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|Masterpiece Series: Kaladesh Inventions||Mythic Rare|
|From the Vault: Relics||Mythic Rare|
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Artifact Creature — Golem
When Sundering Titan enters the battlefield, choose a land of each basic land type, then destroy those lands.
When Sundering Titan leaves the battlefield, choose a land of each basic land type, then destroy those lands.
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Sundering Titan Discussion
1 week ago
@Kezvin Yeah, I have thought a lot about it since it would be nice to deny them the land and revolt is so easy to trigger. Not to mention the Path Artist Non-bo. However, I really think it is more important to have the catch all available. Aside from Path and Grave Pact we literally have nothing to kill things like Gurmag Angler, Tasigur, the Golden Fang, Reality Smasher, Drowner of Hope, Endbringer, Kiki-Jiki, Mirror Breaker, Wurmcoil Engine, Platinum Angel, Sundering Titan, Ulamog, the Ceaseless Hunger, World Breaker, Primeval Titan, anything from a Living End or reanimator deck, or any other big baddies that cost more than four that I can't think of.
Also worth mentioning are any instances of indestructible, undying, persist, or regenerate.
And then there are creatures with graveyard abilities or the in dredge.
As much as I love Push, Path just feels like a necessary evil.
1 month ago
- Tragic Slip (good against gods)
- Deathreap Ritual (good pull towards Golgari, good splash for Rakdos and Selesnya)
- Malicious Affliction (good black targeted removal)
- Morbid Curiosity (good in Artifacts and Golgari)
- Mirrorweave (seems like it could get pretty zany, also works as a functional wrath if you target a legendary creature)
- Slate of Ancestry (seems like a better option than Harmonize and the like for colors without CA)
- Thundermaw Hellkite (just busted)
- Hellkite Charger (lets speed up the game a bit)
- Illusionist's Gambit (a hilarious gotcha card in blue)
- Thalia, Heretic Cathar (this card makes the aggro deck in the pod much more threatening)
- Cavern Harpy
- Boros Charm
- Boartusk Liege
- Goblin Chieftain
- Goblin King
- Goblin Lackey
- Goblin Matron
- Goblin Piledriver
- Goblin Recruiter
- Goblin Warchief
- Ib Halfheart, Goblin Tactician
- Krenko, Mob Boss
- Skirk Fire Marshal
- Warren Instigator
Potential cuts (not removed, waiting your feedback):
- Sylvan Primordial (too much value I think)
- Sundering Titan (again, too much value)
- Nahiri, the Harbinger (she is good but doesnt support any archetypes)
- Merchant's Dockhand (very durdly. I actually hate this card, to be honest lol)
- Gruul Charm (doesnt do enough. There are better options to stop blocks)
- Merciless Eviction I think this is too good, actually. I dont want the build/reset dynamic unless you really pay a cost for it.
- Supreme Verdict (see: Merciless Eviction)
- Dovescape I think this will actually lead to too many board stalls. Not worth it.
- Reparations Doesnt do enough
- Darksteel Mutation (not necessary. We have enough good white removal)
- Limited Resources too mean.
- Tempt with Glory the tokens deck wants this, but I think it will only be better than a 6-mana put a +1/+1 on each creature you control when playing against gruul.
- Filigree Sages too little payoff for those stats
- Skill Borrower this card just sucks
- Shape Anew very bad. I love tinker, but nah.
- Black Sun's Zenith too good.
- Dread Return We said no reanimation
- Animate Dead
- Bonfire of the Damned too mean
- Starstorm too good I think. Rolling Thunder could be a good replacement?
- Tempt with Discovery I hope were playing with people smart enough not to fall for this trap
- Fang of the Pack (I think this card is not very good. I like that it has melee, but its not the best for a 6-drop)
Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!
I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.
Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.
1 month ago
1 month ago
But that Moat tho, gotta look out for that.
1 month ago
I would like to remind you that such a banlist would also unban quite a few cards. Unbanning these cards would mean that now players could do new things that were unavailable to players because, with the prevalence of hyper efficient tutors and ramp, those were considered oppressive cards by the RC.
The following is a list of those cards:
Emrakul, the Aeons Torn
Erayo, Soratami Ascendant
Leovold, Emissary of Trest
Prophet of Kruphix
Sway of the Stars
If you think any of these fall into one of my mentioned categories, or if you think I should create a new category in my proposed banlist because of any of these cards, let me know.
robbnoble, you say that taking away the best ramp makes the big, clunky creatures no longer viable. But should they remain unbanned and be abused for other purposes that can quickly lock out a game? In fact, there are many, many other cards that ramp. So it's not even true that banning the best ramp makes them no longer viable.
You say that playing against similar-strength decks is easy. If you go to a convention or some gathering and want to sit down to play a game of commander with 3 strangers, how exactly would you plan to ensure that everyone is playing a similar strength of deck as you? To me, that seems like a logistical nightmare. Since 99% of people want to win with their deck, everyone would play down their deck, no?
I believe a banlist is like a speed limit on the road. Yes, for many people, it sucks. But for everyone, it is a safety measure that the world would be a worse place without.
enpc and robbnoble, I agree that there are many different ideas of what commander should be like. So between the divide between the cEDH players and the more casual players, one group is going to have to adopt the "change the banlist to fit your playgroup" model. Which group would have an easier doing that? I believe it is much easier to take cards off a banlist in a group than it is to add them. Allow me to explain:
If a player is doing something undesirable to a playgroup with a card, they will feel singled out if the group motions to ban that card. Why is it that I can't do X, but that guy can do Y. Banning cards based on experience will only lead to banning players.
