|Commander / EDH||Legal|
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|Commander (2016 Edition)||Rare|
|Deckmasters: Garfield vs. Finkel||Rare|
|Classic Sixth Edition||Rare|
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: Add to your mana pool.
: Add or to your mana pool. Underground River deals 1 damage to you.
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Underground River Discussion
2 days ago
My first upgrades would probably be the dark confidant, the ancient tomb, and the counterspells - at least in my opinion. I also switched out the tarnished citadel for an exotic orchard because there's more than enough u/b/g in the decks where I'm playing. At a very minimum, it taps for U/B every time, and almost always gets me all 3 of the more important colors.
3 weeks ago
That's the horrible part for running a 5C Commander... there really is no cheap option for the mana base. In order for the deck to function on just a basic level, you need so many things.
So, first things first, you're probably gonna want to run each of the signets:
This allows you to filter any color of mana into two others. Honestly, this is the cheapest your gonna do for mana fixing.
Another artifact you may want to consider is Mycosynth Lattice. Not only does it make all your cards castable for just their CMC, it also has great synergy with Hellkite Tyrant for a complete win against every player at the table.
You could go with the Pain Lands. While they are cost efficient, they are definitely on a lower tier than other lands:
You can tell they vary considerably with the cheapest being under $1 and the most expensive being upwards of $20. The big problem here is obviously that these guys hurt you to get that color of mana you need.
The other lands I would suggest would be Mana Confluence and Spire of Industry. With all the artifacts you'll be running Spire will almost always be tapping for any color. Confluence is self explanatory.
There are a ton of other suggestions I could give, but those are the ones that just pertain to the mana base. As a side note, you could also run the Shock Lands like Blood Crypt, but they tend to be more expensive. They are probably better than the Pain Lands in that they don't have to hurt you to produce mana.
Hope that helps!
1 month ago
Add-Shepherd of Rot
1 month ago
Looks like a good start, but i think you need to work on your curve. If you look at your mana curve it isnt very smooth. You have a bunch of cheap cards but then it has some outliers namely Desolation Twin. It has a pretty big impact on the board but without much in the way of ramp it seems unreliable to cast. I could see it being stranded in your hand more often than not. If you want to keep the realtively cheap curve or be midrange i would cut the twin. If you want to be able to reliably cast him, you would need to add significantly more ramp. Emrakul, the Promised End has a similar issue but due to the delerium ability it might be more reasonable. With only instants creatures and sorcieris (I don't forsee lands adding to delerium easily at present), she will at cheapest be 10 mana as well. If you added cards like Warped Landscape, Evolving Wilds, Terramorphic Expanse, Polluted Delta etc you could reliably get another card type in the yard
Yu might also consider having a few lands that can produce colorless. If in addition to the temples you have 4x Underground River you could reasonable play Matter Reshaper, Reality Smasher or Thought-Knot Seer
1 month ago
So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.
Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:
DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.
DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.
DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.
DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.
OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.
OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.
DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.
DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.
SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.
DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.
SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way
SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.
DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.
DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin
DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.
DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation
DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.
SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.
SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.
So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.
Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:
Hope this helps!
1 month ago
Silent Arbiter - Thing in the Ice Flip - Glacial Chasm - Lonely Sandbar - Barren Moor - Jace's Sanctum - Telepathy - Underground River - Victim of Night - Go for the Throat - Tragic Slip - Tribute to Hunger - Royal Assassin - Dismember - Despise - Ostracize - Hymn to Tourach - Stupor - Mind Twist
1 month ago
Actually, you are right. This deck cannot run Underground River, for example. I looked it up on mtgcommander.net.
1 month ago
Sweet! Would you mind sending a picture of the card and the condition? And unfortunately i only have 1 path to exile (its the recent promo foil one). Lol its funny cuz i was about to List that crucible of worlds for sale here cuz i dont play modern. Buuut i guess i can trade it if thats what you're after. My wants have changed a bit as well- outside of plateau i like Ethersworn Canonist, 2 Shivan Reef, Underground River, Dictate of Kruphix, Overgrown Tomb, and Eternal Witness.