost at the right time :D the possibilities are endless, my friend!
1 week ago
Hi! I'm personally a huge fan of Muldrotha as a commander; so first of all, nice choice! Here are some cuts and additions I'd recommend:
- Archetype of Endurance. This card is very powerful to be sure, but Muldrotha already needs a lot of mana to function, and you don't have very many ways to cheat it into play.
- Butcher of Malakir. Grave Pact and Dictate of Erebos are more expensive money-wise, but being cheaper on mana and also more resilient makes them much, much better.
- Deranged Assistant. It looks good at first glance, but it's a 2-mana dork, and you're not playing any of the 1-mana dorks anyways. The single-card mill is a very minor upside.
- Millikin. Same as above.
- Nyx Weaver. It can be very good, but it's just too slow. There are much better ways to mill yourself, and a 6-mana Regrowth is way too much mana.
- Progenitor Mimic. A powerful card to be sure, but this isn't the deck for it.
- Slum Reaper. I think this card is only really worth running in decks that badly need the 3rd Fleshbag Marauder. Shriekmaw is almost always going to be better.
- Aether Spellbomb. Looping it can be fun, but bouncing a creature is a terrible waste, and there are better ways to draw cards with artifacts.
- Perpetual Timepiece. This card was good on Game Knights when they were only using Standard cards, but we have better options.
- Plague Boiler. This card is also cool, but once again, we have better choices.
- Demonic Vigor. Fun with Muldrotha, but there is usually so much exile-based removal in Commander that this card isn't as good as you think.
- Hesitation. Sweet include, but looks a little too cute. Very easy to play around, and also counters your spells.
- Skeletal Grimace. Same as Demonic Vigor.
- Thrull Retainer. Same.
- Grave Pact / Dictate of Erebos
- Living Death
- Dimir Signet
- Siren Stormtamer
- Farhaven Elf
- Wood Elves
- Evolutionary Leap
- Altar of Dementia
- Ashnod's Altar
- Pelakka Wurm
- Kiora, the Crashing Wave
- Viscera Seer
- Carrion Feeder
- Glen Elendra Archmage (pricey, but very powerful)
- Nihil Spellbomb (secretly fantastic here)
- Sultai Charm
- Phyrexian Arena
Hope this helps! Feel free to leave a comment on my profile if you'd like further suggestions for this or any other deck! Good luck!
2 weeks ago
3 mana, 3 counters for Ramos, and a ton of different effects for multiple situations. Obviously not all of those should go in your deck, but I would definitely throw in your favorites.
3 weeks ago
You decisions all make sense to me. I think the sceptor package is better in faster metas but if yours is slower and not abundant with graveyard hate the reanimation package makes sense. As you say, if you go this route then a Palinchron package is better!
I didn't realise before but you're right, your blue card density is a little lower than mine. I have actually never had Force in hand and not be able to cast for the alternative cost. I would think your density is still high enough to make it worth it but maybe that needs testing. If you do go reanimator the density will probably go up as well so thats something to consider...
I think I would favour Putrefy over Go for the Throat it's harder to cast and more expensive but a lot more versatile. That said, you already run Krosan and Nature's claim so maybe you don't need it. If giving away tokens doesn't end up mattering for you then you could also use Pongify as an efficient solution.
As for the specific questions:
1) Ok for transformation, I recommend something similar to me where it's not all in but a decent and tight package that when combined with tutors in the deck is very reliable if you want to go that route in a game.
I think the single best reanmiation target right now is Nezahal, Primal Tide, followed by Consecrated Sphinx. You don't really need to run both of these tbh, I have just always liked having both. For a long time I was running Jin-Gitaxias, Core Augur and he was great. I actually had him turn one once or twice which was brutal! I am currently also testing razaketh, the foulblooded , will let you know how that goes!
The other important consideration is how you get the cards in to the graveyard. Having some discard outlets is important on top of Tasigur's ability. Sultai Charm, Fact or Fiction, Windfall and Nezahal are great for this, so you're probably ok on that front for now. I also run Jace, Vryn's Prodigy Flip, he is great for some filtering and recursion but I often use him to pitch a reanimation target also.
