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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Wonder
Creature — Incarnation
Flying
As long as this is in your graveyard and you control an Island, creatures you control have flying.
jacobpmesser on Self Mill Goyf
3 months ago
4 Stitcher's Supplier 4 Hedron Crab 3 Satyr Wayfinder 4 Urborg Lhurgoyf 4 Cruel Somnophage 4 Souls of the Lost 2 Nighthowler 3 Grist, the Hunger Tide 2 Wonder 4 Unearth 3 Brazen Borrower 1 Sidisi, Brood Tyrant 1 Glasspool Mimic  Flip 1 Kazandu Mammoth  Flip
That's a good base. Take what works and replace what you don't like.
Exp. I've been playing iterations of this for years now and eight one drops are important. You need to start filling your gy ASAP. These are the two best. If you don't want to go into blue, there are cards like Gnawing Vermin but for me, m2 isn't enough. The -1/-1 is helpful so there is some leeway based on META. If I dabble in other colors, Shriekhorn is my go-to.
Satyr's spot can be removed but I play a low land count due to the two modal lands (Glasspool/Mammoth). Mire Triton is another favorite because Deathtouch and gainlfie. It's also a META call. I don't like others like Skull Prophet. If I were playing The Mycotyrant I'd consider it because it 'mills over time' (MOT) but once your opp sees what youre on theyd kill it before you get a chance to use it.
So, in this list I'm 12 goyfs. Eight can self-mill (SM) and the other is useful (Souls) in getting Wonder out of your hand. You can also sac Stitcher to it if you're a T1 Stitcher T2 Souls. Every card in this deck is a permanent besides Unearth so if you fetched at all, you could have a T2 6/6-8/8 Souls of the Lost and that aint to shabby.
I have always played at least 1-2 Nighthowler. It makes those Stitchers, Crabs, and Satyrs a threat and more often than not, takes two spells to kill it (when it's bestowed).
I view this deck as a sort of aggro deck and keeping with 99% creature theme, Grist and Brazen Borrower are my interaction. You can bring in whatever you want (obviously) but it's also provides fliers for Nighthowler, Grist has a built in win-con and protects itself. I always play a Boseiju, Who Endures and if I play more, -1 Unearth for Life from the Loam and if I'm really frisky, I'll add a few more legends, play more of the Channel Lands and another Life/Loam. I've got a oops all Channel lands were all the other lands are Modal and I play Amulet of Vigor with Shriekhorn and use Emry, Lurker of the Loch as a self-mill recur piece. It's fun.
Sidisi is a MOT that can help you go wide. Every time you mill, you get a zombie. I use this in near every build when I'm in color. I've tested Blossoming Tortoise but save that for a Mosswort Bridge version I play and if I can't get that going I want to be able to cast the top end. Shigeki, Jukai Visionary, Molderhulk, Aether Vial + Dryad Arbor help get me there. But just playing the new Squirming Emergence is so much easier than playing all those other cards.
You can find a way to bring in draw, life, other interaction, etc.. it's on you. There are times were I play Jace, the Perfected Mind or Visions of Beyond for draw. Spellstutter Sprite and a few spots for other faeries like Likeness Looter (flying faerie goyfs!).
But that's the base. Do what you want.. because you can literally do anything. I've got a junk list focused on recur with Unearth, Renegade Rallier, Necropanther, Athreos, God of Passage... a jund/grixis list that uses Ob Nixilis, the Adversary and Orcish Bowmasters (sac goyf to etb Ob Nix, Token Ob forces opp to draw 7 for -7 life. Bowmasters deals another 6 plus you get a 6/6 orc token (+2 more for paper Ob +1 if they can't discard). That's a 15 point swing, not including attacks. Another Grixis list that plays Kroxa, Flamewake Phoenix, Seasoned Pyromancer and Ox.
My favorite - game 1, I'm a mill deck that sideboard converts into self-mill game 2. It still deals with the gy but game 1 youre spell heavy and game 2 youre creature heavy.
