|Commander / EDH||Legal|
Printings View all
|Magic 2015 (M15)||Rare|
|From the Vault: Realms (V12)||Mythic Rare|
|Planar Chaos (PLC)||Rare|
Combos Browse all
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
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Urborg, Tomb of Yawgmoth Discussion
3 days ago
Urborg, Tomb of Yawgmoth seems pretty straightforward, you put it in, all your lands tap for black mana now (along with what they tapped for originally) it's pretty good, and would allow you to have a bit more islands
3 days ago
5 days ago
5 days ago
Just saying this as well, you're probably not going to want just forty basic lands even (20 swamps 20 islands) because you probably won't end up with the mana fixing you want, also make it less than forty lands other than what you already have due to the fact that you're not going to need forty six lands you goof.
So anyways I've told you you should put better lands in... now I should probably give you the options
Just good lands in your colors
A BIT PRICIER: Minamo, School at Water's Edge
Don't make it all nonbasics so you can make sure you've got fetch targets and such.
More good mill for ya, doesn't seem like ye've got enuff on ya mate.
Cheapin' for ya wallet mate:
A bit more harsh on ya bank account:
Again, you'll want the cards to remove things from opponents graveyards because you'll be putting a ton of stuff in there
That's it for today's suggesting, sorry about the shoddy text formatting job, I'm a bit new to this.
5 days ago
I actually do know how mtg was back then, Tyrant-Thanatos. I played my first games when Revised was the core set, The Dark had sold out from the local store, and Fallen Empires had yet to be released. And played just as casual as everybody else, until Invasion or Odyssey, and then had a long break. No internet for decklists, just The Duelist.
But that doesn't change my opinion, really. I think slivers are vastly overrated, if anyone considers them the most powerful tribe with the most degenerate combo. But at the time where they showed up, they were about the only pure tribal deck that could have such a high degree of synergy, without having to find something outside the tribe. Humans, didn't even exist then. Elves could make mana, but had to find something outside the tribe to use it for (and the mana industry didn't really take off for them until Urzas saga and Priest of Titania, anyway) - the elf combo days were way out in the future. Goblins were a bit more like their current self, or... well... at least they had gotten Goblin Grenade. And then SLIVERS. Even as a casual deck, this tribe had scary levels of synergy, making it hard to tell what was the bomb creatures. And that's without even counting the 5 colored Sliver Queen. To casual-player eyes, it was completely broken, but that would often be accompanied by cries about how counterspells ruins the game, and how Wrath of God, Armageddon, and Winter Orb was broken pieces of cardboard trash, that no decent human being would ever touch except when carrying them to the incinerator (it's a caricature, but early on there seemed to be a lot of players who had all kinds of ideas about "fair" mtg, which had nothing to do with the rules of the game, and everything to do with their own taste).
The support cards that came later falls right into this. In general, you can expect to get to play your cards and have them in play a little longer in casual games than in competitive ones (general guideline - someone probably plays casual stax somewhere). An artifact costing 5 mana, and requiring multiple creatures in play to activate, is not gamewrecking in a bigger format, and only sometimes in standard. And it's not like the tribal support isn't there in modern - Aether Vial is solid for tribal decks, Descendants' Path isn't bad either, and Door of Destinies is a favourite for some. Of course you could also add support cards that are only legal in vintage - Sol Ring, Land Tax, and the like - but with that kind of support, horses, camels, crocodiles and ouphes could be killer-tribes.
In terms of power, killing an opponent on turn 4 with a combo that necessitates 5 different 1/1 creatures being in play, attacking, and not being blocked at the same time, might seem strong in casual-country, but doesn't really fly anywhere else. The other much-feared slivers, 5 colored monstrosities and what-nots, are much slower, and therefore also a lot easier to do something about. But in casual edh, they would under most circumstances get the time needed to set up a combo (I've only played against slivers a few times - always Sliver Overlord as commander, and some variation of combo, that ends in infinitely many, infinitely big slivers) - and it's being treated as a combo deck: slapped hard and mowed down, because it has a very real way to end an edh game out of nowhere.
