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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Abrupt Decay
Instant
This spell can't be countered.
Destroy target nonland permanent with converted mana cost / mana value 3 or less.
DemonDragonJ on
Death and Rebirth
1 week ago
I have replaced Abrupt Decay with Cankerbloom, which I was reluctant to do, as Abrupt Decay is an amazing card, but the creature has better synergy with the sacrifice and reanimation theme that this deck has.
DemonDragonJ on Should I Put Caustic Caterpillar …
1 week ago
I am contemplating putting both Caustic Caterpillar and Deadly Brew into my Meren of Clan Nel Toth EDH deck, but I am not certain which cards I should replace with them, or if I should even do so, at all.
I imagine that Caustic Caterpillar could replace Abrupt Decay, because, while I fully acknowledge that Abrupt Decay is an awesome card, the caterpillar works better with the sacrifice theme that this deck has, and Deadly Brew could replace Village Rites, since I already have numerous cards that allow me to sacrifice creatures to draw cards.
What does everyone else say about this? Should I put Deadly Brew and Caustic Caterpillar into my Meren deck?
zapyourtumor on
Self Mill Goyf
2 months ago
Yeah I 100% agree with Balaam__
In addition to Urborg Lhurgoyf, Collected Company also requires a certain density of creatures to be able to get two hits consistently. Instead of 13 creatures, most usually advise about double what you have (so 26). I would cut a bunch of the random noncreature cards you have like Languish, Mesmeric Orb, 1-2 Abrupt Decay, 1-2 Assassin's Trophy, Grisly Salvage. Removal and self mill is good but you just don't have space for them.
I recommend 4x Satyr Wayfinder. Strong self mill creature, helps you hit land drops, and you can get it off CoCo.
The problem is that you also need card types for Tarmogoyf, but enough creatures for Lhurgoyf and CoCo. I recommend running 2 Grist, the Hunger Tide. Besides being a strong card on its own, it helps with self mill, can fill in the removal slot over Decay/Trophy, and is a CoCo hit. It is ALSO a planeswalker, so it helps with delirium and Tarmogoyf.
Varolz, the Scar-Striped is another good 1-2 of that you can get off CoCo and synrgizes well with goyf. Because / creatures keep their p/t in the graveyard, you can pay 1G to exile a 8/9 Lhurgoyf from the yard and put 8 +1/+1 counters on something.
Splinterfright could be a consideration for the 3 drop slot.
You don't have many one drops, so Ignoble Hierarch might be good to ramp into a t2 kicked Lhurgoyf or a t3 CoCo. Stitcher's Supplier is a good self mill 1 drop creature also.
I looked for a 3 cmc or less artifact creature in GB that would be worth running to get the artifact type + a CoCo hit but couldn't find any good ones.
Reclamation Sage would be good in the sideboard.
loricatuslupus on
It's the Mold that Killed Him
3 months ago
Nice, as well as the other additions you've got planned I'd definitely consider Bane of Progress - by the time you cast it this deck probably doesn't care about losing its enchantments or artifacts (honestly not sure you even need a Sol Ring, you're better getting more mana dorks like Tangled Florahedron Flip) but it will annihilate some other strategies. Plus you ARE in green which is full of Regrowth effects that are pretty on-theme of you're desperate to get stuff back! The deck is maybe a little lacking in non-creature removal for me, simply as without blue you may struggle to interact with combo pieces. Thankfully Golgari has this in spades with cards such as Abrupt Decay, Binding the Old Gods, Putrefy and Culling Ritual/Maelstrom Pulse. Those last two are also ways to wipe all your saprolings if you don't have a sac outlet, something the deck might want more of it you're planning on them all dying to kill with drain effects - free ones with upside like Viscera Seer are obviously the best! Either would be better than Mandate for you here - that's really for when you are sure you'll have a big dude and need him to get in. All too often I think you'll find it only blows up Saprolings and if you're lucky some other small tokens opponents have, and if you don't have a creature to target it does nothing. Willowdusk is really worth considering if you're gaining life BTW, she'll quickly create big threats to distract people from what's actually going to win you the game. Also Vraska is a way better planeswalker than Ob Nixilis, I'd probably go with her Golgari Queen iteration but The Unseen is ok too. Finally you can always upgrade the lands but TBH basics will probably be fine here for the most part, especially given your ramp choices (could include Kodama's Reach in that package too?).
