, , Sacrifice Universal Solvent: Destroy target permanent.
Printings View all
|Mystery Booster (MYS1)||Common|
|Aether Revolt (AER)||Common|
Combos Browse all
|Commander / EDH||Legal|
Universal Solvent Discussion
1 week ago
Hi, I just recently brewed up a Tatyova list that is aiming to be competitive and I wanted to ask about a few of your choices. I acknowledge that you have likely tested and played this deck more often but I am mostly curious about some of your card choices and the direction that you took this list. You can find my deck here: ~PDH~ When Lands Came to Value Town (Tatyova)
Why do you include so much card draw? I actually run zero spells or otherwise that draw me cards other than lands through Tatyova. When I first was putting the list together I had a bunch in the form of Ponder, Gush, and so on but ended up cutting them for other cards.
Some of your Land fetchings spells just seem bad. I don't mean to offend but cards like Nature's Lore, Search for Tomorrow, Shoreline Ranger, Spoils of Victory, Farseek, Kodama's Reach and Rampant Growth just don't seem worth it to me. Instead of some of these fetch spells, I run 40 lands. I was also surprised that you are not running Dreamscape Artist (Springbloom Druid just seems like a worse version). It's like a repeatable Harrow and gets you two Tatyova triggers. I would argue that that card is one of the most powerful cards in my deck behind Tatyova ofc and Mystic Sanctuary.
I decided to include more utility lands such as Bojuka Bog, Khalni Garden, and Sejiri Steppe. This decision on my part to include these was in spite of some of them not being in Green Blue but I though their value outweighs that downside. Bojuka Bog for example is better than Relic of Progenitus in this deck because you can flash it in with a creature like Walking Atlas and exile a target players bin and draw a card like relic. The thing is though that Bog is repeatable through your creatures that bounce your lands. Sejiri Steppe is similar in the way that its repeatable protection for Tatyova or another important creature.
I noticed you only ran 1 land bouncing creature. In my deck, these guys power much of the value. With them and Halimar Depths I can basically ponder each turn at least once, it allows me to repeat the ETB effects that I mentioned above, and It also allows me to get a land drop in if I missed one for some reason. Floodbringer, Oboro Breezecaller, Soratami Rainshaper are the ones I run in addition.
Now a few suggestions I have: Whispersilk Cloak, Power Sink, Universal Solvent, Vines of Vastwood, Scaretiller, Explorer's Scope (This works well in conjunction with Adventuring Gear and Aqueous Form), Seat of the Synod and Tree of Tales can be tutored with Trinket Mage, Library of Leng, Stone-Seeder Hierophant/Krosan Restorer, Spidersilk Armor (So the majority of your board doesn't die to Shrivel, Electrickery or something like that and harder for Pestilence and Crypt Rats.) Also Snap can ramp you is you have a land that taps for two and same with Frantic Search if you do want to play cantrips. Another win-con that will win you the game as soon as you combo off is Sage's Row Denizen that is assuming that you are not using Mystic Sanctuary.
Thank you for hearing me out. I am sure that there is a good reason for many of the cards I just questioned and I am excited to hear them to understand your deck better. If you have questions about my choices and reasoning I would be more than happy to explain further. I am trying to make the best Tatyova deck that I can and just wanted to know why a list with a similar end goal is running certain cards that I cut out.
Lastly, I just wanted to say that after looking through your list I am considering running: Lull and Moment's Peace because sometimes this deck has a problem stabilizing early because my playgroup sees my deck as a very large threat. Merchant Scroll, I don't know why I was not running it. Mystic Remora and Rhystic Study are just too good to pass up and I probably should have been running them. I have just one problem and that would be cutting cards. I would apreciate it if you could take a look at my list and tell me what you think.
2 weeks ago
1 month ago
whenever another artifact with a converted mana cost of 1 is put into your graveyard from play, you may pay . If you do, return it to your hand instead.
to pair with Universal Solvent, the old D&D combo
make another card based on a RPG
2 months ago
Just for future reference, you can surround a card's name with double brackets, "[", in order to link the card image to it. You can do this sitewide.
