Access Tunnel

Access Tunnel

Land

: Gain .

, : Target creature with power 3 or less can't be blocked this turn.

Latest Decks as Commander

Access Tunnel Discussion

OptionalIntel on Dune: He Who Can Destroy a Thing, Controls a Thing

2 months ago

How about Access Tunnel to get Shai-Hulud through more often? I notice you don't have much evasion for Him.

Asmoeus on Veyran, Voice of Cantrips

2 months ago

Removed Exotic Orchard for Scavenger Grounds - to deal with graveyard decks

Removed Highland Lake for Access Tunnel - Intent is to make Veyran, Voice of Duality unblockable before stacking spell triggers.

Removed 1xIsland for Halimar Depths

Artatras on The Many-Faced God - [Primer]

2 months ago

Magistarorian

Hey! I really like your list! While undoubtedly less powerful than mine, you haven't distorted the general idea of the deck. The budget inclusions you have made are all very accurate. Here are a few specific suggestions:

  • Not a huge fan of Blighted Agent. Its power always stays the same, unless you have a Wall of Blood available. If you want more infect, consider Glistening Oil or Phyresis.

  • Mindshrieker is very random and not enough reliable, although it can be fun.

  • Mausoleum Secrets is also very situational. If you can't afford Entomb, just go with Unmarked Grave, Oriq Loremage or Vile Entomber. They always get what you need.

  • I would remove every single land that comes into play tapped and replace them with basic lands. You don't need too much mana fixing, especially considering Lazav requires colourless mana, and this strategy cannot afford the tempo loss of a land entering the battlefield tapped.

I wouldn't bother with Miscast, as it doesn't scale particularly well in Commander. Rotting Regisaur can be included in your current list, considering you are not running Dreadnought. Access Tunnel is okayish. Four mana total is a lot, but it's better than Rogue's Passage. I would consider it, especially since it comes into play untapped.

Regarding how well I think your deck would perform in a mid-high power setting, it depends. See, this strategy is very fast and all-in because it is very weak at its core. A Voltron deck that relies on the graveyard suffers a lot from both creature and graveyard removal. That's why my deck is so fast, with cheap win conditions and cheap tutors. Because you need to kill your opponents before they can stop your game plan. If you cut all the powerful cards (which are, unfortunately, the most expensive) and replace them with more expensive (in terms of mana) versions, the deck will become significantly slower and thus much easier to stop. So, if your meta tends more towards the mid power-level, I think you deck can stand a chance. But if your play environment is more on the powerful side, I think you should adjust your deck accordingly.

Proxying a few key cards would drastically affect the power level of the deck. Phyrexian Dreadnought in particular is irreplaceable and its inclusion would completely change the way the deck plays. The tutors would also help a lot bring up the power level.

Magistarorian on The Many-Faced God - [Primer]

2 months ago

Hey, I made a super budget version of the deck and was wondering if you could point out any bad cards I added or better cards I missed. How well do you think this deck could perform in a mid-high powered setting, and how much proxying a few key cards like dreadnaught could increase the power, https://www.moxfield.com/decks/--h1Uj0KfEaxIJOCLD16XQ

Also wondering what you think of a few cards

Miscast is this just better than other countermagic i added?

Rotting Regisaur cheaper nyxathid, which i cut, should i add it back in or just double down on the main combos

Access Tunnel is it too expensive to activate

flyingscottydoesntknow on even snakes get sick

4 months ago

Seems like a fun deck, Fain, the Broker and Power Conduit seem like fun cards in this deck. I'll steal those cards for my own deck if I can find room. Access Tunnel is a nice land too.

Ammit Eternal is a surprisingly underrated card. Mikaeus, the Unhallowed opens up a million combo lines, including some with Devoted Druid and Cinderhaze Wretch . Funny thing, neither Druid nor Wretch need to actually be able to tap for you to put the -1/-1 counter on it regardless.

Although, I do want to ask, how well does Harbinger of Night work? It kinda just seems like it kills Hapatra, even though it does double your snakes twice. Is it worth it?

monkeyofficeboy on Alesha, No Idea

5 months ago

multimedia Update No:1

So I acquired some of the cards that have been kindly suggested (thanks multimedia) and have made the following changes. The cards from Modern Horizons 2 will be on their way soon too so I can add those in.

Access Tunnel in for Temple of the False God : More ways to send in unblockable damage, in exchange for a land I often found in my hand and wished I had a basic instead!

Viscera Seer in for Ankle Shanker : Love the mad little goblin, but his attack trigger was poor synergy with Alesha's ability so he makes way for the Seer and his free sacrtifice outlet.

Zephyr Boots in for my foil Anointed Procession : Starting to take apart the mild Tokens subtheme to this deck. Maybe I can make this one be part of a Mardu Tokens deck at some point, but for now, giving my Commander Flying for cheap seems a better deal.

multimedia on Alesha, No Idea

5 months ago

Hey, nice version of Alesha.

New sets Modern Horizons 2 and Strixhaven has lots of budget goodies for Alesha. The first two cards can tutor for and put Master of Cruelties into your graveyard.

  • Vile Entomber : best card of the bunch to consider adding since it's repeatable Entomb with a deathtouch body who Alesha can reanimate.
  • Unmarked Grave : tutor for any nonlegendary card and put in your graveyard.
  • Goblin Bombardment : now a $1 and it's one of the best sac outlets in Commander especially with Cruelties. After making an opponent have 1 life sac Cruelties to end that opponent and repeat next turn by reanimating Cruelties.
  • Karmic Guide : now a $1, powerful with Alesha because she can reanimate it which then can reanimate any other creature in your graveyard. Karmic can put itself back into your graveyard by not paying the echo cost making it easily repeatable.
  • Zephyr Boots : give Alesha flying evasion and it can be repeatable loot to fuel her reanimation.
  • Access Tunnel : another Rogue's Passage , less mana cost to activate.

Viscera Seer is a one drop sac outlet to abuse reanimation of the same creatures with Alesha and it also can help your draws with repeatable scry. Solemn Simulacrum can be repeatable basic land ramp and draw when reanimated with Alesha. Ravenous Chupacabra can be repeatable creature removal.

Exotic Orchard is another rainbow land. Spectator Seating and Vault of Champions are Bond lands that ETB untapped if playing multiplayer Commander. Talisman of Conviction and Talisman of Hierarchy are two more two drop mana rocks.

If interested in any of these suggestions then I offer more advice including cuts to consider. Good luck with your deck.

Sweve76 on Unblockable Tribal

5 months ago

Really like your deck. I am also aiming to build an unblockable tribal deck but going to partner Ukkima, Stalking Shadow and Cazur, Ruthless Stalker  Flip at the helm so I can add green for the ramp. You could look at adding in Phyresis and Grafted Exoskeleton to boost the infect which will make the unblockable hits that much more painful. Ukkima would be a natural addition to the deck too and I would also consider adding Etrata, the Silencer and the new land Access Tunnel to help the wee guys who can be blocked get through

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