|Commander / EDH||Legal|
Printings View all
|Promo Set (000)||None|
Combos Browse all
As Unclaimed Territory enters the battlefield, choose a creature type.
: Add to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type.
Unclaimed Territory Discussion
3 hours ago
My first suggestion involves your artifact ramp. Dimir Signet and Orzhov Signet are worse than Talisman of Dominance and Talisman of Hierarchy in the majority of situations, mainly because they don't need mana to begin activating. Talisman of Progress is also worth considering, though I'm assuming blue and white are your lesser colors. In that vein, I suggest cutting Chromatic Lantern for another piece of two-mana artifact ramp. In my experience, there is a big difference between 2 and 3 mana rocks in EDH, and anything you can do to increase your deck's speed will be a good thing.
Considering the win conditions: I think Approach of the Second Sun is superfluous. In my experience, zombie decks are perfectly happy just trying to get away with the aggro win condition, though the Gravecrawler loops are certainly an interesting second. The problem with Approach of the Second Sun is that it is not good by itself; generally, you want to run combo pieces that also serve some utility even without the combo. (For example, this is why I hate the Isochron Scepter in my Kess, Dissident Mage list.) Drawing it in your opener or when you don't have the mana to cast it leaves it essentially dead, and I think the aggro or Gravecrawler plans are just better.
Once you hit three colors, mana base becomes extremely important. City of Brass and Mana Confluence are excellent cards, and I've had excellent luck with them. Ideally, you'd run fetch lands like Polluted Delta and Misty Rainforest as a sort of 'additional dual land,' but these can be very pricy. If that's an issue, I advise slow fetches like Bad River , Flood Plain , Rocky Tar Pit and Grasslands . Cavern of Souls is an expensive card, though it is excellent in any tribal deck -- if you have access to it, you should run it. Unclaimed Territory is another thing to consider, as is running Urborg, Tomb of Yawgmoth instead of one of your basic Swamp s. I also think you're running a few too many lands. Thirty-three is generally my upper limit, and since your curve is so high, I think that's about what you'd want. Thirty-five is too many.
I like that you're running zombie lords. Though anthem effects do greatly reduce the synergy of Gravecrawler with Skullclamp , I think their bonus to the aggro plan is high enough to justify their inclusion. In that vein, Lord of the Undead and Zombie Master are worth considering.
Card advantage decides most EDH games -- for example, yesterday I had someone concede not because I had pressure on the board, but because I was drawing five more cards than them a turn. Though this may have been a premature concession, it does illustrate my point. Thus, I highly recommend running cards like Graveborn Muse , Phyrexian Arena , Painful Truths , Chart a Course , Slate of Ancestry , Glimmer of Genius , Pulse of the Grid , Night's Whisper , Notion Thief , Thirst for Knowledge and/or Windfall . Similarly, cantrips like Ponder and Preordain are almost auto-includes in a blue list. Brainstorm 's efficacy is dependent on the number of shuffle effects you run, though if you choose to include fetches (slow or otherwise), I highly advise it. Many of these cards involve paying life; if life becomes an issue, try Whip of Erebos or a non-lethal Exsanguinate in addition to your Gray Merchant of Asphodel .
Tutors are good cards. I'm a fan of Entomb in addition to your Buried Alive , as it gets Gravecrawler in the yard for your combo and, if you pair it with reanimation like Reanimate , Animate Dead or the Victimize / Stitch Together you already run, it allows you to cheat in fatties. Grave Titan and Massacre Wurm are two of my favorite reanimation targets, but they're both around $20 these days. Demonic Tutor and Vampiric Tutor are the gold standard for black tutors, but these can also be inaccessible because of their price. Diabolic Tutor is a fine substitute, and I've had good success with Lim-Dul's Vault .
Liliana is also a good zombie-include, be it for flavor or for the power she offers. Liliana, Death's Majesty is great in zombie decks and is pretty affordable; Liliana, Dreadhorde General has been dropping in price recently and is also great. Depending on your playgroup's meta, Liliana, the Last Hope may be a powerhouse, though she is $40 these days.
Generally in EDH, one-for-ones are not where you want to be. There are usually three opponents, so on average you'll be facing 3x as many cards as you have. Anguished Unmaking and Utter End are good cards, but they are not as good in EDH as they'd be in 1v1 formats. Supreme Verdict and Merciless Eviction , which I see you're running, are better. Might I suggest Damnation , Wrath of God , and/or Toxic Deluge ? You may want to lean toward black board-wipes, as this is already where your mana will be when casting zombies. An overloaded Cyclonic Rift is also great, especially if paired with the aforementioned Windfall .