Fluggleshmuggits on
Cube Eternal
3 months ago
Changelog 12/10/22
Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair
IN
- Cathar Commando
- Gideon, Ally of Zendikar
- Gideon Jura
- Parallax Wave
- Haughty Djinn
- Thirst for Discovery
- Hullbreaker Horror
- Baral, Chief of Compliance
- Liliana, the Last Hope
- Liliana, Waker of the Dead
- Cryptbreaker
- Rotting Regisaur
- Massacre Wurm
- Legion Warboss
- Guttersnipe
- Kiki-Jiki, Mirror Breaker
- Ilharg, the Raze-Boar
- Firebolt
- Tooth and Nail
- Biogenic Ooze
- Niv-Mizzet, Parun
- Sin Collector
- Nahiri, the Harbinger
- Grist, the Hunger Tide
- Escape to the Wilds
- Trostani Discordant
- Natural Order
- Celestial Colonnade
- Creeping Tar Pit
- Lavaclaw Reaches
- Raging Ravine
- Stirring Wildwood
- Shambling Vent
- Wandering Fumarole
- Hissing Quagmire
- Needle Spires
- Lumbering Falls
- Tundra
- Scrubland
- Plateau
- Savannah
- Underground Sea
- Volcanic Island
- Tropical Island
- Badlands
- Taiga
- Bayou
OUT
- Quirion Ranger
- Frost Titan
- Crystal Vein
- Cave of Temptation
- Talisman of Creativity
- Talisman of Curiosity
- Talisman of Conviction
- Talisman of Resilience
- Talisman of Hierarchy
- Strionic Resonator
- Sunken Hollow
- Cinder Glade
- Canopy Vista
- Prairie Stream
- Smoldering Marsh
- Irrigated Farmland
- Scattered Groves
- Canyon Slough
- Fetid Pools
- Sheltered Thicket
- Seal of Cleansing
- Battle Screech
- Eidolon of Rhetoric
- Spirit Link
- Shoreline Ranger
- Deep Analysis
- Attunement
- Rewind
- Fate Unraveler
- Visara the Dreadful
- Ultimate Price
- Ruinous Path
- Bloodsoaked Champion
- Scab-Clan Berserker
- Sin Prodder
- Slice and Dice
- Starstorm
- Firebrand Archer
- Vessel of Nascency
- Seal of Primordium
- Lifecrafter's Bestiary
- Abrupt Decay
- Appeal / Authority
- Wear / Tear
- Rhythm of the Wild
- Unburial Rites
- Enigma Drake
Ardees on
Gates? Nine Fingers Keene Competitive
5 months ago
If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.
Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,
Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.
Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy
Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).
Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.
Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence
Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.
Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.
If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.
legendofa on
7 months ago
Welcome to the club, JHM921!
For this deck, I see a focus on getting Sarevok, Deathbringer as big as possible, but I also see some bits and pieces that I think can be switched out. Cards like Butcher of Malakir and Grave Betrayal would work better in a more graveyard-focused deck than what I think this deck wants to be. There's some ramp and mana modification, with Nature's Lore, Sakura-Tribe Elder, and similar cards, but I think some more early cards like Elves of Deep Shadow, Golgari Signet, and Elvish Mystic would help accelerate early game into mid game.
Virus Beetle, Ravenous Rats, and Festering Mummy are all kind of underwhelming in this deck. If you want to force discard, you either want to affect every opponent or choose the discard yourself, and Festering Mummy just has too small of an effect that the deck doesn't really have ways to capitalize on. I recommend adding some more targeted permanent destruction. Depending on how much money you're willing to spend, Nature's Claim, Maelstrom Pulse, Abrupt Decay, and Assassin's Trophy are all viable.
Since your commander is a big part of your win condition, you need to be able to protect it. Regenerate effects like Golgari Charm or Wrap in Vigor, indestructibility from Tamiyo's Safekeeping or Heroic Intervention, or simple unkillable-ness from Supernatural Stamina or Undying Malice will help keep Sarevok fresh and deathbringing.
Look through your deck, and for each card, ask yourself, "Why is this card in here? Does it advance my win condition? Does it remove an opponent's specific threat or problem? Does it protect my board?" If the answer to any of these is no, then it can probably be replaced with something more directed to this particular deck.
For some more specific suggestions, I assume Cloak of the Bat is to make Sarevok harder to block. I would switch that for something like Whispersilk Cloak. You don't have a solid Vampire base for Indulgent Aristocrat, and the Vampires you do have don't contribute much to your winning strategy, so I would save the Vampires for another deck.
I think if you tighten up the focus, this deck will become very solid. Happy brewing, and above all, have fun!
wallisface on
Golgari attempt one
7 months ago
Some thoughts:
-
Generally speaking you want to aim for most of your deck to be playsets (4-ofs) of cards. Having lots of cards run only as 1-of and 2-of copies will only lead to your deck being super inconsistent, and make it a lot harder to present a coherent plan.
-
Modern decks typically find it hard to justify running more than 4 cards (1 playset) costing 4 mana, and often run nothing above this. I think in particular you're going to really struggle to ever cast Vorinclex, Monstrous Raider or Avabruck Caretaker Flip in a game and have them provide some kind of meaningful impact. I'd suggest ditching them.
-
Some of your cards are too situational to ever be practically useful in a decks mainboard. In particular i'd suggest ditching Fade into Antiquity (too niche), Tamiyo's Safekeeping (too narrow an application, you have loads of creatures so who cares if one dies?), Coalition Relic (this thing costs too much mana to begin with, by the time you can cast it you're already got enough mana to do most things anyway), and Wrenn and Seven (you don't run nearly enough lands to make use of this, plus its not really what your deck wants to do).
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Golgari decks (known as "The Rock") thrive off attrition style play. In that vein, you may want to consider adding hand disruption cards (like Inquisition of Kozilek, Thoughtseize), as well as some universally good destruction cards (like Abrupt Decay, Assassin's Trophy)
Have (3) | Azdranax , metalmagic , Falcawn |
Want (9) | jessenoah , Gilver , jw560211_magic , cletiscake , Amaterasu312 , Meo , mrdefender99 , LordHoldemort , ArgentWolf |