As an additional cost to cast Toxic Deluge, pay X life.
All creatures get -X/-X until end of turn.
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Toxic Deluge Discussion
3 days ago
That land base is horrible, man, even with a budget!
Add Command Tower for one. You should probably also run Miren, the Moaning Well. Maybe try adding Opal Palace, Reliquary Tower, Rogue's Passage, Vault of the Archangel, Murmuring Bosk, and Forbidding Watchtower for one. You can also try your luck with bounce lands, signets, and tap lands, but you really need to add duals.
6 days ago
Okay, because I was looking at Toxic Deluge. I was gonna ask how well it works in your deck. To me it just doesn't seem to be contributing as much to the whole zombie mob idea, that way you can have two great Lilianas
1 week ago
@Despite_Myself: Your feedback is appreciated. Chandra's Ignition is already in the deck, but I will consider side boarding Temur Battle Rage for 1v1 matches with friends. Arguel's Blood Fast though I think you miss the point of the cards inclusion. It is a better for of Greedthat utilizes the extra life as a no penalty cost much like my commander and cards like Toxic Deluge, Necropotence, Erebos, God of the Dead, and Dark Confidant.
1 week ago
Ok, you're right that Reiver Demon and Dread Cacodemon are no great reanimation-targets. But In Garruk's Wake isn't a good target for reanimation either. So my idea was, that the Dread Cacodemon in hand at least gives the option for discarding to volrath besides giving the alternative option to wipe the board, while In Garruk's Wake does only give one option at all.
Utimately it's a decision between having a [onesided boardwipe incl. planeswalkers for 9 mana] or having a [onesided boardwipe excl. planeswalkers and tapping your creatures for 10 mana plus the option to alternatively combo with your commander]. In this case I would prefer the extra versatility over the better effectiveness/efficiency.
You're probably right that Toxic Deluge is even better than both though.
1 week ago
CrazedPorcupine, thanks for the comments!
Bxbx, I like the ability Dread Cacodemon brings to the table, just not how it does it. I had Reiver Demon in the deck, but I took it out along with some of the Eldrazi I had because their ETB effects only work if cast from my hand. My goal is to discard and then reanimate, and I found myself never holding onto those cards to actually cast, and if I did, it takes a big swing away from Volrath. I am considering going after Toxic Deluge, though, as another option for board wipe.
2 weeks ago
You will want to remove 1 Wort, Boggart Auntie, 1 Skirk Prospector, 1 Kiki-Jiki, Mirror Breaker (unless you remove siege gang from the side), 1 Goblin King, 4 lands (Polluted Delta, Marsh Flats, Bojuka Bog, and Pendelhaven are all suspect), 1 warden weirding, and 3 Tarfire for other/better cards.
wort is slow, goblins are not trying to be slow. Skirk Prospector is only worthwhile if running more token producers to quickly cast siege gang to then cast more siege gangs. kiki-jiki is too slow and bringing it out with lackey just get's it removed before you can activate it for a good cause. Goblin King is too narrow. warden weirding, while tutorable by matron, is too narrow. Tarfire, though tutorable by matron / pullable by ringleader, is too narrow. 4 lands are 4 too many. Chances are that you would also be fine with 18 lands. Your toolbox of lands, while cute, are limited and many times too narrow. turn 2 Pendelhaven doesn't stop the "dies to bolt" if used on a lackey. In the late game its 1:2 buff is not good enough (maybe if it was 2:1). Bojuka Bog is just a tapped land in some match ups, and not tutorable in the worthwhile matchups. This leaves us with 11 cards.
The eleven cards are fairly simple: 1 Goblin Warchief, 3 Goblin Piledriver, 4 Lightning Bolt, 2 Goblin Rabblemaster, 1 Gempalm Incinerator. Lines of play such as--turn 1 lackey, turn 2 hit with lackey -> warchief -> rabblemaster, turn 3 piledriver -> piledriver -> attack for ~30 damage (and this is BEFORE your opponent can play Toxic Deluge, AND only requires 2 lands)-- are much more accessible now. This is important, as your current setup is geared towards the endgame, which you cannot win. 4 warchief's is a must, it is painful to play less than 4. the same holds true for the piledriver, as they are cheap (1 mana) and grow to Tarmogoyf size quite easily. protection from blue just means that you smash through merfolk, true-name, delver, snapcaster, and leovold). 4 Lightning Bolt: the 1 damage is worth it, there is no other way to put it. While Tarfire is used, there are too many situations where you would rather have the additional point of damage (at the player or at the creature / planeswalker i.e. jace). Goblin Rabblemaster is a threat that must be answered the turn he is cheated into play. The Gempalm Incinerator's cycling ability makes him worth a 2-of.
edit: don't run skirk fire marshall. goblin pyromancer would be marginally better, but still bad.
2 weeks ago
Hey guys, sorry it took a while to update, but I actually got quite a few of the cards I need! A lot has changed so far, mostly based on your recommendations. I was able to get Shared Animosity, Bloodstained Mire, and Enlightened Tutor. I also got Diabolic Intent and Toxic Deluge, but I had to settle for Japanese versions. Also I got my Urborg, Tomb of Yawgmoth and Chromatic Lantern in the mail, but still waiting for Kalitas, Bloodchief of Ghet and Kalastria Highborn.
