|Commander / EDH||Legal|
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|Modern Event Deck (MD1)||Uncommon|
|Modern Masters (MMA)||Uncommon|
|Shards of Alara (ALA)||Uncommon|
|Promo Set (000)||Uncommon|
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Artifact Creature — Zombie
When Tidehollow Sculler enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card.
When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.
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|Have (14)||meowCat1234 , bakunet , Swamy , GeminiSpartanX , MoJoMiXuP , ironax , awalloftext , Friedrice24 , dplerner , TehDelta , frederiklw , Espi14 , fireborne1986 , abby315|
Tidehollow Sculler Discussion
19 hours ago
Since you are using Persist creatures, and the highest toughness among creatures in your deck is 2, you can safely run some copies of Anafenza, Kin-Tree Spirit. Maybe 1 or maximum 2? The mana requirement at WW is more restrictive, true, but it does provide a number of advantages. Having a duplicate Vizier/Melira in case they kill it when you try to go off. Getting around the legendary restriction for Melira. Provides small incremental bonus via Bolster while it is on the battlefield. Insurance for the super unlikely Surgical Extraction targeting Vizier/Melira. Another suggestion is Collected Company for even greater consistency in getting a T4 win. I may cut Altar of the Brood for this even though I can appreciate having a second route to victory. Sometimes the Altar may even help the opponent if they run various graveyard shenanigans?
For the sideboard, instead of running 8 removal, I might hedge against combo decks. This could be in the form of Tidehollow Sculler, Brain Maggot or just simply discard spells. Or you could take an Anger of the Gods or a boardwipe. The only creature I'd be afraid to see is a Scavenging Ooze or Kalitas, Traitor of Ghet or anything that can stop the Persist loop. Other than that, I'd rather try to win faster than bring in 8 removal spells - that's really too much, I think.
4 days ago
Personally I find your deck better now than it was before, I really apreciate the shift to Esper, but I'll make some little changes:
I'd cut Rootborn Defenses, to get the synergy you need 7 mana, and what about if an opponent has a Remand? Obviously this isn't such big problem, but consider that Rootborn Defenses gives your creatures indestructible and puts only a 1/1 on the battlefield. If you really want to have that synergy in your deck I suggest you Make a Stand (because a +1 +0 to all creatures is better than a token), or Selfless Spirit.
Just one technical term: combo is something that goes infinite or that instantly makes you win the match (for example infinite mana with Basalt Monolith + Rings of Brighthearth or Duskmantle Guildmage + Mindcrank , synergy is when two cards have effects that do really well when used both.
As for the lands think about Godless Shrine, Hallowed Fountain, Flooded Strand, Glacial Fortress, Fetid Heath, Urborg, Tomb of Yawgmoth, Irrigated Farmland, they are very helpful if you need specifical colours. In my opinion you should reduce them, I find 24 too much.
Think about Zealous Persecution. It could be useful to boost your creatures and make less stronger the opponent ones.
I don't know if you want to add some things that will make you see your opponent's hand and discard some cards (personally I'd put some), but here are some names: Thoughtseize, Inquisition of Kozilek, Tidehollow Sculler, Duress, Despise, Kitesail Freebooter.
2 weeks ago
Ok so I created this deck and then was told that my mana curve was too high so I was informed to make some changes to make it a little more competitive.
This kind of took my deck from a ping you down with death touch everywhere creates to something a little more different.
2 weeks ago
I strongly agree with PartyJ on the land count and even go further, because WB can be slow on ramp, you need mana rocks:
On the ramp side, there are a few things that can get you lands, but some can be expensive:
Besides all the above in my opinion this deck needs a direction on what you want to do with it, namely answering the questions What does this deck do? and How does it wins by doing that?
I also sort of agree with shaftdiggity's suggestion. Since your commander has a low CMC, and also is not very easy to deal with, you can rely on him staying on the battlefield and using his ability to get your creatures back from your graveyard. So, one way to go is by searching for creatures with relatively low CMC and/or good Enter the Battlefield effects, combined with Sacrifice Outlets.
