|Commander / EDH||Legal|
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|Modern Event Deck||Uncommon|
|Shards of Alara||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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Tidehollow Sculler Discussion
2 days ago
@Xica: That kind of misses the point. Tarmogoyf and Snapcaster Mage aren't included just because they're staples. They're staples because they're powerful cards, thus a deck needs a good reason to not play them when the deck is in those colors.
Tarmogoyf rewards you for just playing Magic. You fetch up a land and cast Inquisition of Kozilek. You now have a 3/4 that just grows larger the longer the game goes on. The only thing you had to do was do what you'd normally do.
Snapcaster Mage is just a Swiss Army knife. He can be Ashcoat Bear or Anarchist. He's blue. His effect is an ETB which opens up a lot of room to use bounce spells. If you're a blue deck with lots of instants and sorceries, you have to have a specific reason not to play him.
Tarmogoyf isn't something you play in Collected Company because your deck is basically creatures and lands, meaning he never grows beyond a 2/3. Nor is it something you play in Tron, because by the time you can play Tarmogoyf, you're a turn away from casting Wurmcoil Engine.
Snapcaster Mage isn't something you play in Storm because you're already playing Past in Flames or Noxious Revival. By the time you can flash something back with Snapcaster Mage, you could have just won with Past in Flames.
So despite being format staples and incredibly powerful cards, there are definitely reasons not to play either one. There's also high-tier decks that don't play either one.
The issue with Mardu is that it needs something that rewards you for just playing Magic, is versatile, or generates a bunch of value on its own. Young Pyromancer comes really close. In fact, I'd say it's on the same power level as Snapcaster Mage. The problem is Modern doesn't have all of the high-value, low casting cost instants/sorceries that Legacy has (like Hymn to Tourach or Swords to Plowshares). Nor does Modern have all the fast mana of Vintage so you can cast more expensive spells the same turn you play Young Pyromancer (such as going turn 2 Young Pyromancer -> Mox Sapphire -> Mox Pearl -> Gush -> Time Walk).
Mardu really needs something like Stoneforge Mystic that generates a ton of value immediately, but unbanning it will just mean Abzan is still the stronger deck.
I think what Mardu really needs and could actually be fine for Modern is Goblin Bombardment. Not only do you get to ping your opponent to death with Gravecrawlers and Bloodghasts, you get to do dumb things with Tidehollow Sculler and Fiend Hunter.
1 week ago
Yeah I understand its less hate on the opponent with my changes, however most people go white/black for more hate cards like Tidehollow Sculler + Wasteland Strangler combo etc. And its harder to have cards in green.
1 week ago
Grim Haruspex is another nice draw option if you are killing a lot of non token creatures
1 week ago
At this point, with most of the above comments and suggestions, screw hatebears, just build death and taxes. Youll have the basic necessities (thalia, leonin, etc etc) the rest are pretty much flex spots. Which is whats so great about D&T anyway, you can be really creative with creature selection. With Tidehollow Sculler you could basically build b/w taxes, and splash blue for queller and geist of traft!
1 week ago
Judge's Familiar, Thalia, Guardian of Thraben, Leonin Arbiter + Path to Exile/Ghost Quarter, Meddling Mage, Tidehollow Sculler, Flickerwisp, Restoration Angel, Blade Splicer and Aether Vial would be a start :)
2 weeks ago
I have been testing a BW Zombies list and have been wondering whether the green splash for Collected Company is worth it or not. Maybe there is some merit in testing that out.
Your deck is obviously geared to win via combat, by playing a full 7 lords to buff your creatures. I have tried that before but found little success with that line. Creature decks like ours are quite easy to disrupt and all they need to do is to save their removal for the lords and our X/1 or X/2 zombies are usually not going to attack through goyfs and what-not.
Another two lines of play that have been provided by recent sets is to go wide with Zombie tokens (Cryptbreaker and Diregraf Colossus) instead of going large with lords, and/or also drain strategies (Wayward Servant and Plague Belcher). Your list plays a full 4 Wayward Servant, which provides you at least some hope of winning through board stalls, but is really awkward in a deck that is geared towards combat. Like you said, it's fragile and it can't swing in.