There are some other specific things to think about but I think this is enough to test how you like it and then you can decide if you want to pull the trigger fully.
So 7 cuts for those. We can instantly cut two in the Sceptor package, so that leaves 5. I would cut at least 2 - 3 lands? It seems like a lot but 39 is very high right now. If you're dropping the sceptor package and in a slower competitive meta there are arguments to be made for dropping one or two of the mana dorks but that's a personal call I think. Otherwise my initial preference would be for the Time Warp and/or Phryrexian Arena but as you said they have served you well!
2) I ended up trading it out for Trickbind, I found I have enough other counters in the deck that I don't mind losing the flexibility of this effect. I was almost always using it to counter triggered and activated abilities anyway and Trickbind is just so much better at this. Cheaper, easier to cast, split second and also stops repeated activations for that turn (those last two are huge!).
And it was no trouble to look over. It made me realise some missing pieces in my list so it has been double useful! I look forward to hearing how you get on with the deck as you play it more!
1 month ago
Favorite Shard: Grixis
Manipulative, cruel, powerful. Edicts, burn, bounce, counterspells, everything control can be found here, and with a handful of evasive, aggressive creatures to swoop in with once you've established control of the board, or you can play the slow-burn game with effects like Nekusar, the Mindrazer. Put your opponent(s) on a clock and deny them the ability to stop it. Plus their ability to run some of the meanest creatures in the form of things like Kederekt Creeper, Baleful Strix, Master of Cruelties, etc. So much fun to be had.
Favorite Wedge: Abzan
Relentless power. I love Abzan because of its resilience, strength, and versatility. I'm not a huge fan of a lot of Abzan specific cards, but being able to run things like Animate Dead, Sun Titan, Brave the Sands, alongside gigantic green creatures like Ghalta, Primal Hunger, Ghoultree, Avatar of Might, etc is just incredible. The incredible suite of removal that B/W brings to the table in the form of Vindicate, Anguished Unmaking, Utter End, etc, combined with the might of Green creatures, further compounded by the volume of powerful reanimation effects these colors all have, builds a powerful, versatile deck that just never gives up. I've run Abzan decks that have had their most crucial cards hit with Slaughter Games type effects, and they still didn't stop, didn't slow down, and pulled out a win.
Favorite Allied Guild: Rakdos
Rakdos just knows how to throw a party. Every time I've built Rakdos I end up having fun, win or lose. Chaotic game-changers like Everlasting Torment, Havoc Festival, and Sire Of Insanity just bring a lot of shenanigans to the table that people just aren't prepared to deal with. Terminate is one of the kings of removal. Cards like Backlash, Delirium, and Rakdos Charm punish a variety of opposing playstyles. The individual colors also contribute a lot to your ability to handle creatures, and create even more chaos. Endless Whispers, Scrambleverse, you name it.
I cannot wait to get my hands on Last One Standing.
Favorite Enemy Guild: Simic
This one is simple, these two colors compliment each other so well it's insane. There is almost nothing that exists in this game that Simic cannot do. Green's weakness is its inability to manipulate the board much without combat. Blue's weakness is in its board presence and creatures. They are ideal together. Ramp, removal, aggro, counterspells, creature control, resilience. Simic has all its bases covered, and with just two colors. Mystic Snake, Trygon Predator, Kiora's Follower, Plasm Capture, Voidslime, Simic Charm, these cards are amazing, and that's without getting into the mono-color cards.
I'd also like to throw out some love for "Growth", the combination. The only pure Growth cards we have thus far are Atraxa, Praetors' Voice, and Witch-Maw Nephilim, but boy what cards they are. But the colors themselves are awesome together. G/U's flexibility, W/B's removal, much less other multicolor synergies, access to Abzan cards, Sultai cards, Esper cards. Obviously the mana base gets complicated fast, and it can be hard to handle, but if it works, it works.
4 months ago
Thanks, I forgot about Beast Within, I was thinking i could also use Imprisoned in the Moon as basically the blue version of Oblivion Ring or Banishing Light to get a little more flexibility in removal. Also as an enchantment if it gets wiped I could pull it back out of the graveyard with Muldrotha.