These are some ETB examples:
- Oreskos Explorer
- Enlightened Ascetic
- Blade Splicer
- Sin Collector
- Bone Shredder
- Fleshbag Marauder
- Merciless Executioner
- Slum Reaper
- Agent of Erebos
- Puppeteer Clique
- Patron of the Vein
- Angel of Serenity
- Angel of Despair
- Ashen Rider
These need to be used with an available Sac Outlet:
The way to play these cards goes like this: As they enter the battlefield, their first ability triggers and you get to exile somethin. Then, in response (or when the ability is on the stack but hasn't resolved yet you sacrifice the creature. Hence, the second ability will go to the stack, but since the first one hasn't resolved yet, there is nothing to return from exile. The first ability will then resolve, exiling something permanently.
Some good Sac Outlets exmples:
- Altar of Dementia
- Ashnod's Altar
- Phyrexian Altar
- Martyr's Cause
- Viscera Seer
- Razaketh, the Foulblooded
- Carrion Feeder
- Sadistic Hypnotist
Forcing your opponents to sacrifice with you is very good:
3 weeks ago
I get what you're saying about the bad matchups, but that's what side board is for. I would create an MB that is as fast as possible, and then handle the bad matchups from the SB. This is a thing with balance that you have to find as your deck grows. My aggro deck achieved the balance it did over weeks of playing and tons of games on untap for testing.
I like what you did with Tidehollow Sculler, as I think this is mainly how aggro wins. Basically, creatures that can take care of your deck's weaknesses as opposed to spells, because you can swing with them. You still want spells, but a minimum, and some should generate even more creatures. This is why I think Dryad Militant in MB, and things like Thrun, the Last Troll, etc would work in SB. You could always SB something like Heroic Intervention instead, but it's better if a creature has resiliency, synergy or extra bonuses because it requires less cards in hand. If you're getting a lot of discarded stuff in your meta, then maybe your creatures are already handling that, I just think that for pure removal might hurt a bit, and also burn / sligh especially tied with white and/or blue.
The mana dorks are nice for ramp, but they're not gonna take care of your weaknesses. So it's a trade-off. But that doesn't mean you should forego a turn 1 drop and opt instead for discard, cause you're slowing down a lot against other aggressive decks including sligh.
3 weeks ago
You're playing aggro, not midrange or control. Discard in aggro is a term of either removing something your deck can't handle or delaying something long enough for you to deal lethal. Midrange and control use discard to disrupt until it can achieve board state, with aggro, you want board state from turn 1.
So basically, lower the amount of discard spells and up the creatures so it plays like this:
3 weeks ago
1 month ago
Thanks for the comment. River of Tears is an interesting land for sure. It can play a turn 1 discard spell into turn 2 Sculler (but not meddling mage unfortunately) or leave mana up for remand (it will always be blue on my opponents turn for remands and quellers). However, it does get a little tricky thinking about sequencing to get the colored mana you want. I think thinking about how to dismantle your opponents gameplan and win may be a bit tricky in itself, so I'd rather not used too much mental space for mana tapping. But this made me realize that I could remove some more fetches for Concealed Courtyards (perfect for t1 discard spell t2 gold bear)! I left in 2 fetches with can get any of the 3 dual lands and basics. I do want to keep at least 4 basics for any opponents playsets of Path to Exiles or Ghost Quarters, and be able to POSSIBLY play through a Blood Moon.
Another person suggested doing the O-ring trick to permanently exiles the opponents cards off of Tidehollow Scullers and Spell Quellers. Sacrificing creatures with Cartel Aristocrat seems kind bad as we could just play 2 mana discard spells and 3 mana counterspells which aren't great rates. What makes these spells great is that we get a body. Blinking is probably the way to go for this exile trick. A friend suggested Restoration Angel but to play sculler+angel is 6 mana and queller+angel is 7 mana! So I found room for 2 Whitemane Lions instead (another Bear lol), which makes it a 4 and 5 mana trick with addition etb trigger later. It also can be used to save something or reuse Snapcasters. And it triggers revolt for Pushes, so we offset the removed fetches a little. Seems decent :)
Sidenote:I did change a Smuggler's Copter to a Dark Confidant. Not sure which one is better. Copter is only card selection but with a bigger evasive body. Confidant is actual card advantage, but does cause some minor pains. The average cmc of the deck is less than 2 currently which nothing over 3, so it shouldn't be too painful. Maybe the 1 and 1 split is where its at. lol
tried the playtest feature on Tappedout. The deck seems to have pretty good starts, good synergies, most cards are still relevant late game. Meddling Mage is still difficult to evaluate without actually playing it against an opponent, but hopefully its good enough, given the build around.