Another weakness, as you have pointed out, is that there is no sacrifice outlet. For that reason, I am playing Viscera Seer, the premium black sac engine, in my own list. He 1. enables the Tidehollow Sculler forever exile trick, 2. saves your creatures from exile effects like Path so you can get it back from the graveyard later, 3. gives you a scry for every creature that dies, which fixes your draws. If you have a Gravecrawler in play with a Viscera Seer, you will effectively have 'B: Scry 1'. Add a Wayward Servant or Plague Belcher to the mix, and you have 'B: Scry 1 and Drain 1'. Add a Diregraf Colossus to the mix, and you have 'B: Scry 1 and create a 2/2 zombie'. If you have a Relentless Dead in play, you no longer need to chump block with it or attack in and hope it dies to be able to use its graveyard recursion ability, simply sac it to Viscera Seer.
As an aside, Plague Belcher also works well with Geralf's Messenger by removing its +1/+1 counter. Messenger is basically a 'lose 4 life' with a Seer in play. A drain deck is super resilient to board wipes, sometimes even happy to see one.
You'll definitely need a full playset of Sculler because your deck doesn't run enough hand disruption. I even had to play a few copies of Fleshbag Marauder for extra removal. Also, Phyrexian Crusader is an auto-win against certain decks that just can't deal with it, remember to sideboard him for that reason alone. Lastly, a Cavern of Souls wouldn't go amiss in a tribal deck. I used to even play some copies of Mutavault as they count as Zombies as well. Tapping itself and then sacrificing it for the last points of drain is always hilarious.
To summarise, Sac: Viscera Seer; Recursion: Gravecrawler, Relentless Dead; Tokens: Diregraf Colossus, Cryptbreaker; Card Advantage: Relentless Dead, Cryptbreaker; Disruption: Tidehollow Sculler, Fleshbag Marauder; Drain: Wayward Servant, Plague Belcher, Geralf's Messenger. You can give it a try if you already have the cards mentioned. You might find it a more effective strategy than the combat route.
2 weeks ago
I chose to make a BW zombie modern deck. The reason I chose BW is it has several advantages over other color combinations. Its advantage over mono-B is the addition of several white zombies, both old and new, better sideboard options (except for Rest in Peace. We have some graveyard shenanigans of our own), along with Path to Exile. Next, there were BG and abzan zombies. The advantage of those is Collected Company. It was also the only major green card that I really wanted, so I scrapped that. I don't want to be splashing green for company, Lotleth Troll and Putrid Leech. And that is how I ended up on BW. The zombies it has access to are Tidehollow Sculler, Wayward Servant and Binding Mummy, which don't have the power level of CoCo, but the overall quality makes it worth the splash. Here's my list if you wanna check it out: http://tappedout.net/mtg-decks/bw-zombies-in-modern/
2 weeks ago
Unfortunately, going infinite with Wispweaver Angel doesn't out right win you the game. You need something like Impact Tremors for infinite damage or Altar of the Brood for infinite mill to actually win. Drowner of Hope + Eldrazi Displacer does go infinite with Panharmonicon, but this is the only infinite combo in the deck that wins.
To really make sure you have colorless mana for displacer you should play evolving wilds to get the Wastes or play pain lands like Adarkar Wastes.
Inspiring Statuary shines best with spells that have in their mana cost like Ribbons or are very large and colorless like Ulamog, the Ceaseless Hunger otherwise I don't think it's worth it. Not to mention that you are having to run bad artifacts like Ornithopter to make it work with no payoff.
Not sure how good Gifts is in the deck since you have no graveyard synergy and with that being said your opponent is always going to put the best cards in the yard and you have no way of getting them back. To make Gifts works you would want some specific cards like Noxious Revival and Unburial Rites.
With Gonti as your only black card, you could just go and make it easier on your mana base.
Cards that could go better with Panharmonicon
Wall of Omens>Wall of Denial
Felidar Guardian>Wispweaver Angel