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Sunken Ruins Discussion
1 day ago
1 day ago
Your other (and perhaps better) option would be Sunken Ruins.
5 days ago
1 week ago
You might consider playing Woodland Cemetery, Drowned Catacomb, Hinterland Harbor since you are playing the full set of Duals and Fetchlands. You might even think about Snow-Covered Forest, Snow-Covered Island and Snow-Covered Swamp to add Tainted Pact to the deck.
Otherwise, nice deck!
1 week ago
MindAblaze I understand what you are saying but I feel this still links back to the Sol Ring vs Mana Crypt thread. If you're playing Meren of Clan Nel Toth, the question I would have to ask would be, why would you not run BOTH Cultivate and Call the Scions? Yes one is better, but both provide you with stuff you want to do. Both are easily great cards for the deck. Why force yourself to pick one when you can have both?
I personally don't find it fun to purposely neuter myself. Like I mentioned earlier in the thread, I'm all for it if you get with your playgroup and have everybody build their decks according to the same restrictions. Then it wouldn't hurt to neuter yourself. That would make it fun to build such a deck, but to do so just for the hell of it? No.
I also disagree with the idea that this is what Commander players should do. The format allows for a lot of different play, by no means should we build every deck by this philosophy.
I understand the exaggeration but it still goes over the top. For me at least it invalidates the entire argument. It would work better if a more serious approach was taken and it wasn't said to replace good cards with relatively garbage cards.
Here are some examples, why play Sunken Ruins and spend all that money when you can play Darkwater Catacombs? I could understand something like that, not stuff like replace Wrath of God with (insert crap boardwipe here). There are even points to be made like, if you're playing Daxos the Returned why don't you save some money on Damnation and use Extinguish All Hope instead? I would understand that point. It fits the flavor and actually benefits you more for that specific deck. The suggestions made in the article remind me of when my 5 month old daughter got into my Magic cards. I'm not building a deck out of whatever random jank she decided she wanted at the time.
I'm sorry, but any article that tells me, exaggerating or not, I would have NERF a Precon deck before Commander will be fun is absolutely ridiculous and all points made are null and void. Besides the fact that if you remove exaggerated points, was there a single good point made in the entire article? The article fails because it doesn't bring up any relevant discussion, and can be reduced to terrible trolling.
2 weeks ago
Ok, Hello there again, buddy!
Let's talk lands:
The main point about your lands is that they must follow your gameplan structure. If you're playing a slow paced, more reactive deck, then check lands (e.g. Drowned Catacomb) can help.
If, otherwise, you're a playing a proactive deck and you intend on doing a lot of sorcery spells on your turn, then you might better go with some shock lands and fast lands (e.g. Watery Grave and Darkslick Shores, respectively).
Sooner or later, you're going to find yourself looking for some mana filtering, then it will be the time to get some Polluted Delta. This type of land, fetch as people call it, is the ultimate manabase fixing tool. Nearly every deck with two or more colors needs it.
Unless you use something with or on the mana cost, you don't really need Sunken Ruins. Even if you do, one copy would be enough.
In a real control build, Creeping Tar Pit is a very good win-con. It deals damage quite consistently.
2 weeks ago
Hey man, I'm playing G&G at my LGS lately and they've been running very good, they're the only truly zombie tribal commander in my opinion. There are some cards you should definitely get in your deck:
Piranha Marsh should be cut, even a basic Swamp it's better. 1 life means nothing in Commander, an untapped land beats that EVERY time.
Unknown Shores fixes your colors, true, but you'll be tapping 2 lands for 1 mana.Sunken Ruins does the job needed best than everything else, but it's expensive. Darkwater Catacombs is a very good alternative, and it's easier to find and much cheaper, since it just got reprinted in C16.
Skyline Cascade has an interesting effect, didn't know that one it may worth trying it. I still play Halimar Depths to take a little look on what will be going to the graveyard before casting G&G.
I'm pretty sure you're aware of Urborg, Tomb of Yawgmoth, but that shouldn't stop me from mentioning it. Does marvels with Zombie Master.
Related on the previous Urborg point, it's close friend Cabal Coffers worths every dollar you spend getting it. And while we're talking about lots-of-mana-producing lands, I shall include in this point Crypt of Agadeem and Nykthos, Shrine to Nyx, since you're more inclined to black than blue. Fatestitcher will untap them and there you go, more mana than can be spent.
Fleshbag Marauder, just keep casting him and sacrificing himself, get rid of pesky indestructibles or hexproof or whatnot. Works well with your Dictate of Erebos.
Convolute and Cancel should go. 3 mana can pay for lots of better counterspells, just to name a few: Dissipate, Dissolve, Hinder, Spell Crumple, Forbid (my favorite). If the double blue is an issue, then you got options as well: Negate, Arcane Denial, Swan Song...
Lastly, since I was talking about flavor, G&G on their independent cards aren't that bad, especially Ghoulcaller Gisa. And if you got them both working together, you can spawn a big zombie with Stitcher Geralf and sac it to Gisa for lots of tokens.
Hope any of these helps, though most of them aren't that new of ideas.