Anyway, have fun.
jdogz32 on Sultai graveyard
7 months ago
Stitcher's Supplier is pretty much a staple in self mill decks.
Another one I see in alot of decks is Satyr Wayfinder helps keep lands coming and mills twice the cards as Sultai Skullkeeper
You have alot of lands. For a 60 card deck typically you won't go much higher than 24. You have 33.
You have cards in your deck that aren't modern legal. Brawn Sewer Nemesis Deathrite Shaman are not modern legal. Some substitutes that are legal are Wonder instead of brawn. Lord of Extinction over Sewer nemesis. Scavenging Ooze over deathrite shaman.
Lhurgoyf is only playable in a commander setting in my opinion. You can't count on your opponents graveyard being filled with creatures at all. I'd recommend Urborg Lhurgoyf as a direct upgrade. Has a self mill abilities and cost half as much Mana.
I'd take out most of your cards that cost 5 Mana. You have quite a few and i don't really see the purpose of Consuming Aberration also your deck is mostly creatures and lands so a Grisly Salvage will get you the same effect as Sultai Soothsayer I hope this helps.
fluffyeel on Help make deck good
8 months ago
Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.
- Entomb and Buried Alive are good options to get your things into your graveyard that you can later reanimate with Scarab God. Alternately, Filth and Wonder are good things to put into the grave that give you added bonuses. (If you go the Filth route, Urborg, Tomb of Yawgmoth is super-valuable.)
- For mana rocks, Thran Dynamo, Gilded Lotus, and Chromatic Lantern are all very handy and budget-friendly. If you have them, of course there's also Mana Vault, Mana Crypt, and Chrome Mox, but don't just get them for this deck. (I happen to have opened them, so they move around between decks a lot.)
- The ultimate zombie enabler, to me, is Field of the Dead. You would need to likely swap some basics for snow-covered basics to make it work more, but the condition (7 lands with different names) is incredibly easy to meet. You can also go the route of some fetching (Terramorphic Expanse and Evolving Wilds, Fabled Passage, Polluted Delta, Prismatic Vista...). Watery Grave is also highly advised, along with Contaminated Aquifer, Ice Tunnel, Underground River, and Drowned Catacomb. Port of Karfell might also be worth considering.
- The best mill payoff from your opponents is Rise of the Dark Realms. Alternately, Reanimate, Animate Dead, and Extract from Darkness are great for bonus reanimation. Junji, the Midnight Sky is another possible option. Desertion and Aethersnatch are also good to take your opponents' things before they knew what hit them.
- More tutoring. Expedition Map will help for lands; Vampiric Tutor, Demonic Tutor, and Diabolic Intent are good in general; Lim-Dul's Vault is, I find, underappreciated and very handy. Fact or Fiction is also handy to get through your deck and get fun things into the graveyard (or make your opponents wonder what's happening).
- The Meathook Massacre, Damnation, and Cyclonic Rift are extremely handy for removal. The first is also a bonus payoff if your zombies die in the process! Yawgmoth, Thran Physician is also super-useful when it comes to removal, turning your zombies into both extra cards and weakening your opponents' creatures.
- High-cost things: Force of Will, Force of Negation, Mana Drain, and Commandeer are useful for control and making sure things don't stick and Memory Jar for filling up graveyards.
Darsul on Thought and Talon
9 months ago
Hello,
If your looking for input and/or Suggestions you need to help us out and give and ideal what your looking for. Raffine, Scheming Seer is a great open ended commander that it's hard to help out w/out know the direction you aiming for. That said, what I found/find out with my deck and no matter how you play him you want to be attacking every turn, this tends to leave you open on the back swing so War Tax cards like Propaganda and Ghostly Prison or flip side play things like Heliod, God of the Sun and Odric, Lunarch Marshal (+ Vigilance toon out). Long story short your deck looks weak to the crack back.
Another thing I find is the Wonder is < Filth + Urborg, Tomb of Yawgmoth
. Most of your team is sporting fly as is.