Reclamation Sage looks like it could slot in for Sultai Charm and again with Muldrotha graveyard recursion and transmute tutors for 3 - i'd lose the draw from Sultai Charm but i haven't seen that I need it so much in any of my play tests.
4 months ago
Move Nezahal, Primal Tide to Draw. The draw makes him good more than anything... Like another Sphinx.
Glacial Chasm Count it as a land and take a land out. Downsides: Requires Muldrotha in play; Pricey Fog that requires players to run MLD or recurring land removal to answer; Probably not fun/healthy. Idk... I would play it competively, but you might regret having it in casuals.
Yavimaya Elder I bet you the is going to be annoying and he's 5 mana to run. Muldrotha is going to be under a lot of pressure to get things out when she's alive so he's by himself, really, and blue has good draw... so more baubles imo.
World Shaper If the gimmick isn't fun, out with him.
Ramunap Excavator I think Muldrotha covers both of these and only good if you hit the dinosaur or oracle.
- Perpetual Timepiece > Dreamborn Muse > Frantic Search. I would pick one. Probably the one that is worth and easy to cast with Muldrotha.
- Sultai Charm Versatile, but also conditional. I think we just wheel/loot into the removal we need.
So... we have enough cards that are good when Muldrotha is in play. Lets pretend she's dead (indefinitely)...
- Compulsive Research "Draw 2"
- Dark Bargain "Draw 2, lose 2 life"
- Birthing Pod < Sidisi, Undead Vizier < Final Parting cut two of these. Pod needs you to be creature based and to be built around... I think it interferes too much with the plan and is better with Elves and tokens. The latter two are close. Both want Muldrotha in play, but I think fetching Mimeoplasm or Ooze (or Dark Depths/Hexmage!) with Parting is stronger and less conditional. I love Sidisi though ;(
- Swan Song and/or Pact of Negation Negation is better if you have lots of counterspells or have to storm. If someone can tap your lands, gg. Sub in Voidmage Prodigy (same thing but reusable).
- Vedalken Orrery I don't think its worth when it doesn't interact with Muldrotha. You're running ramp and, again, not a lot of counterspells so you can just leave the mana open and spend it elsewhere instead of dumping into Orrery.
Also consider subbing more enchantment removal just to even the slots.
5 months ago
Coiling Oracle - Not always ramp, but always replaces itself in terms of card advantage. Compare it to an Elvish Visionary or a Baleful Strix that are good in the first place and you'll notice that even if it isn't guaranteed ramp, it's still a gamble that's worth it.
Farseek - Great colorfixing when you have dual lands, and you want a couple of CMC2 ramp to get the ball rolling.
Nature's Lore - You need shocks for this to be worth it in a three-color deck, otherwise it's too inconsistent for colorfixing.
Deathrite Shaman - One of the best manadorks available if you have fetches and/or you run self-mill, since it ramps you in the early game and can grave hate in the late game.
Chromatic Lantern - You don't need a lot of mana rocks when you're in green, but this one's utility is good enough when you're 3+ colors. Can help with activating Tasigur, the Golden Fang more, especially when you have Training Grounds out and colored mana is the limiting factor.
Harrow - Instant speed ramp is good if you want to save mana for counterspells/removal, and land sacrifice is good for self-mill/recursion synergies.
Realms Uncharted - Technically not ramp but it's both card advantage and dumping stuff into the graveyard, while fetching your 4 strongest lands and forcing your opponent to choose between bad and worse.
Fork in the Road - Not land ramp, not very impactful, but dumping stuff into the graveyard while colorfixing ain't too bad. Maybe a bit sad to get this one back with Tasigur, the Golden Fang's ability, but that's what delve is for.
Exploration - It's ramp that requires you to have a lot of card draw or things like Crucible of Worlds and Oracle of Mul Daya, but can lead to stupidly fast starts of dumping your hand and recovering with Tasigur, the Golden Fang's ability. Definitely stronger than Burgeoning.
Animate Dead - One of the best reanimation spells in the game by far.