Perpetual Timepiece is a cool include. Consider Cephalid Vandal . Because you're not running Call to the Grave (which I think is overrated anyways), there is little to no cost of running non-zombie creatures in your deck. I think Cephalid Vandal is another good way of trying to keep your deck churning with self-mill.
Another thing that takes good EDH decks to the next level is counter magic. I see you're running Counterspell , which is good, but you should consider running at least three to four other counter spells as well. Force of Will , Mana Drain and Pact of Negation are all good if you want to sell a kidney. If you're a slightly more reasonable player, cards like Narset's Reversal , Negate / Countersquall / Dovin's Veto , Swan Song , Disallow , Arcane Denial and Archmage's Charm are also worth considering.
Depending on your meta (and your personal level of sadism), Narset, Parter of Veils and Ashiok, Dream Render should be considered. Turning off tutors and extra-draws with asymmetrical effects is brutal. Personally, I don't think those two cards should ever have been printed, but what the hell -- they're here, so we might as well use them.
Patriarch's Bidding is a good way for a tribal deck to recover after a board-wipe, and Living Death is just good for black creature decks in general. Living Death is a sort of nonbo with Wonder , but that may be worth the trouble; play-testing will iron that issue out.
Good luck man!
1 week ago
TheTrueSchmamook - Thank you for the +1! I also very much enjoy elementals. I have considered running it, but I'm not sure what I would cut for it. I could see cutting maybe one Creeping Trailblazer and one Runaway Steam-Kin for it, but I will have to do further testing.
Geo67 - Since this is an aggro deck, I don't think a land that always comes in tapped would be beneficial. However, after rotation occurs I will be losing Unclaimed Territory , Rootbound Crag , and Sulfur Falls , so at that point it may be worth an inclusion if it is reprinted. Thank you for the suggestion!
1 week ago
4 weeks ago
Hi everyone, ive always wanted to build the Humans deck but, as you know, its very expensive so i came out with differents variations of this deck but they never convinced me. Finally i came out with this variation that is, i think better tha the others, or at least more interesting. This is part of it:
The thing is that i dont know if its good enough to start. Im still searching for a substitude for Phantasmal Image , cuz here were i live its at least 15 euros each one. I dont know if i should go with only two or three Aether Vial , cuz its expensive too. Lands are another problem, Cavern of souls its really really expensive so i need a substitude. i guess ill go with Ancient Ziggurat and Unclaimed Territory but i dont know which other lands should i take.
1 month ago
These are your best creatures: Evolution Sage, Hexdrinker, Huatli's Raptor, Managorger Hydra, Mistcutter Hydra, Tuskguard Captain. I suggest you increase most of those creatures to a full set (4x each) and cut the rest.
You currently have 69 cards included. That number should be reduced to 60. I suggest cutting all the Instants, Sorceries, and Enchantments except Pledge of Unity. If after all the cutting there is room left over, I've outlined a number of spells that will add dynamism and range both with the creatures above and with other spells below.
I believe good lands are more important than Planeswalkers. Llanowar Reborn and Oran-Rief, the Vastwood are perhaps valuable enough to consider. Sunpetal Grove , Canopy Vista , Temple of Plenty , Fortified Village , Temple Garden , Windswept Heath are all worth considering, depending on your budget. Swapping out your slow lands for those listed above will improve both speed and reliability.
My thoughts on +1/+1 counters decks: Hardened Scales is overkill, over-rated, and slow. It's a very powerful card that doesn't necessarily speed decks to a win. The best +1/+1 counter decks include only low CMC creatures that can repeatedly provide their own counters. Creatures, especially any that get really big, will get removed pretty consistently. So getting lots of creatures down and swinging quickly and consistently is essential. This is all, of course, just my 2 cents.
I'll point out that there are enough creatures and spells that it's very possible to build solid mono-white or mono-green +1/+1 creature decks. I actually think it's easier to build a solid deck staying mono-colored - it's possible to go mono-color tribal with Humans, Soldiers, Elves, Allies, Oozes etc. The advantage to going tribal is more than just synergy - it's also a handy framework to round out a deck with advantages while also keeping the deck focused. Going tribal also opens the door to Cavern of Souls and Unclaimed Territory . I'd go so far as to say there are so many really solid +1/+1 counter spells, one of the hardest things about building a deck is narrowing it down to a well-honed point. I'm not saying I think you need to go mono-colored and/or tribal here, just pointing out ways to help focus the deck.
