|Commander / EDH||Legal|
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|Planechase 2012 Edition||Uncommon|
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: Add to your mana pool.
: Add or to your mana pool. Play this ability only if you control a Swamp.
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Tainted Isle Discussion
1 week ago
Cut down to 37 lands:-1 Shambling Vent-1 Temple of the False God-1 Tainted Isle (often colorless - might as well run a good colorless land like Academy Ruins, or Volrath's Stronghold)+1 Exotic Orchard (might as well be an ABU dual)
Consider ditching the lands that look for 2 basics (such as Sunken Hollow) in favor of lands that look for basic land types (such as Isolated Chapel). You have so few basics to fuel them. You don't need fetch targets so badly that you need to run tapped lands. If you feel the need, the cycling lands are better in my opinion. They're not dead drops in the late game.
3 weeks ago
These are options from EDRec.com
Sidisi, Brood Tyrant - Tutors on a death touch beater.
Drowned Catacomb - Great land.
Forgotten Creation WOW, this card seems great for this deck.
Rhystic Study - Please don't.
CARD I AM NOT TOO FOND OF:
Stoneforge Masterwork - I think you would get more value from a Zombie Lord.
Profaner of the Dead - This card seems out of place. What are you looking for this card to do?
Smuggler's Copter - There are simple and better ways to filter/draw.
Drunau Corpse Trawler - Lack luster.
Siren of the Silent Song - A potential cut.
1 month ago
Re: Azorius Chancery,
It's not always a bad card to play, it just depends a lot on your meta, really. It's slower than a lot of other lands, but if your meta isn't hyper aggressive, or if people don't run land destruction, then that doesn't matter as much. For me, however, I've replaced the three ally color bounce lands with Fieldmist Borderpost, Mistvein Borderpost, and Veinfire Borderpost since they are not only artifacts for any abilities that care about that, but they can be hard cast on later turns if they're drawn, or can be cast in a similar way to the bounce lands early on.
I will also add in that I think that Ichor Wellspring is better for this commander than Night's Whisper considering that it's an artifact you WANT to sacrifice to Breya's ability, so unlike the previous comment, it's not just "draw two cards" but it's "draw two cards and, choose one: deal 3 damage to target player, target creature gets -4/-4 till end of turn, or you gain 5 life"
As far as my own suggestions: with only 4 swamps in your deck, turning on your Tainted Isle is going to be tough. If you want the black/blue land, Drowned Catacomb is probably better, but even better still I would say is Inventors' Fair since it can tutor up artifacts for you. Marionette Master is definitely a card to consider since it can have an opponent lose 8 life every time you use Breya's ability, and that card alone has won me games. Also I'm not seeing that you have many ways to get your artifacts back once you sacrifice them. I'd suggest at least a Goblin Welder as not only will he get back the things you want, but he pairs nicely with your Pia's Revolution
3 months ago
Thanks for the Tainted Isle update, got a lot of my cards from legacy players and no red flags were raised.
I want to replace Pore Over the Pages with Sight Beyond Sight but Foresee looks like a decent supplement. Also I want to replace Grim Discovery with another Brain in a Jar but that's the extent of that thus far.
The multitude of unique creatures is only because they all serve the same purpose, board presence. I had it to where it was a purely Rise from the Tides deck but I would get run over by the 4th-5th turn. I was shooting for mana cost vs strength at cost as my problem was mana curve. I would like to get more Voldaren Pariah Flip in there but only have the one copy atm.
Also this deck was built from booster packs, haven't actually went for anything specifically except I wanted Brain in a Jar and Rise from the Tides but didn't want a Prized almagram build- I have 3 great mill decks but that's the only play style I really know so far.
4 months ago
4 months ago
My apologies. I forgot to card-link that land-base list. Here:
1x Ancient Den
1x Fetid Heath
1x Mystic Gate
1x Port Town
1x Sunken Ruins
1x Tainted Isle
1x Watery Grave
5 months ago
6 months ago
Mana hase should be easy enough.
A general rule of thumb is to typically run 37 lands; from there you may subtract what you need if you feel that's too much, or add more if you're running a deck that relies on lands (Like the Gitrog Monster). Arcane Sanctum is one of the more expensive Shard-lands, but as a budget way to start you off, it's great.
Dromar's Cavern is a great bounce land in that it can be used immediately when played. The Lair land's only catch is you return a non-lair land to your hand.
If you are willing I to go outside of a budget, I would highly suggest Fetch lands. All of them if you can. That should be about 10, that let you search for the Shock Lands (or Battle Lands). Things like Hallowed Fountain, Watery Grave, Prairie Stream, Sunken Hollow, Godless Shrine, are sort of pricy, but a cheaper alternative to Scrubland, Tundra and Underground Sea.
Outside of this, I always recommend basics.
As for the deck itself, I'm curious to know how you're planning on utilizing Sen Triplets in this synergy of tribal Monks/Angels/Demons. They are very much a control styled deck; such is the nature of their abilities to play from an opponent's hand. If you just like Esper as a shard, perhaps generals like Oloro, Ageless Ascetic might be your cup of tea, since you don't even have to use Oloro at all and still benefit from his Lifegain.
Ertai, the Corrupted would be another way to utilize your deck as you can at least sacrifice creatures to counter your opponents' spells.
For EDH/Commander, the format revolves around a strategy that encompasses your general's abilities. I think it would be in your best interest to think of a general that may use what you're looking to get out of this deck.