As for real suggestions how do you want to take him? +1/+1 you could play cards like Tenured Inkcaster or Oona's Blackguard
Reanimator Unburial Rites or Vohar, Vodalian Desecrator
Discard Bone Miser or Faith of the Devoted
wheel Queza, Augur of Agonies or Feast of Sanity
anyway, cheers and GL
SufferFromEDHD on Turn after turn after turn after...
10 months ago
I see Wonder where is the Anger?
No use for Final Fortune?
fluffyeel on Yuriko, The Tiger’s Shadow
1 year ago
Ninjas are awesome: one of my EDH decks is a Yuriko deck that makes people "very happy". And it's a good start that you have! Some thoughts about things to add that vary in budget-friendliness:
- I like a lot of spells that you don't pay full price for, but that will hurt if Yuriko flips them. Commit / Memory, Dig Through Time, The Magic Mirror, Shadow of Mortality, and Commandeer are all, if memory serves, not so expensive price-wise and also quite powerful. (Force of Will is another classic, but I don't recommend it unless you have it because it's quite pricey!)
- Other good evasive creatures/enablers are Krydle of Baldur's Gate, Wonder, Nighthawk Scavenger, and Vampire Nighthawk. If you have one, Bitterblossom is also another great generator for nuisances.
- One of Yuriko's main tricks (or how I play her) is really being able to adjust your library on demand for maximum pain and suffering (for your opponents). Of course, Vampiric Tutor and Mystical Tutor are (expensive) classics, but Lim-Dul's Vault is a go-to I use, as is Sensei's Divining Top. For any of the instants, Isochron Scepter is great for repeatable "fun" with a lot of your stuff.
- Another option to maximize pain is any of the double-faced spell/land cards from Zendikar Rising, like Sea Gate Restoration  Flip, Zof Consumption  Flip, Umara Wizard  Flip... not all of them are good, but they are great things to flip with Yuriko.
multimedia on Urza upgrade
1 year ago
Hey, some nice upgrades to the precon so far. Good additions of wincon combos: Sword + Foundry + Altar and Urza, PoK + Altar + Battlesphere.
Consider cutting a few of the lesser unnecessary higher mana cost creatures for some more draw? Constructs have an easy time if they can attack at doing combat damage to an opponent thanks to menace from Urza. If you can draw a card each time a Construct does combat damage to an opponent then you're getting great value from Constructs and a good reason to want to attack. Bident of Thassa is in the precon and it's repeatable draw with Constructs. Research Thief is more repeatable draw with Constructs that's also a flying artifact creature. More repeatable draw from Constructs can help to draw combo pieces.
Skullclamp is in the precon and it's excellent with Sword + Foundry combo since it creates 1/1 Thopters that can then each be saced for 1 mana to draw two cards. Because Urza's artifact creature affinity can pay for his Commander tax then Skullclamp with Urza is another way for repeatable draw.
Grim Hireling doesn't draw with Constructs it makes ramp, treasures which can help with Revel in Riches since the only reliable source of treasures here is Tithe. Hireling's effect is like Thopter Spy Network where you can trigger it more than once if you have creatures do combat damage to more than one opponent.
When deciding to add a card, it can help deck building and the mana curve to cut a card that's more mana cost. Wire Surgeons is a lesser 6 drop here than the rest and it's effect is only artifact creature not artifact. Having to pay the mana cost of an artifact creature in your graveyard to then exile that artifact is not good. Sharuum the Hegemon another 6 drop here who reanimates an artifact which is much better than what Surgeons does. Marionette Master can be a wincon with combos: Sword + Foundry + Altar and Urza, PoK + Altar + Battlesphere, but this is adding a fourth card, 6 drop, to the combos which is a lot and is really not needed because these combos create infinite artifact tokens which gives Constructs infinite power/toughness.
If you want to combo with Sword + Foundry then you can't control any effect that increases p/t of artifact creatures. Thankfully, Foundry can sac any nontoken artifact, before you want to combo with Sword + Foundry sac the artifact anthem effect. This makes anthem effects that increase p/t that are artifacts better than anthem nonartifact cards. Urza, Prince of Kroog is the exception since it's part of another combo. Since playing Sword + Foundry consider cutting Tempered Steel?