If a playgroup thinks a particular banned card could be alright, then they can unban it. In fact, they can adopt a position that its only unbanned for a certain amount of time, after which it will be banned again. This allows them to see if they want to permanently unban it in their group.
Not only is 2 more effective and more possible, it's also better for a playgroup's growth. As if that were not good enough, it also means that players won't be surprised with an encounter with stronger decks unless they have agreed to it beforehand.
enpc, You believe that without fast mana and hyper-efficient tutors, that the best decks will be sultai/bant control/goodstuff decks, but I just can't see that being the case. Currently, aggro decks cannot compete with the control/combo decks in general, and losing fast mana and tutors would hurt aggro less than control/combo. What I see happening is that aggro decks become more viable in the format, probably close to a balance with control and combo decks.
robbnoble, you ask why anyone should ruin a format for someone else when it's not necessary. That is exactly my point! What ruins a format more: a player building a deck only to have it get consistently beaten by strangers who spent lots of money to beat them with strategies that contradict the inherent design restrictions or a player who is in a group of players who all wish to play at a stronger level but for some reason don't actually motion to do so? I think the choice is obvious.
Chandrian, more than believing a banlist can facilitate a high occurence of fun games, I believe that a lack of a banlist (or a poor one) can ensure a higher percentage of unfun games for the majority of players.
You say that people have different perspectives on commander, and because of that, no banlist will ensure games will always be fun for everyone. Take a look at the games that were unbalanced that you've played, and tell me what you think the reasons for the lack of fun were. Were they not a combination of deck value discrepancies, hyper-consistency due to efficient tutoring, destroying each opponent's ability to produce mana, and/or the production of obscene amounts very early on in the games?
I agree that politics matter, but not when there's a Stasis lock out on turn 2. That's why I believe my proposed banlist would empower politics to matter in more games.
Epochalyptik, I completely agree with your first point. However, what would be stopping you from discussing with your playgroup to remove the cards from the banlist that your group would like to play with? According to my experience in multiple LGS stores over years, I have found that people wanting to have a highly competitive experience to be a minority. Should the majority of players be subjected to a banlist that doesn't represent their views? Also, for those that would then be unrepresented in the banlist choices, would it not be easier for them to unbanned cards than it would be for a playgroup to ban cards?
I would argue that saying the solution of resolving power differences with individuals is best in such a situation is a symptom of poor banlist management. If the banlist were better, those discussions would not be necessary.
Well, I did also include cheap ramp in the banlist, but I can respond to your final statement with regards to efficient removal. Nothing about the design of the format deals with removal. However, the format does have aspects of its design related to consistency. These aspects are exactly why tutoring is unique in its effect compared to cheap ramp and efficient removal; tutoring becomes much more powerful in a format where it can easily circumvent the only/biggest design restriction.
1 month ago
Yeah I could have added on to that a bit, I'm getting 2x Wurmcoil Engines, a playset of Remands, a 1x Sundering Titan, and 1x Solemn Simulacrum with this as well. All of that is for a modern deck I'm building instead of infect which I'm postponing finishing for now to instead build something cheaper.
But we follow prices of the store Face to Face Games, not sure if you have heard of them however as they are a Canadian store. Wurmcoil Engines for example are about $19-20 CAD/ US $14. While the NM slivers go for about $50 CAD / $36-37 US, and i'm buying him the two chalices for $170 CAD / $125 US for those 10 cards in return.
I was using about $110 Cad/ $80 US store credit I had to pay towards this anyways from a bunch of standard stuff like a foil Chandra, Torch of Defiance, 3 Spirebluff Canals, a Craterhoof Behemoth, etc which was all stuff I was relatively not using so i'm not too sad too see them go to actually pay less of this myself.
Going between these prices all must seem a little confusing sorry about that, and while I didn't still didn't even list everything mentioned the trade is one I'm fine with as I was paying for a good chunk of it with store credit. But thank you for your concern anyways in suggesting the trade might not have been in my favour.
I was building Mono Blue Tron anyways if you have heard of the deck for modern, if your not aware it feature's Urza's Tower, Urza's Power Plant, and Urza's Mine along with Expedition Map to produce tons of mana quickly to play threats like Wurmcoil Engine and Ugin, the Spirit Dragon. It features Treasure Mage which can find a variety of artifact cards like a 1x Platinum Angel, a Sundering Titan the 2x wurmcoils, and Mindslaver which you can use alongside Academy Ruins for some fun for you anyways. Then in the early turns you have Remand, Condescend, Spatial Contortion among other things to slow your opponent down and of course preventing them from killing you before you can play your threats.
I pretty much go to fnm each week for every format, I have a deck for standard, 2 decks for commander, this deck I'm working on for modern as well as my rather budget infect (The friend I mentioned after this trade is going to let me borrow the remainder of what I need for this Mono Blue tron deck at fnms until I either buy/trade for it or acquire my own pieces). Still need an Academy Ruins, a playset of the urza lands (have 1 tower though) and a Oblivion Stone.I as well have even a deck even for pauper ( Slivers featuring playsets of Muscle Sliver, Sinew Sliver, and Predatory Sliver and others bolstered by things like Rancor and Armadillo Cloak it's a lot of fun and is cheap :) ).
1 month ago
Forgeted to add in list, but a have an Sundering Titan in build now