1 month ago
Hey, nice midrange version, but consider some more one/two drop Vamps who can fit in with a midrange strategy? Two of them are in the maybeboard.
- Indulgent Aristocrat : sac it or other Vamps later on to give all your Vamps counters.
- Shadow Alley Denizen : good with eminence giving Vamps intimidate for your turn.
- Legion Lieutenant : two drop Vamp anthem.
- Gifted Aetherborn : lifelink and deathtouch.
- Olivia's Bloodsworn : flying and giving three, four, five drop Vamps haste is good.
Cards to consider cutting for these:
- Voldaren Pariah
- Deathbringer Liege
- Drana, Kalastria Bloodchief
- Kalitas, Bloodchief of Ghet
- Tithe Drinker
Midrange benefits from a good three drop consider more three drops? Drana, Liberator of Malakir is a good three drop Vamp, flying and pumps your attacking team of Vamps. Forerunner of the Legion is a three drop Vamp tutor and it's other ability is also good with eminence. Shared Animosity has a powerful repeatable effect for attacking Vamps. Painful Truths is a draw spell upgrade. Read the Bones is another draw spell upgrade.
Cards to consider cutting for these:
- Damnable Pact
- Ambition's Cost
- Teysa Karlov
- Elenda, the Dusk Rose
- Requiem Angel
Swords to Plowshares is handy efficient exile creature removal, a staple card of Commander. Boros Charm can at instant speed save your Vamp army from most board wipes and it's other modes are also relevant. The Talismans: Talisman of Conviction , Talisman of Hierarchy and Talisman of Indulgence are upgrades for the Signets because Talismans can be used the turn you play them to make mana (colorless or colored) without needing another mana source.
Cards to consider cutting for these:
- Kheru Bloodsucker
- Rakdos Signet
- Boros Signet
- Orzhov Signet
Lands to consider adding:
- Sulfurous Springs
- Exotic Orchard
- Unclaimed Territory
- Graven Cairns
- Rugged Prairie
- Fetid Heath
- Reliquary Tower : use no max hand size with Necropotence to not have to discard and exile cards from your hand.
Lands to cut for these:
- Stone Quarry
- Evolving Wilds
- Terramorphic Expanse
- 3x Plains
- 1x Mountain
1 month ago
Scorprix Sentinel Sliver is in there because of my meta. I find that having blockers up is a necessity in a meta full of other tribal decks, and in my own experience, it's been a really nice card as a two of. Since I've received so much critique about it, however, I have decided to change it out for some different Slivers.
As for Phantasmal Image I dislike it for two main reasons:
1) If it gets targeted by anything from my opponent, it gets blown up. That's incredibly easy for my opponent to do. As someone who mains Ponza as a modern deck, I have literally killed Images by buffing them with Kessig Wolf Run . It's one of the reasons I really dislike playing it in most of my tribal decks barring Spirits.
2) Cavern of Souls , Unclaimed Territory , and Sliver Hive do not produce colored mana for Image, unless I specifically name Illusion for two of them, which shuts off those two lands' ability to make mana for the majority of my creatures. Furthermore, this is a CoCo deck with Slivers and Sedge Sliver , arguably the best or one of the best three drop Slivers in Magic. That means I need lands that produce green mana and swamps to reliably cast and benefit from two of the best cards in my deck. Since Image does not synergize well with Cavern of Souls and Unclaimed Territory (it would be a different story if Image had changeling as an ability), that means I would have to add more blue-producing lands which is difficult in a deck that runs 5C Slivers and requires the aforementioned green and black sources for CoCo and Sedge.
Hope my reasoning helps clear up some of your questions!
1 month ago
Scorprix: the only colored spells that humans deck cast, is humans. thats why the mana base works for humans. it would not work in a sliver deck that needs green for Collected Company , or black for Sedge Sliver 's regeneration. Sliver Hive , Unclaimed Territory , and Ancient Ziggurat cannot produce the green or black mana necessary for those.
Unclaimed Territory occurrence in decks from the last year
All decks: 0.2%
All decks: 0.14%
Commander / EDH:
All decks: 0.05%