|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Mythic Rare|
|New Phyrexia (NPH)||Mythic Rare|
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- Two Vorinclex, voice of hungers.
- how much to add?
- Does having Vorinclex, Voice of Hunger + Zendikar Resurgent give you two extra mana when you tap a land?
- How much mana do you get from a land when having Mana Reflection + Zendikar Resurgent + Vorinclex, Voice of Hunger?
- Vorinclex & Hokori untap land effect question
Vorinclex, Voice of Hunger
Legendary Creature — Praetor
Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.
Whenever an opponent taps a land for mana, that land doesn't untap during its controller's next untap step.
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Vorinclex, Voice of Hunger Discussion
11 hours ago
So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD
With that being said, there are several places I might tune this deck, sorted into the rough categories below:
Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.
Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)
Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.
Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.
Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.
I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.
I hope that helps!! :)
2 days ago
@thewyzman I tried Wayward Swordtooth out, but this deck just doesn't have the card flow to get reliable use out of its ability. It can make for some explosive plays early on, but beyond turn three or so it's just a vanilla 5/5. If your deck is tuned to draw extra cards every turn, then it probably deserves a slot.
@SurpriZe Personal taste. I don't really like cards that shut off my opponents' ability to play their cards. Same reason Vorinclex, Voice of Hunger isn't in here. Both cards are very, very good if your playgroup doesn't mind them.
2 weeks ago
I want to add Bane of Progress. What would you cut from your list if Bane of Progress was not in the deck? I want to keep Caustic Caterpillar and Ainok Survivalist in my list. You are playing Reclamation Sage in place of Caustic Caterpillar.
Is Sea Gate Oracle in your tuned list? Do you think it has a place in this list?
2 weeks ago
Genesis Wave is a nasty card, my friend has a Genesis Wave deck that goes off turn 3 and there is nothing you can do to stop it. All you can do is hope that he gets a bad draw or misses an Eternal Witness with his Genesis Wave. Anyway, You play what you think feels right. I've gone though many an hour, testing that deck and reforming it into what it is today. You might very well have a different style of playing this deck, like more agressive with Primeval Titan or more Pillowforty with Heroic Intervention. Whatever fits your playstyle and playgroup's meta. As you probably saw in my deck, my Maybeboard is for others who have made Spawnsire of Ulamog decks. If you need a little bit of an extra board state, I recommend Seed the Land or Vorinclex, Voice of Hunger. Seed the Land can give you several cheap blockers a turn and Vorinclex, Voice of Hunger is similar to Omnath, Locus of Mana in which he adds a large board presence along with a mana ramp theme. I'd keep these in mind if your playgroup takes advantage of you (sometimes) have only Joraga Treespeaker and Arbor Elfs and the odd Omnath, Locus of Mana or Primeval Titan.
3 weeks ago
You're missing the core of a lands deck to play lots of lands with things like Azusa, Lost but Seeking, Exploration, Mina and Denn, Wildborn, Oracle of Mul Daya, Storm Cauldron, Wayward Swordtooth, and Burgeoning. Also, recursion from Crucible of Worlds, and more lands that sacrifice. These will be much stronger than the typical ramp cards you are playing like Birds of Paradise and Sylvan Caryatid and Chromatic Lantern.
Rather than all the mana doubling effects that help your opponents, just play Mana Reflection and Vorinclex, Voice of Hunger. Mirari and Wort, the Raidmother can help copy spells. You might as well add in some good removal like Decimate, Windgrace's Judgment, and Lavalanche to copy. You might have too many spells that just copy spells though.
I would cut Doubling Season and all the planeswalkers since they don't contribute much to that strategy.
1 month ago
This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.
First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.
There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.
1 month ago
I'm going to offer some counter arguments to your position that it might be "amazing mid-game/late-game ramp."
First, ramping in the mid to late game is not ideal--after all, the point of ramp is to get ahead of your opponents quickly. Seven mana is generally sufficient to cast most bombs--ramping up to 12 on turn N doesn't give you that much more, except maybe double casting on turn N+1. At that point, I'd generally just play my bomb on turn N, then a second bomb on turn N+1.
There are some exceptions. Boundless Realms, has great utility in certain decks. Genesis Wave is absurd, sometimes fetching you enough lands to cast a second spell that turn. Vorinclex, Voice of Hunger is pretty solid at eight mana, as it ramps you, provides a strong body, harms your opponents, and can be cheated into play early with cards like Defense of the Heart.
Third, and perhaps most damning of all, you have to have five basic lands in play to make the most of this card. Even with Green's ability to fetch basic lands, this is going to be very, very difficult to muster by the time you have 7 lands in hand. After all, you're going to be in at least three colours, so a large chunk of the lands you naturally draw will be non-basics, just to ensure you hit your drops.
1 month ago
So my thoughts on Vorinclex, Voice of Hunger vs. Zendikar Resurgent... I like the Stax effect of Vorinclex against opponents, but I also know that most decks are woefully under-equipped to handle large amounts of Enchantments, which makes Zendikar Resurgent a bit safer from removal. Furthermore, a lot of decks have clone, theft, and reanimation effects, and I'd hate to have Vorinclex used against me. SO although I could see him making a big splash, I worry that if he were stolen or otherwise used against me, I might not have a means to deal with him Coward_Token. What do you or everyone else think?