Victimize - Even if you're not focused on reanimation, getting back 2 creatures for only 3 mana and something to sacrifice is very often worth it. The more self-mill you have, the more targets you get.
Regrowth - The original Eternal Witness which is cheaper but less abusable. Very good in conjunction with Tasigur, the Golden Fang since you can force your opponent to choose between the things you want or Regrowth which lets you get what you want.
Seasons Past - Card advantage recursion, very good in general and even better when self-milling to give yourself lots of choices.
Grapple with the Past - Instant speed recursion for 2 that also dumps stuff into your graveyard.
Nyx Weaver - Not an amazing creature, but can be dropped early as a blocker and some slow value self-mill only to be used as recursion in the late game.
Fact or Fiction - Drawing the best 1-4 cards out of your top 5 at instant speed for 4 mana is makes this one of the best cards for one-off card draw, especially when the rest end up in your graveyard for delve/recursion.
Baleful Strix - Only replaces itself in terms of card draw, but a flying deathtouch blocker for 2 mana is a very annoying deterrent.
Windfall - Very good card advantage if your game plan is to dump your hand such as with Burgeoning and Exploration effects and fills up your graveyard with the things you discard, but risky since it can help opponents with draw/recursion/reanimation.
Whispering Madness - Extra copy of Windfall if you want one. Cipher can be good if you have stupid amounts of mana for dumping your hand, but not worth one more mana if you're deciding between this or Windfall.
Necropotence - Not great in 3+ colors where it gets hard to cast and not really necessary when you have blue, but still stupidly good with enough life and mana.
The Gitrog Monster - Very strong draw engine since he triggers off of sacrifice, discard and mill. Also a 6/6 deathtouch for 5.
Pull from Tomorrow/Stroke of Genius/Blue Sun's Zenith - Lots of card draw if you have lots of mana, great when you're ramping hard and dumping your hand. Pull from Tomorrow is the best one for card draw because it digs one deeper, but the other two can mill someone to death with enough mana.
Taigam, Sidisi's Hand - CMC5 and needs a turn to do anything is not great, but the filtering and creature removal is alright if he survives.
Lim-Dl's Vault - Incredibly good card selection. It's card disadvantage in itself but you can easily dig through your library until you get a pile that gives you card advantage plus playable cards.
Sensei's Divining Top - One of the best cards for card selection. Use its first ability before using Tasigur, the Golden Fang's ability to help force certain cards into your hand, then use the first ability again to dig even deeper into your library.
Sylvan Library - Very good card for card selection, becomes stupidly good with lifegain and/or fetches for shuffling.
Satyr Wayfinder - Cheap way to get stuff into your graveyard, sorcery speed but creatures are more abusable than instants/sorceries.
Compulsive Research - Great source of card selection since 1. you get to draw before discarding, 2. you can discard anything from your hand, not just from the three you drew, 3. it can be card advantage if you discard the right thing.
Thirst for Knowledge - Like Compulsive Research except a lot better because it's instant speed, and slightly worse because you'll have more opportunity to discard and recur lands compared to artifacts.
Beast Within - Can target anything, so one of the best pieces of spot removal in the format.
Sultai Charm - Very flexible removal or decent card filtering, one of the best charms available.
Reclamation Sage - Removal on legsthat can chump block, be cloned, reanimated etc.
Krosan Grip - Very strong removal, can't be countered and can stop problem cards like Oblivion Stone and Necropotence.
Murderous Cut - Creature removal for 1 is very good, as long as you have enough stuff to delve away.
Abrupt Decay - Slightly too restrictive in commander unless you play in a combo heavy meta, but still worth considering.
Nature's Claim - Removal for 1 is very very good. It's arguable whether this or Krosan Grip is better if you can only choose one.
Tetzimoc, Primal Death - Not very good, but pretty fun and good value if you have a lot of mana.
Vraska the Unseen - Unconditional removal: good. Sorcery speed for 5 mana: bad. Planeswalker with 2 loyalty left after you removed something: not great, but fun.
Scavenging Ooze - Targeted grave hate for cheap is great.
Toxic Deluge - The best creature board wipe in the format, bar none.
