|Commander / EDH||Legal|
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|Eternal Masters (EMA)||Rare|
|Commander 2013 (C13)||Rare|
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As an additional cost to cast Toxic Deluge, pay X life.
All creatures get -X/-X until end of turn.
Price & Acquistion Set Price Alerts
Toxic Deluge Discussion
9 hours ago
So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD
With that being said, there are several places I might tune this deck, sorted into the rough categories below:
Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.
Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)
Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.
Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.
Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.
I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.
I hope that helps!! :)
1 day ago
1 day ago
You could also use stuff like Toxic Deluge that wipes everything but high toughness, which fits your bill, instead of relying on only high power wipes
2 days ago
@girlyvader If you're having troubles with consistency in your mana-base there are ways too improve it, however it's not always cheap to do so. Having all 3 OG dual lands and shock lands help out a lot, but to complete the package you'll definitely want to include the other 5 fetch-lands: Flooded Strand, Polluted Delta, Scalding Tarn, Windswept Heath and Wooded Foothills, as these can all search for your dual lands and provide greater consistency.
That said they are still rather expensive, but there are some cheaper inclusions that I would argue fit in just as well. Those cards being the match-lands: Isolated Chapel, Dragonskull Summit, and Clifftop Retreat as well as the filter lands: Graven Cairns, Fetid Heath, and Rugged Prairie. These lands are much cheaper and have done an excellent job color fixing my deck as well as reliably entering untapped. Furthermore Ash Barrens plays excellently with getting colored mana the turn you need it and Path of Ancestry while meant to be used in tribal decks reads exactly like a second Nomad Outpost that occasionally might let you scry off your commander. Both those two lands will greatly improve your access to colored mana.
Lastly if indestructible weenies are giving you grief I'd recommend in adding Slaughter the Strong. It won't remove all the creatures but it will remove armies and big creatures as well as by-pass indestructible as this wipe forces the creatures to be sacrificed. Toxic Deluge can also work in the same manner as well.
I normally run into all kinds of problematic situations in the various play-groups I've played in, so if something is giving you problems I might know of a few good solutions for it.
5 days ago
Almost every creature in the list can be evaluated based on their interaction with Teshar, Ancestor's Apostle, a cornerstone of the deck.
Crypt Rats: The deck leans heavy on reanimation. Rather than rely on Toxic Deluge as the premier mass removal piece, these guys are a recurring instant speed wipe that can balance unfavorable board states, give someone else another hurdle to clear before going for the win, or quickly add a whole bunch of copies to the Bitter Ordeal you're about to cast.
Apprentice Necromancer: Did I mention the amount of reanimation going on in this list? This is another avenue to instant speed, very hard to counter, reanimation to attack our opponents in surprising ways.
1 week ago
The thing is to build a saskia deck you have to do combat damage. Just trying to do such a thing in CMDR is hard. Because you can't just chip away at people and expect them to not get pissed off and do something about it.
So you need to build an army of creatures then do an alpha swing knocking out several opponents at once in hopes that it isn't stoped by a
So it's a tough build to do right. You want to have enough big fat creatures but enough anwsers for what youll encounter like someone putting
- Song of the Dryads on saskia
- Ghostly Prison
- Sphere of Safety and such other trubblesome things you'll encounter like No Mercy.
You see the problem is creatures are just so easy to deal with. So in order to make this a successful deck you also need ways to make them relentless with stuff that gives your creatures haste and graveyard stuff. Living End, Rise of the Dark Realms, Victimize, maybe some persist effects like Cauldron of Souls and undying stuff like Mikaeus, the Unhallowed but you can't make it easy to destroy your stuff so you'll need stuff like Avacyn, Angel of Hope, but thats not gonna stop exile. So you'll need stuff like Privileged Position, so they cant be targeted. But that's not stopping Terminus. Aaaannnd still, there's nothing you can do about Cyclonic Rift, or Toxic Deluge. But the Cyclonic Rift player will be waiting for that alpha swing, so you will have to be ready for it with a Red Elemental Blast and/or Pyroblast to counter it. But you'll still be getting blown out by a Toxic Deluge. So that's where the persist and undying come in also there's Rise of the Dark Realms
...In Garruk's Wake...
2 weeks ago
Frank, thank you for taking your time to write! If you could provide me with a link to your decklist I could maybe offer more assistance, but I'll try to reply to your points now. But first I must say a few words on the design of this deck. This list is far from being the most powerful Animar list out there and that is entirely intentional: my regular playgroup with long-time friends is not the most competitive and since this list was designed for that environment I have on purpose omitted a number of traditional Animar key cards such as Survival of the Fittest and the fast mana such as Mox Diamond, Chrome Mox, Mox Amber, Utopia Sprawl and one mana ramp dorks. If I were to power up the deck, I'd start with adding more fast mana and tutors.
Ancestral Statue I would recommend running as an 'emergency win button' for those games that last for hours. If you feel like adding more power, add Purphoros, God of the Forge and/or Walking Ballista, but even Statue itself helps put games away with arbitrarily large Animar attacking.
Part of the reason for me running Sakura-Tribe Elder, Burnished Hart and Solemn Simulacrum is that my meta runs quite a lot of removal, and these cards listed above all leave something behind in the case of Animar leaving the table. Since Animar draws quite a lot of hate I've tried to include cards that provide value even without Animar on the table.
Gilded Drake is a card I play in my 100% tuned combo-Animar list, but here I have omitted it for power level reasons. Caustic Caterpillar is nice, but I prefer running Ainok Survivalist over it since it synergizes better with Cloudstone Curio. I had Maelstrom Wanderer in the deck for a while but I eventually cut it for Balefire Dragon because in this list Wanderer can hit something fantastic, but more often than not it hits random 1- and 2-drops that don't really affect the game at all, so I cut it. The dragon does a lot of work in my meta: all players play creatures and having access to one-sided sweeping effect is just too good to pass. The Dragon is also handy in the 7-drop slot because of Birthing Pod. Tutoring up Bane of Progress with Imperial Recruiter, playing it blowing up everything and saccing it to Birthing Pod the next turn is one of my favorite lines in this deck :) With haste effects Balefire Dragon is just too good to pass. If you don't have it I'd recommend adding it if your meta runs slower creature decks like mine does. Bane of Progress is one of the Imperial Recruiter toolbox creatures that I have found very useful. This deck runs only a tiny number of artifacts or enchantments so it is basically a one-sided board-wipe. Heroic Intervention I have just found inferior to counterspells. Intervention doesn't stop Toxic Deluge or Living Death but Mana Drain does. Then again against Supreme Verdict counterspells look pretty awful, but I think your deck would be better off with counterspells if your mana base allows it. Spellseeker is a card I have considered, but it might be too strong for this meta. I do run it in my 100% powered list and I just love it.
Hardened Scales is a card I am considering at the moment and you might see it quite soon in my list :) It is a good card but I'll have to see if it is too strong.