|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Commander 2015 (C15)||Rare|
|Duel Decks: Jace vs Vraska (DDM)||Rare|
|Return to Ravnica (RTR)||Rare|
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Enchantment — Aura
Enchanted Land has ", Pay 1 life: Draw a card"
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|Have (49)||Wolfebladeelite , golgarigirl , ironax , gildan_bladeborn , Mousemke , bakeraj4 , TThors , buildingadeck , Mortiferus_Rosa , Ashy , Psycheretic , sonnet666 , Dr.Jackel , Tiddilywinkus , ZombieFood , switchkill65 , CAPT.Shock , Dr_Jay , Kravian , Nemesis , ThisIsBullshit , Regulus1010 , RedMulligan , Unjust_DiabIo , frederiklw , Unlife , JAT0 , bakunet , NobleSlay3r , Va1mar , angesoir , Jpegwun , killstars , Gabeph , Myllyes314 , Reliva , DarkMagician , duff87 , pskinn01 , mziter501 , miracle , mazrimtaim , hardhitta71194 , chrishuffman95 , rakdos24 , orzhov_is_relatively_okay819 , CampbellStev , vashaclarens , Famicomania|
|Want (3)||Ariumlegion , snackeater ,|
Underworld Connections Discussion
1 week ago
I removed some of the ramp for some cheaper options. Kess, Dissident Mage needed some more protection so Swiftfoot Boots was necessary till I get the other boots. Land switches kinda water down the deck a little bit. (i need better land)
2 weeks ago
Hey. Looks good. Here are some additional ideas.
Conqueror's Galleon Flip - card draw & recursion
Dowsing Dagger Flip - ramp
Golden Guardian Flip - ramp and instant blockers
Thaumatic Compass Flip - a maze is always good
Nim Deathmantle - recursion
Corpse Dance - recursion with haste and only a little drawback
Scavenger Grounds - against nasty grave interactions
Bojuka Bog - How could you miss this little dirty gem?
Underworld Connections - Card draw at will is always good.
Anguished Unmaking - Instant speed removal
I would cut:
Rupture Spire - you need untapped lands for this commander since you need to be fast. Too much tapped with this one.
Subjugator Angel - too small for too much mana. You don't always have your commander available.
Ambition's Cost - replace it with something that draws more for less.
Cathartic Reunion - too less consistent reanimation for this. Better pay some life to draw and keep the cards. Your commander needs them in your hand.
Vindicate - you can do better.
True Conviction - 6 mana and 3 of them white in a tri-color commander is quite hard. Especially since the effect does not really support your commander. Better draw some card draw or haste cards and drop them 3 to 4 turns earlier than this one.
Dark Ritual - Better insert another tutor to really get what you want. With this commander there is a high propability that it will become a useless card. Even another mana rock is better in here.
That's it for now. I may come back with more.
3 weeks ago
Yes.. Underworld Connections is a cheaper and a bit worse Phyrexian Arena.. I'll be definitely adding this to my deck.. when i'll have a bit more to spend. Any cool suggestions for creatures? I would like to have some strong creatures do you know any? And im not interested in expensive ones like Grave Titan, Phyrexian Obliterator, Geralf's Messenger, thanks.
3 weeks ago
JuQ on Pillow Fight!
3 weeks ago
First thing, commander is a multiplayer game where every player has 40 life, that is a ton of damage to be done. You wont be able to succeed with just a bunch of fast creatures and burn spells to the head of your oponents, you have to be ready for a longer game with bigger creatures and spells than in the 20 life formats.
You need a game plan that synergize with your commander, If you just chose a commander for its colour identity you ahould think again what you wanna play and find a legend that supports that game plan or find a legend you like and build a game plan around it.
With Zurgo you can capitalize in his huge power (you can kill a player by deling him a total of 21 points of combat damage with your commander) and him being indestrutible during. Yo can stuff your deck with a lot of Wrath of God like spells to clear the way during your turn, you can give him some equipments that gives him trample like Loxodon Warhammer or fin some other way to overcome his lack evasion.
Zurgo is quite vulnerable when it's not your turn, some spells to protect him will be needed. Lightning Greaves and Swiftfoot Boots were really wise choices, but those are only two cards, I would include some reactions to save Zurgo (Apostle's Blessing, Otherworldly Journey) and some recursion to get him back from the graveyard, every time you cast him from the command zone his cost is increased by 2, so Zurgo's cost will go to 10 in no time.
Most of the removal you included underperforms in commander because creatures are bigger (or at least the ones you care about). To say some of them Death Wind, Gideon's Reproach, Lightning Bolt are not nearly as good in commander as they are in 20 life formats, the most popular removals are stuff like Swords to Plowshares, Path to Exile, Go for the Throat, Murder. But if you are going to use a lot of Wrath of God spells you should only use a few targeted removal spells that exile the creature, if something is surviving your board wipes it's because it is indestructible. If Swords to Plowshares and Path to Exile are out of your budget there are cheaper alternatives like Crib Swap or Silence the Believers.
You will want to draw a lot of cards to keep you game on. You are not on the best colours for card draw, but you still have many good options Phyrexian Arena, Underworld Connections, Painful Truths, Syphon Mind and many others (mostly in black).
Finally you need more lands. It depends on the costs and the amount of mana rocks in your deck but usually they run between 35-40. You also need more lands with many colors, it doesn't matter if they are not the top lands, just the common and uncommon that enter tapped are good, specially if your commander is slow like a CMC6, but don't get colour blocked. Command Tower, Nomad Outpost are no brainers.
Those are the basics, after that you will need to playtest and modify your deck to adapt to your meta.
3 weeks ago
Thank you for the feedback!
I was thinking Archetype of Courage and Archetype of Finality would be good to beef up my tokens, but I'm starting to think they are just dead weight, would swapping them for an Akroma's Memorial be a smarter decision?
I'll definitely make some room for those token recommendations.
I feel like I'm stressing about it too much, but any recommendations for lands?
3 weeks ago
If you want to build an army of tokens with +1/+1 counters, Cathars' Crusade and Archangel of Thune are must-haves, and also boosts Teysa for unblockable commander damage. Cards like Auriok Champion and Soul Warden are really good with a token strategy and a life gain strategy. Crested Sunmare should give you lots of indestructible horses if you can protect it.
You have a very good list of token-making sorceries in your maybeboard. You could try including the ones that aren't also boardwipes. Anointed Procession gives you double the tokens. Skullclamp is a good way to draw cards from those creatures. Elspeth, Sun's Champion, Austere Command, and Hour of Reckoning become good boardwipes that spare your creatures.
Luminarch Ascension is quite reliable with Teysa's deterrence.
Archetype of Courage, Archetype of Finality, Athreos, God of Passage, Chancellor of the Annex,Deathpact Angel, Orzhov Advokist, Ravos, Soultender are creatures that don't contribute that much. You could also cut Bontu's Monument, Cradle of Vitality, Gonti's Machinations, Phyrexian Reclamation, Tainted Remedy, and Death Grasp.
1 month ago
I agree with ToddW in that you need some constant card draw like that provided by Underworld Connections and, my favourite, Phyrexian Arena; and mana sources like Fellwar Stone and Chromatic Lantern can't hurt either.
Commander / EDH
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