Pernicious Deed - One of the best board wipes in your colors. Can be asymmetrical if you have the most expensive stuff, can kill tokens for 0, can hold the table hostage by waiting with blowing it up.
Decree of Pain - CMC8 makes this not great, but the card draw makes it worth considering. Cycling is also good as an instant speed uncounterable board wipe against early aggro.
Torment of Hailfire - Generic big mana wincon, can still be pretty painful even if you don't cast it for X=lots.
Crop Rotation - Card disadvantage since you sacrifice a land, but being able to fetch any utility land at instant speed for 1 is crazy for potential. Bojuka Bog, Tectonic Edge, Alchemist's Refuge, Cabal Coffers/Urborg, Tomb of Yawgmoth, Thespian's Stage etc. Can compensate for the card disadvantage while colorfixing with Myriad Landscape/Blighted Woodland.
As Foretold - Not a very good card, but it's pretty fun to use if you get the ball rolling, especially since you can spend any extra mana on your commander once you get to freecast spells. Even better with cheap instants.
Propaganda - Generic protection, both against token decks and to avoid becoming the path of least resistance in multiplayer.
Isochron Scepter - Absurd value with stuff like Brainstorm, absurdly annoying with counterspells. It runs a fairly high risk of being a dead card in your hand though, since you won't be running lots of CMC<=2 instants. Very sad to get from Tasigur, the Golden Fang's ability with an empty hand.
Faerie Artisans - Relatively underrated card. You get the ETBs of anything your opponents cast/flicker/reanimate/etc. plus a chump blocker/attacker of varying quality.
Mirage Mirror - Incredibly strong card, even though it may not look like it at first glance. Copy a Cabal Coffers/Zendikar Resurgent for lots of mana, copy creatures like Arcanis the Omnipotent/Etali, Primal Storm and you get to tap/attack immediately as long as the artifact has been in play for a turn, copy creatures like Oracle of Mul Daya/Kess, Dissident Mage and get cheap value, scare off attackers by saying "I can copy the biggest dude on the board and block you", dodge removal/board wipes by copying a land etc. Extra fun if you run Dark Depths.
Avenger of Zendikar - Generic wincon, but still a very good wincon.
Exsanguinate - Generic big mana wincon, can save you from an early aggro death even if you don't cast it for X=lots.
Telepathy - Not a good card, but it's pretty fun for politics and mind games.
Assault Suit - Kind of fun multiplayer card, but not very good since your opponents aren't forced to attack with the equipped creature. Can cause some funny commander damage blowouts if your politics game is strong.
Psychosis Crawler - Generic but slow wincon, decent creature to clone.
Dark Depths - If you're already running support cards for Cabal Coffers, you have most of the stuff for a decent Dark Depths package like land tutors and Thespian's Stage (plus Marit Lage is cool). Throw in a Vampire Hexmage for a potential turn 3 20/20 to really set the pace of the game.
Hinterland Harbor/Woodland Cemetery - Checklands are great and not that expensive, and stay great even as your manabase improves. These two will get reprints in Dominaria, might want to wait for them.
Temple of Malady - The last scryland, you have the other two.
Cephalid Coliseum - Good for card filtering late game, comes in untapped early.
Choked Estuary - Not the best cycle of lands, but at least it's better than lands that always come in tapped. Doesn't exist in your other colors yet.
Golgari Rot Farm/Simic Growth Chamber - These are not that bad budget lands since they give you virtual card advantage at the cost of speed, but having three of them in a three-color can sometimes be too slow and awkward. If you want to keep them, then buy Dimir Aqueduct.
Halimar Depths - I would not use this over a basic land in your deck because you don't have lots of lands to find with your ramp, and the upside is not big enough for a tapped land that only produces one color.
Evolving Wilds/Terramorphic Expanse - These are a bit slow but they're good for colorfixing and they're great for Ramunap Excavator and Splendid Reclamation, as long as you have enough basics in your library.
Lumbering Falls - Manlands are not really worth it in commander unless you're have a lot of equipment, combat damage triggers or creature sacrifice.
