|Commander / EDH||Legal|
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Remove the top card of your library from the game. You may put that card into your hand unless it has the same name as another card removed this way. Repeat this process until you put a card into your hand or you remove two cards with the same name, whichever comes first.
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Tainted Pact Discussion
1 week ago
I don't think you need Lion's Eye Diamond and Night's Whisper. With chains of mephistopheles in the deck, Impulse would be better than drawing, also Tainted Pact works as a bigger Impulse and as a win con with Lab Man and the mana base you have (only one copy per land name - exchange 1 Island with Snow-Covered Island). Dark Confidant is also nice for drawing without "drawing".
If you want to focus more on the draw lock you could play Spirit of the Labyrinth and Uba Mask as I do in my Circu deck. The lantern package with Lantern of Insight, Codex Shredder, Pyxis of Pandemonium and Ghoulcaller's Bell along with Future Sight might be worth considering then. These cards would act as a win con with Dramatic Reversal and Isochron Scepter and Paradox Engine could do the same trick. That whole package could replace the win with Lab Man, which feels a bit risky for a control deck imo.
1 week ago
I would add Doomsday as an alternative way to get rid of your library. Losing single pieces of this deck can be a huge problem because you only win with lab man...maybe add a Praetor's Grasp to get win cons from other people just in case your lab man is gone?
Amalgam enters EOT, so it won't help with casting dread return.
Cards you should add or at least consider imo: Ad Nauseam, Angel's Grace (would be your backup win con - draw deck, kill with Windfall), Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Dark Ritual, Cabal Ritual, Mox Opal, Windfall, Timetwister, Reanimate/Unearth (you can build better Intuition piles and recover important dead creatures), Shallow Grave, Spellseeker, Demonic Consultation, Tainted Pact (it's also just a bigger Impulse if you aren't going to use it as combo with lab man yet), Yawgmoth's Will, Dark Petition, Praetor's Grasp
2 weeks ago
ok so a few things to note.
if the deck isnt suited for cEDH, please don't falsely advertise it as competitive just because you have a Mana Crypt, cradle, and LED does not make it so. you need to update the categories and remove competitive so you dont mislead so many competitive players.
firstly, a cmc average of 3.78 is EXTREMELY high for competitive play even for green and even with ramp, infinite mana combos or Reanimate cheating, so you might want to lower that to at LEAST 2.75 or 3..
secondly, the main reason you're deck is 20% casual according to tappedout is your LANDS.
generally speaking, "'land' enters tapped" and competitive play are not related. if you wanted it 100% competitive your land base would look like this:
3 dual lands
3 shock dual lands
9 fetch lands
1 strip mine
1 command tower
1 ancient tomb
1 phyrexian tower
1 gaea's cradle
= 30 lands, you wouldn't need 35 lands with mana dorks or artifact ramp, and you shouldnt have 2 of any basic lands because in theory you should be running Tainted Pact for cedh and opposing effects hurt a lot more
all of that aside, i would recommend Birds of Paradise, Deathrite Shaman, Bloom Tender, as well as the 3 guild signets and Talisman of Dominance for more recurrable ramp effects as well as Sensei's Divining Top and Yawgmoth's Will as an edh brainstorm effect staple and a secondary, cheaper cmc and better backup muldrotha respectively.
3 weeks ago
Further options - Bitter Revelation, Dark Bargain, Dark Tutelage (kinda a worse Phyrexian Arena), Eye of Yawgmoth, Increasing Ambition, Karn, Scion of Urza, Moonlight Bargain, Plunge into Darkness, Ruin Raider, Rune-Scarred Demon, Tainted Pact (Ad Nauseum-ish)
3 weeks ago
Potentially needs more draw power. Should be fine mostly, hand goes down fast but only need to tutor once for wincon (one of 5).
Slowly dropping Warriors to make room for protection/removal.
Remaining Warriors are value city, ideally would like to keep.
1 month ago
1 month ago
Hey AlwaysSleepy, I've been enjoying getting know this deck, playing mainly against bloodpod, Gitrog, TCV, and occasionally Tazri FC. The lack of dead cards is fantastic, and you're right in that you can afford to play many outlets early on if necessary, and grab them for use later on. Although I'm no where near proficient piloting, I've hit infinite mana turns 3/4 a reasonable number of times.
One question I have is, should there be one solid "same turn" win? I generally loop outlets to swing for lethal next turn, ideally silencing on everyone's upkeep. However, a win on the same turn you go infinite is certainly less risky. If you happen to get unlucky on a Tainted Pact and lose Silence, this could mean trouble. Is there, or should there be, a reliable same turn win? The post infinite Angel's Grace, brainstorm Yawgmoth's will to top, windfall, and subsequent windfall is one, but do you think it more useful to add demonic consultation and lab man to the package just to win on your infinite mana turn? Lab man, of course, being a dead draw early on. Thanks!
2 months ago
Dang, Assassin's Trophy does well here!
Dumb question I'm sure, but any reason for snow covered lands? I don't see any issue running normal basics (no concern with singleton normal basics and Tainted Pact. Thanks!