|Commander / EDH||Legal|
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|Tempest Remastered||Mythic Rare|
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: Add to your mana pool.
, : Put target creature card from your graveyard on top of your library.
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Volrath's Stronghold Discussion
3 hours ago
I agree on the infinite combos, my playgroup prefers not to have too many of those.
Two cards I think would be excellent in this deck- Volrath's Stronghold is a GREAT utility land and is cheap recursion. Combo'd with any kind of draw it's amazing, but even just to bring back a legendary creature on your opponent's end step it's good.
The other is Pestilence because you have so many fat butts it's very likely to stay around. You can use it as a recurring board wipe for pesky flyers.
1 day ago
You might want Academy Ruins and Volrath's Stronghold though expensive, they can save precious cage targets from graveyard hate at instant speed or just let you chain together repeated combos like Mindslaver.
4 days ago
This deck has very low curve. 35 lands is probably unnecessary. I'd go down to 32.
Add Skullclamp as a draw engine. There's enough support for it.
If you want Bomberman to be your main wincon, there's no reason you have to wait until your next attack to win with your spirits. Altar of Dementia, Altar of the Brood, and Blasting Station will all do the trick with no additional setup. Using Altar of Dementia on yourself also puts combo pieces in your yard and makes Skullclamp and Replenish more effective.
Anguished Unmaking is, in fact, better than Vindicate nearly all the time.
Swap Oblivion Ring for Leonin Relic-Warder. They're essentially the same effect, and Warder gets you an extra combo with Animate Dead and friends. (Warder can also be sac'ed to permanent exile while Oring can't be.)
If you still need room Thalia, Heretic Cathar and Blind Obedience are both ok to cut. They're ok at slowing opponents down, but not the greatest at it.
This last suggestion's a little more for casual play, but for Black/White creature based decks I like to include Westvale Abbey Flip in the landbase in case he game drags on and I need to recoup some life in an emergency.
5 days ago
6 days ago
Most importantly, I would add Lake of the Dead to summon Mikaeus faster. And since you have a lot of "return target creature in graveyard to your hand/on top of your library", I would add Volrath's Stronghold. I'll also suggest Sheoldred, Whispering One for obvious reasons.
6 days ago
Xcallion, i'm flattered that you would consider my deck a valuable resource for your own deckmaking - thank you for the compliment. I put alot of time, energy, and way more money than I should have assembling this beautiful monstrosity. Glad someone else is finding it worthwhile.
As for your suggestion, the idea of adding more graveyard recursion has been rattling around in my head for sometime. Living End and Living Death have crossed my radar briefly, and I considered swapping them in for Unnatural Selection. Unnatural Selection's use in this deck is very niche, but i'm hesitant to remove it because I can outright control a whole board using it and my commander. Nothing feels better than taking someone else's commander, and hitting them in the face with it.
I've actually been considering Volrath's Stronghold for a little while now, swapping it in for Mutavault. While it's not quite as dramatic as Living End/Living Death, it's something that can be done every turn, and is relatively protected due to the minimal land hate in my meta. I think it's differences compliment Yawgmoth's Will and Patriarch's Bidding quite nicely.
Mutavault is wonderful in that it's an extra Sliver in the deck - and A 2/2 for no less. My only issue however is that it's not as impactful as I would like. It's a manland that's only as good my boardstate - more slivers = better Mutavault. Also, opponents are usually quick to forget about it's ability. But despite all that, I think what Yawgmoth's Tomb brings is just far more worthwhile for the deck to perform consistenly. What are your thoughts? Do you have Mutavault in your deck? How has it performed for you? Have you been considering Yawgmoth's Tomb as well? Have I asked you enough questions? Ha. Thanks for commenting, the hive is pleased.
1 week ago
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).
Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.
2 weeks ago
Below are the Combos that I am adding to the Primer. Just because they are listed, does not mean that they are in my build, but that they COULD be in this deck. My list is not looking to combo out to win, but I do not disregard it as an option for others.
Diregraf Colossus = Infinite Zombies
Noxious Ghoul = Infinite Non-zombie board-wipe
Secrets of the Dead = Infinite Draw
If outlet is Blasting Station = Infinite Damage
If you run Cloudstone Curio:
I find that I have the opposite problem when it comes to hand size. I use our Commander's zombie making ability quite a bit, which keep your hand full because you are not spending the mana to cast stuff your hand as much.