You want to avoid artifact exile effects as much as possible because you have no way of getting back a card in exile. Playing some more Counterspells is a mana efficent way to counter opponent exile effects. Urza's Ruinous Blast hurts you too much since it exiles all Constructs and all combo pieces here except Urza, Prince of Kroog. All the 4 drops here have effects either when ETB or repeatable except Filigree Attendant doesn't, making it a much lesser card that could be cut?
Steel Seraph is a reasonable priced upgrade for Hexavus. Seraph can be cast with prototype for 3 mana giving you a 3/3 artifact creature flier to help artifact creature affinity for Urza and it can on your turn at combat give a creature you control flying including Urza. Wonder is another better option then Hexavus for flying, Unctus, Grand Metatect or Armix, Filigree Thrasher can discard it while in combat. Discard Wonder when you have to discard down to 7 card hand size because you drew so many cards.
Good luck with your deck.
multimedia on Muldrotha: Budget Elemental Tribe!
1 year ago
Hey, it sucks when opponents gang up on you, Disk and Deed unfortunately have that negative effect. At least you got to see Urza eliminated before you lost :)
If playing Disk and Deed then think of everything else in your deck as expendable, doesn't matter if all your stuff dies because all opponents will too. Muldrotha gives you this flexibility and by adding totem armor effects then Muldrotha can be saved from Disk or Deed if she's enchanted before they pop.
You're slowly removing Elementals making your deck Elementals in flavor, but not much else for the tribe or game play. Risen Reef is the only reason here be Elemental tribal and while it's a good card, it's not good enough to stick to Elementals.
- Cavalier of Night, Cavalier of Gales, Cavalier of Thorns
- Risen Reef
- Mulldrifter, Foundation Breaker, Shriekmaw
These Elementals are good because for what they do there's not other better budget cards that are not an Elemental that could replace them. Playing an Elemental because it's an Elemental instead of a better budget card is not worth it when you don't have much Elemental tribal synergy. Some examples:
- Wayfarer's Bauble --> Embodiment of Spring
- Nyx Weaver --> Splinterfright
- Aether Channeler --> AEthersnipe
- Altar of Dementia --> Lord of Extinction
- Viscera Seer --> Forgotten Ancient
- Woe Strider --> Night Incarnate
Sac outlets are how you can abuse Muldrotha ability with creatures, casting the same creature from your graveyard over many turns. Sac outlets can do more for Muldrotha strategy then some Elementals.
If you're against Eldrazi Titans then consider an exile creature effect because indestructible doesn't stop it and the Titan is gone for good, doesn't ever enter the graveyard after it's removed.
These are three options, Tear is best because kicked it can exile any nonland permanent. Resculpt and Shift are only two mana to exile a creature. The drawback of your opponent getting a creature afterwards is minimal because you'll be removing something much better. Pair any of these instants with Eternal Witness for a repeatable effect with Muldrotha. Either one of these could replace Return to Nature?
Another budget way to deal with an Eldrazi Titan is to it steal from your opponent and then wreck that player with annihilator. Steal a player's Commander and keep control it until Sower is removed. Stealing Sheoldred can be nasty since reanimation is quite good with Muldrotha. Sower is better because with any sac outlet that can sac a creature you can sac your opponent's creature you stole, it dies goes back to that player's graveyard or Command Zone and then you can sac Sower to repeat with Muldrotha. Sower could replace Forgotten Ancient?
Fauna adds a creature toolbox repeatable effect that can also fuel graveyard strategies for Muldrotha. The toolbox can be helpful because you have several creatures who are much better than the others. Fuana is also good with Wonder and Brawn as creatures to discard who want to be in your graveyard. Fauna could replace Icon of Ancestry?
Really consider cutting some basic Forests for more budget dual lands that have interaction with Forests or lots of basic lands? The allied Check lands have been reprinted in latest set Dominaria Remastered, now is the best time to get them since each are down to less than $4.
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