Also I was able to secure copies of Vampiric Tutor, Demonic Tutor, Necropotence, Bloodghast, Purphoros, God of the Forge, Boros Charm, Unclaimed Territory, and Reconnaissance. Those are all back in the states though, and they have to be mailed out to me...
Not on my list right now, but I also got Scapegoat, Exquisite Blood, Ashnod's Altar, and Vanquisher's Banner. I thought they might be good in this and I wanted to try them out somehow, but I wasn't sure what I'd sub for 'em. (Obviously I'd also want to use my leftover Sanguine Bond if I used Exquisite Blood...)
I can't remember exactly everything that I updated on the list. I know I cut Rakdos Signet and Butcher of Malakir, Reconnaissance is in, along with Bloodghast. Blind Obedience is also back. Some of the lands changed too... It's 0100 here for me and I'm really tired so I can't recall all of the list changes, but the list is up to date. I STILL haven't been able to find anyone to play test with me so any more thoughts you guys have on this would be awesome. Also, any thoughts on the extra cards I picked up to maybe try? I know Frank_Glascock was going to try Scapegoat, and I can't remember who was already using Vanquisher's Banner. I thought Ashnod's Altar might be cool because if you didn't have one of your board wipe protection cards, you could at least sac your guys for mana in response to the wipe to possibly play something if you needed to. Anyway, it's really late here. I have to be up in less than 4 hours, and I got less than 3 hours of sleep last night. It's been busy the past few days, but I'll try to stay on top of this and let you guys know how it goes. Thanks again for all of the help so far \m/
2 weeks ago
Hey Pygmyrhino990! Glad you like the deck. I can go over each of the cards that are over $5 and explain why I think they're replaceable or not.
Chromatic Lantern is one of the best mana rocks in the game. The ability to get all of our colors online whenever we want is really great, especially since some of our strongest cards like Arcanis the Omnipotent, Dualcaster Mage, and Necropotence are all color intensive. I would likely just replace this with another mana rock if it were to be taken out.
Cyclonic Rift is an incredible one-sided board wipe. I would say that this card is a blue staple and that nothing can compare to it; if you want to run something like Devastation Tide, it could work, but it would be far less effective for a number of reasons.
Drowned Catacomb is just a pretty good land. You can replace this with a basic or enters-tapped dimir dual (such as Jwar Isle Refuge) depending on how fast your version of the deck is if you build it.
Kess, Dissident Mage is a powerhouse. She can recur our cantrips and, on our turn, protect us if we're trying to combo and have a counterspell in the yard. If you don't own her, there really isn't a great replacement that does the same thing. Izzet Chronarch isn't too bad if you want more recursion, but Kess is just too good to give up in my opinion.
Kindred Discovery is a decent draw engine that can really help us get online if we make a lot of copies. A replacement for this could come in the form of a straight up draw spell such as Opportunity or a political enchantment such as Curse of Verbosity. The slot is really up to you though, as the card isn't necessary for the deck to be good an can likely be swapped out for whatever you would like.
Mystical Tutor is another blue staple that I don't think has any great replacements. Just a solid card overall.
Necropotence is the single best draw engine in the game. I almost always find a win very soon after it resolves. The best replacement for this is probably Phyrexian Arena; it's slow but consistent draw.
Nykthos, Shrine to Nyx is a decent land that can probably be replaced with another land of your choice.
Paradox Engine is one of the main cards in this deck and one of the main ways we can accidentally or intentionally land a win. I can't think of anything that would replace this.
Patron Wizard is a really annoying card that does a LOT of work. It's incredibly expensive, though. There isn't really another card that has a similar effect, but you could try to run another counterspell or maybe play around with Ixalan's new Siren Stormtamer.
Reliquary Tower is another EDH staple that is probably fine to replace with any land of your choice.
Rhystic Study is a solid tax effect / draw engine that will be very annoying for your opponents. It's one of the better consistent draws in blue. This can be replaced with an upkeep extra draw effect such as Monastery Siege or another straight up draw spell if that's more up your alley. Merchant of Secrets is slow but not atrocious.
Sensei's Divining Top is just great fixing. I would try to pick one up when you can, as it has done wonders in most of my decks. If you don't want to spend the money, Sage of Epityr might be worth checking out as a one-time Top that filters garbage if we have some of our scry effects up.
Sigil Tracer is recurrable copy effect that can also hit our opponents' spells. It is a bit mana intensive, though. I don't love this card and you could play something like Wild Ricochet or Reverberate instead if you like the copy effect. If not, you can replace this with pretty much anything.
Sulfurous Springs is another good dual land that can be replaced with another land.
Wanderwine Prophets is an insanely annoying one card infinite turn combo if you can land it. It isn't integral to winning the game, however, and if you want another way to get infinite turns you could always replace it with Final Fortune (imprint Final Fortune on Isochron Scepter, at the end of the next turn use Sundial of the Infinite to avoid the lose the game trigger, repeat). If not, it can just be replaced with another high value wizard such as Havengul Lich or Vindictive Lich.