A comment on the article: As far as I remember, it wasn't slivers that got "fixed" by making them non-symmetric. It was every tribe, simply to reduce complexity. Onslaught elves also count all elves in play, not just your own elves. Lorwyn/shadowmoor elves doesn't.As for a power-fix to slivers... how does it help printing more slivers that do the same, only with a slightly different body and casting cost? It helps in standard, where the old, "over-powered" sliver wouldn't be anyway, but for anyone else, it's a power-up for slivers, giving them more consistency (so now they have 2 different haste slivers, and if you want your slivers to be fast, you can almost rely on it now). So perhaps it was a matter of "slivers are a terribly overpowered tribe, if you want to beat them by playing creatures and attacking".
Actually, I'm not sure how much "fixing" slivers ever needed. I mean - Black Lotus was banned everywhere but in vintage, and Lotus Petal showed up instead. The original 5 moxen - pretty much the same: In Mirage we got the diamond cycle instead, afaik with an explanation that they were supposed to be a fixed version. But Sliver Overlord doesn't look like a fixed Sliver Queen - it's a completely other creature, doing other things, only sharing color and creature type. If slivers weren't designed wrong in the first place, maybe they have "been developed" rather than "being fixed"?
It also doesn't seem like slivers grow exponentially strong with every sliver printed. They might grow stronger... a bit... (and never weaker/more balanced). But when you add a card to your deck, you also remove a card from your deck (or end up with a very big deck). Was there ever anything sliver-related, that had to be banned (asking because I didn't play at all during the Onslaught or Time Spiral days) to stop slivers from overrunning standard?
As for slivers in modern: Crypt Sliver would be good, but not very. It makes regeneration into a tap-ability, and that means attacking, tapping for mana and so on becomes very risky. Modern is not a format for creature heavy decks to just sit there and not attack, so perhaps Crypt Sliver isn't all that strong. I think it's Sedge Sliver that is the best regenerating sliver in modern, and you could add Urborg, Tomb of Yawgmoth to make sure you always have the right color mana and is able to attack without losing regeneration. Also, you can cut back on mana expense by playing Aether Vial, and as long as you have one of the mana slivers in play with Sedge Sliver, the combination is exactly the same as Crypt Sliver (tap sliver for black mana, spend black mana on regeneration). Crystalline Sliver would be a real upgrade though - Diffusion Sliver which seems like it should be the replacement is decent if you don't look too hard at it, but what is paying 2 extra mana for removal, compared to not being able to play removal at all?
6 days ago
Ummm this feels like the wrong commander for this type of deck honestly.
Consider dropping red and switching to someone like Ayli, Eternal Pilgrim. This opens you up to run more swamps and black mana doublers like Crypt Ghast etc and Cabal Coffers/Urborg, Tomb of Yawgmoth to finish off the table with Exsanguinate or Debt to the Deathless
1 week ago
Hi Xeb (star wars rebels reference?)
You really want more forests so you can fully leverage Arbor Elf alongside 2x Voyaging Satyr replacing the Viridian Emissary. The reason for that is Utopia Sprawl or if budget is a concern Fertile Ground and maybe Trace of Abundance note the shroud though, so you can't untap it.
Next Blood Sun it isn't Blood Moon, but you aren't using fetches and it can be a menace to those that are... You also possibly want 2x of Koth of the Hammer in your sideboard as an alternative wincon or maybe the Spreading Algae Urborg, Tomb of Yawgmoth combo, though not if you decide to run Blood Sun.
1 week ago
I have built this in paper up to (but not including your adding of Grim Flayer).
A few changes I am making for my meta are as follow, I ovver them in case they help anyone else.
I prefer the directness of Torment as a closer, and being able to Crop Rotation into both Bog and Chasm to disrupt other players going off and winning is a bonus against Flash Hulk decks.