To your question though, you can respond to the activation of Universal Solvent, but the Solvent will be gone when you do so. In all activated abilities, there is a colon, ":". Everything after the colon are the effects. Everything prior are the costs. In order to activate an ability, you must pay all the costs associated with it. For the Solvent, that means paying Mana and sacrificing it, so it would, therefore, not be there after the ability is activated.
This is often a problem with Tormod's Crypt. There is very little you can do to get rid of it once it's on the battlefield since your opponent can be activated whenever, and it will take your graveyard with it.
Hope this helps!!
2 months ago
First, I'm going to point out things that may not be the best on the maybeboard,
Blasting Station: Semi-repeatable but free sack outlets are just better. Unless you can continuously flicker something from the grave to the battlefield this should be cut.
Netherborn Altar: Highly situational. Better off just having protection for your commander or ramp.
Diabolic Intent: Personally not a fan of tutors but this is on theme and can help you in a pinch. My philosophy is to only tutor for a response and not for the win but to each their own.
Nim Deathmantle: 4 is a high cost to hold up to sometimes save your commander. Better protection available.
Panharmonicon: You have 8 creatures currently with ETBs which is a bit low to include this.
Universal Solvent: Mono-color decks have weaknesses. Typically in EDH certain board threats can be handled by others at the table. I would cut it unless your meta has little to no interaction for threats.
Witch's Oven: Love this card, just not for EDH.
On second thought, your maybe board is REALLY big. I'm just going to go with what cards stand out.
Augur of Skulls, Burglar Rat: Black's best advantage is denying your opponents advantage. Burglar rats is the better of the two since it will cause your opponents to discard 3 cards. Augur is only better if there is that One player in the meta that needs to discard.
Orzhov Enforcer: Helps to build a token board presence. Best case scenario this trades with something and you get a token and you repeat this every turn.
Sling-Gang Lieutenant: Same as above but better. Helps with some life-gain and gives you blockers/sac fodder.
Thorn of the Black Rose: Are you low on card draw? Yes, then add it. You should be wide enough to keep monarch. Good on draw? Then give it a pass.
Yawgmoth, Thran Physician: You typically don't want creatures with power greater than 1 but... This is card draw, removal, and a sac outlet. If you have it then use it.
Dredge the Mire: Seen this been played. 4 mana for three creatures is just good. Those creatures may not synergize well but you should at least get one good threat and it should help to have one big dumb creature.
Altar of Dementia: Two mana on a sac outlet that is harder to remove than a creature. Yes, please.
Meekstone: This will defend you from a ton. May also draw some hate but can save your from the R/G trample guy.
Smokestack: Really good in your deck. But, if you play it, be able to win in the next few turns and have some kind of recursion or the mana to replay your commander. This is a salty card, so be aware of your play group.
Grave Pact: With this and a sac outlet you should be able to own the board. This is a hard yes.
Oversold Cemetery: Could act as a good backup plan for your commander dying too much. Send him to the grave then re-play him. Then grab your graveyard recursion creatures next and your back fairly quickly from a board wipe without needing to draw into it.
Phyrexian Arena: Steady card advantage. One of my favorite cards.
Deadly Rollick: Free removal. Your running a linchpin deck (as in your commander is essential to be on the field) therefore this card pulls more weight cause if its dead your probably dead.
Imp's Mischief: Just a fun card no one expects in mono-black.
Cabal Coffers, Cabal Stronghold, Nykthos, Shrine to Nyx: If you own them you should run them. Also, especially if you have more than one of these, cards like Torment of Hailfire, Black Market, In Garruk's Wake, and Exsanguinate should be looked at more closely.
Hope that helps.
3 months ago
Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!
That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.
The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.
Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.
Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!
Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.
Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.
9 months ago
For your removal needs, some better than others but I'll let you be the judge :)
Oblivion Stone Meteor Golem Ugin, the Ineffable Universal Solvent Unstable Obelisk Lux Cannon Argentum Armor Scour from Existence Amulet of Unmaking Nevinyrral's Disk Gate to Phyrexia Phyrexian Tribute Powder Keg Sword of Sinew and Steel Blast Zone Boompile Eye of Doom Steel Hellkite Ratchet Bomb Perilous Vault