|Commander / EDH||Legal|
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|Saviors of Kamigawa (SOK)||Rare|
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Tomb of Urami
Tap: Add (Black) to your mana pool. Tomb of Urami deals 1 damage to you if you don't control an Ogre.
(2)(Black)(Black), Tap, Sacrifice all lands you control: Put a legendary 5/5 black Demon Spirit creature token with flying named Urami into play.
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Tomb of Urami Discussion
1 month ago
Yes I agree, if you really want to play this deck, then save up for the Mutavaults and Urborgs. You need Mutavaults just because you need more win-cons. I'm personally trying 1 each of Tomb of Urami (although this might not work as well without Mutavault and Urborg, which both mitigate its drawback) and Phyrexian Totem as additional win-cons. Other creatures that various iterations of 8rack have tried before include Bloodghast, Pack Rat and Delve creatures such as Tombstalker and Gurmag Angler in low numbers. If you have any black fetchlands at all, you can throw 1 or 2 in in case you want Fatal Push to hit something bigger. You can also try Delirium Skeins in your sideboard against control or decks that sandbag cards - should be quite good. Lastly, the deck's curve is pretty low, but if you are playing Smallpox, you'd probably need more than 21 lands. Most people go with 24, and like you said, it's not that bad because you can pitch it to Raven's Crime.
3 months ago
Cool deck. I'd consider running a Sire Of Insanity - it destroys a lot of decks if they can't remove it right away.
Also, some lands could obviously be improved (some of your manabase is probably due to budget, but still...) - I think every land in the deck needs to tap for black, but I still think some specific lands are worth considering.
I especially think Crypt of Agadeem could be sick, but a lot of other lands could also be considered: Bojuka Bog - Tomb of Urami Ifnir Deadlands Hissing Quagmire and Shizo, Death's Storehouse are all worth mentioning
4 months ago
Here's the problem: since lands can be played every turn, especially lands from the Command Zone, as far as I can tell, I might have missed one, but your design must adhere to one of these criteria to be balanced:
- If it were a nonland card that cost 1 or less, it would be fair. Compare Dryad Arbor to Llanowar Elves. The reason is because in order to get this creature, you're effectively spending 1; it's a land with summoning sickness. It's not quite a creature land, but compare Khalni Garden to Kobolds of Kher Keep.
- It can turn into a creature temporarily. By far the most common form of creature land, these will have an activated ability that turns them into a creature, which usually lasts until end of turn. These abilities generally cost what a creature would cost for that power and toughness but not always.
- It can turn into a creature permanently, but it costs more than a creature with that power and toughness would cost. Examples are Stalking Stones, Westvale Abbey Flip, Tomb of Urami, Cradle of the Accursed and Dark Depths. Here, I have grouped "sacrifice and make a token" into this group, too.
- It has a cost as it enters the battlefield. There are no real examples of creature lands that do this, but you could play around with the drawbacks like Transguild Promenade or Gruul Turf or Lotus Vale, or other things like "all lands you control enter the battlefield tapped".
So, how about these ideas:
Thoboes, the Mana Flow
If Thoboes, the Mana Flows would enter the battlefield, sacrifice an untapped Plains, Island, Swamp, Mountain, and Forest instead. If you do, put Thoboes onto the battlefield. If you don't, put it into its owner's graveyard.
: You may cast a spell from your hand without paying its mana cost.
I'd like to point out that just because an effect is symmetric, doesn't mean that it can be undercosted. Giving everyone the ability to play every spell that costs more than 5, for exactly 5, effectively just makes it a slow motion game of Eureka. If it were a personal effect, we'd compare it to a bad Omniscience, and cost it that way.
That said, I figure this ability is about the power level of having a Fist of Suns on the battlefield along with a land of each basic land type.
But, this land isn't a creature, so I don't know how much you'd like it. Making it a creature would open it up to all sorts of removal, especially with such a high cost.
Anyway, that was 3 ideas for your consideration. Let's keep the brainstorming going, shall we?
4 months ago
I'm making one of these myself, but with a focus on Darien, King of Kjeldor. Ever thought of using lands like Barbarian Ring, Brushland, Centaur Garden, Llanowar Wastes, Nomad Stadium, Pine Barrens, Salt Flats, Scabland, Sulfurous Springs, or Tomb of Urami? While for my deck, they only help a lot when I have Darien out.. They can get you consistent life loss early on in the game and stay with you throughout.. even if you don't need the mana, you can float it!
7 months ago
Tolaria west is an interesting option- opens up sideboard like Engineered Explosives, Tormod's Crypt and enables a 1-of Haunted Fengraf, Safe Haven and Tomb of Urami. It'll be interesting to see where you take it.
7 months ago
Ok, so, I have been playing Mazirek since it was released. My meta is fairly competitive, so I'll have had a different experience than you will, but I can offer both some card advice, and some priority cards to focus on finding if your budget ever increases. I'll include a link at the end of this comment if you want to look.
First things first: everything with persist is a combo with Mazirek. It dies, it gets -1/-1, and then gets the +1/+1 from Mazirek. These cancel one another out. Aerie Ouphes goes infinite on its own with Mazirek - no sacrifice outlet is needed. Woodfall Primus is always going to be worth playing. Puppeteer Clique is also worth using and re-using to get all creatures from the graveyard with infinite +1/+1 counters. Not too shabby. There are others depending on how much of a combo deck you want this to be.
Past that, there are some cards that are just completely broken in Mazirek. One such card is Dark Prophecy. It will give you a massive amount of card draw. I also can't help but notice that you do not have a Phyrexian Arena in here. It is more or less not optional in these colors. For a little higher budget look to Necropotence, the best card draw in Commander. If you can afford to buy both, you should run both. Primal Vigor is worth playing if your friends aren't also playing a token deck (or an Atraxa deck).
For token generation, the most powerfulnoptions for this shell are without a doubt Bitterblossom and Awakening Zone. From Beyond, Creakwood Liege, and Master of the Wild Hunt are all very good as well. Then, to sacrifice them, you're going to want either an infinite sac outlet (especially if you are trying to do a persist combo) such as Phyrexian Altar or Ashnod's Altar. If you want to play a little more fair, Evolutionary Leap is awesome. Don't forget Tomb of Urami as a finisher.
As for non-budget cards: fetch lands are each a sac trigger. My deck has all of the possible fetch lands (such as Verdant Catacombs) and a Crucible of Worlds. If you go that route, there are plenty of lands that sac for various reasons. See my deck for a convenient list. One of the best cards in this playstyle is Earthcraft, and it makes infinite tokens with Squirrel Nest. Scapeshift in the later game will make most of your creatures lethal.
Commander / EDH
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1 year ago
Zantherrr its a tough call, it really makes sure up you combo through control, but if i had to say anything, maybe a man land like Mutavault or Tomb of Urami maybe even better then that, is some land that lets you draw for extra pieces Geier Reach Sanitarium or Mikokoro, Center of the Sea. I am currently running another version on MTGO that has blue in it with sanitarium that seems pretty good.
Thanks for the comment!