Reliquary Tower - This is not a definite cut, but you don't want too many colorless lands in a three-color deck. Reliquary Tower is only necessary if you have lots of card draw and very little graveyard interaction, but since you have plenty of graveyard recursion, you should be fine without it.
Tectonic Edge - It's a good card, but I prefer using Ghost Quarter because you don't need to have any mana ready to be able to use it. Wasteland and Strip Mine are both strictly better, but expensive.
Temple of the False God - Not that great in three-color decks.
Jace, Memory Adept - Milling opponents with this guy is stupid, milling yourself is kind of decent but at 5 mana it's bad.
Kiora, the Crashing Wave - If you want it for the -1 (which is pretty good), just run Explore instead. Using it for the ultimate is stupid since your opponents have 3 turns to handle it and you're not getting any value from the +1.
Tamiyo, the Moon Sage - The -2 is not the worst, but at 5 mana and when you're blue it's not really worth it. Same as with Kiora, the Crashing Wave, you will never reach the ultimate against competent players and the +1 doesn't really give you any value. This one's worth some money, so sell it and buy better cards.
Archfiend of Depravity - The effect is not terrible but in practice it's less impactful than it seems. You can usually play around the ability or remove the creature if it's a huge problem.
Beastcaller Savant/Deathcap Cultivator/Elves of Deep Shadow - This deck has no reason running mana dorks other than Birds of Paradise and Deathrite Shaman, at most. Elves of Deep Shadow is not awful since it's 1 mana and colorfixes, but still not worth it.
Dimir Doppelganger - The main advantage to clones is that you can abuse strong ETBs, which this clone can't. Decent if you're two colors, not really if you're three.
Edric, Spymaster of Trest - This guy will more often enable your opponents than it will help you. Terrible card unless you're spamming tokens.
Forgotten Creation - Dumping cards into the graveyard is not bad, but CMC4, only in upkeep and discarding before drawing is awful.
Kruphix, God of Horizons - You need a lot of big mana dumps or a draw/go playstyle to justify using Kruphix, God of Horizons. Your commander is a mana dump but your limiting factor is going to be colored mana.
Solemn Simulacrum - Not awful, but there are better alternatives for ramp when you're in green. Could be worth keeping if you run a lot of clones for slightly better value compared to something like Wood Elves or Cultivate.
Torrent Elemental - Can blow out an opponent when you have a big board, but is very telegraphed and isn't very impactful on its own. Use Pathbreaker Ibex if you want better blowouts. The exile ability isn't great even if you delve him away, since you're still casting a mediocre creature for 5 mana.
Yahenni, Undying Partisan - Good when your deck is based around sacrifice and reanimation, but very out of place here.
Bounty of the Luxa - Slow ramp or slow card draw, but you can't choose which one you need right now. Better to use proper ramp and proper draw spells instead.
Deadbridge Chant - You can keep this if you like it because it's pretty fun. However, the random aspect and lack of impact until your upkeep is a bit too unreliable for 6 mana.
Perplex - Cards that give the opponent the final choice are generally bad, and this one isn't even good for its mana cost.
Spell Pierce - Good in faster combo-heavy metas, but not quite reliable enough in slower metas.
Unravel the Aether - This card is actually very good since it ignore indestructible, but it's worth considering if you'd rather have Nature's Claim for the mana cost or Krosan Grip for the utility, since I don't think you have room for all three in the deck.
In Garruk's Wake - Good card when you have the mana to use it, but 9 mana is a lot.
Increasing Ambition - I generally recommend against using tutors since games become very samey with them, but even then there are a lot of better tutors out there than this one.
Praetor's Grasp - Not as fun as Gonti, Lord of Luxury since looking at top 4 is more exciting than picking the best card for the situation, not as flexible either since you need the correct colors to cast things.
Dimir Signet/Golgari Signet/Simic Signet - Signets are good since they're cheap, can be used immediately and colorfix you, but in a slower meta they're prone to get board wiped away compared to land ramp, so they're not that great when you're green.
Gilded Lotus - People generally don't use spot removal on mana rocks, but the big and efficent ones like Gilded Lotus and Thran Dynamo sometimes do. You can use the mana immediately, but otherwise it's not much better than an Explosive Vegetation.