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Land — Island Swamp
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Underground Sea Discussion
8 hours ago
I finally got to get some games in with Chromium! Official record is 2-0 before putting it away. First game was a little slow and won on turn 8, but I need to talk about game two. I pulled off a “W” on turn 4! Not bad for a “slow” commander. Here is how the game played out.
Turn 4: Won coin toss. Draw Auramancer's Guise. Tap Swamp to cast Dark Ritual, used the in mana pool in combination of tapping Underground Sea and Talisman of Progress for the , to cast Traumatize and mill myself 44 cards. Tapped out to cast Replenish to reanimate tons of lost auras and with it Sanguine Bond. Swung Chromium, the Mutable and won with the win con of Exquisite Blood + Sanguine Bond !
What a fun game!
3 days ago
Two stax lists, a midrange list, and five combo lists, all are tier one, and this had not won a single game against them.
I understand that "Competitive is far more than rushing through the first turns for a win, it about gaining of hold of every advantage the deck offers with the given hand and draws." I started this by going over the three competitive archetypes, combo, stax and control, this lists offers about nothing to all three of those archetypes.
Your list runs no powerful combos, no stax locks, and extremely little control. Your commander synergies very little with the deck, and runs no ramp, minimal card draw, and bad countermagic.
Lets take a look at this deck considered competitive:
The best you can do is a Tome Scour, of course this won't mill the card on top, as they did it on your end step, but whatever.
Wow, you have all of 1 card that is actually castable turn 1. Half of your non-land cards require 4+ mana to cast. Many cEDH decks require 3 or less mana to cast every spell in their deck. You run all of 0 pieces of ramp, and no efficient way to win a game against those decks cosnidering even your commander won't cheat them out until turn 8 on your curve.
That is fine though, that means you aren't a fast-paced combo build, it doesn't mean you are not competitive though, stax and control can be great decks, that win very late in the game, turn 8-20 occasionally are when they win.
Stax decks attempt to shut out their combo opponents, you opponent over with Food Chain + Eternal Scourge trying to make infinite mana? Sphere of Safety shuts them down. Try to go off with turns in Narset, Enlightened Master, Stranglehold that. Trying to beat my face in with Blood Pod, Moat that. Then I will go off with infinite flying Pestermite tokens turn 13 with Kiki-Jiki, Mirror Breaker after all of you can't do anything.
What does this deck have in terms of stax?
Well, it has War Tax, which require mana that you cannot efficiently use against a Blood Pod deck, as they will stax you out before you them, Armageddon and Ravages of War are a blowout to this deck since you don't run artifact or creature mana. Propaganda would be a better choice, despite not being good enough a choice to make this deck competitive.
Opposition and Aphetto Grifter are decent options for token builds with tons of creatures, on the upkeep of an opponent's turn, you tap down all of their lands, it is pretty good, but as this deck can't do that before it will die, they aren't very good at a competitive table.
Frozen AEther this is truely the best stax you run, it can stop some Kiki-Jiki, Mirror Breaker combos, slows down other peoples mana in terms of dorks, rocks, and lands. It is also good as it doesn't affect you, if you could run a Sol Ring, Mana Crypt, Mana Vault or anything to make it come down before your opponents win, then it might be useful.
Fatespinner at least it is in your tribe, otherwise it would just occasionally deny 1 or 2 damage, any time a player needs combat, they win that turn. If they do, they you deny a card, and die immediately after, otherwise they take away a combat they wouldn't need anyway.
Orbs of Warding good card if it was a couple mana less, or you could control/stax a game to pull it off, otherwise it doesn't need to be here.
All in all, you aren't a stax deck, you run little to no good stax cards, the few you run that sees play require ramp.
Well, I guess this is a bad cEDH deck, or control. You run 21 spells that could be used as removal or countermagic, 10 that are 4 or less mana. This is awful for a control deck, unless they are Force of Will and just look like 5 mana, or you run a lot of ramp, sadly neither are true.
Again, this is not a bad deck, simply a casual one, not cEDH material. That is why your list isn't competitive, yes, I have run a spellshaper tribal Damia deck at state level play, not a tournament at state level, just a game at a grand prix side event. That deck isn't good, but it is fun. State level play means nothing. cEDH is actual competitive decks, unlike this one, playing at the upper echelons of the format, in fact, it is so different compared to normal EDH, that is it called cEDH.
This may be winning games where you play, but I have tested it, and I implore you to sit down next to some good stax and fast-paced combo players, against $5600 The Gitrog Monster builds, $6000 General Tazri builds, $5000 Teferi, Temporal Archmage builds, and tell me this deck will win a game against them.
You are wrong, not based on my own opinion, but with playtesting a deck that supposedly wins by turn 10 at the slowest, goldfishing it.
I have yet to see another deck in ALL OF CEDH, that goldfishes a win, or complete stax lock down past turn 6, ever.
Your deck is misleading by using the hub "competitive", all I want is for you to remove it.
5 days ago
Thanks, Pabs4444 and DrkNinja! I appreciate the love. My land base is nearly where I'd like it... will add an Inventors' Fair eventually (thanks for the suggestion, Pabs4444), and would love to pick up a beat up Underground Sea on some sort of sale, but we'll see. Any other land suggestions? I've played with Tolaria West and various other utility lands, but find myself coming back to mostly basics for their simple yet "turn played tappable" goodness. My playgroup gets reasonably screwed with a well-timed Back to Basics which really encourages me to stick with a high proportion of basics.
2 weeks ago
The green portion of this deck is even smaller than the black. I'm probably better off in UW. Saves me the expense of Noble Hierarch, which I don't think is a suitable replacement to DRS. Noble is a great card, but it's not a threat on its own like DRS.
2 weeks ago
landofMordor I play in sanctioned tournaments at my LGS. So semi-casual? Certainly not as competitive as an open or GP, but there are still a lot of very good players and expensive decks.
2 weeks ago
True. Storm will almost certainly remain in the meta. Especially since Deathrite Shaman was one of the better cards against Storm.
Currently I expect D&T to get better, RUG Delver to return, and Miracles to become more popular.
I have no idea what I'm going to play going forward. I had budget 4c Delver (no red), but it relied heavily on Deathrite Shaman. But because of budget reasons, the dual lands I own are Tundra, Tropical Island, and Scrubland, which span 4 colors. Underground Sea and Volcanic Island keep me out of Esper and anything URx. I guess I try to make Bant work? Feels bad.
3 weeks ago
3 weeks ago
With the M19 cards spoiled, how do you feel about Liliana, Untouched By Death? She seems her 3 abilities synergies very well with the deck, but is it powerful enough to run? Some cuts may be Black Market as to me it has seem to underperform.