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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
: Gain . Ancient Tomb deals 2 damage to you.
2 weeks ago
Sol Ring is actually banned out of Legacy, and personally I wouldn't run Sky Diamond either.
Also remember that you have access to card draw like Brainstorm and Preordain within the format, along with land such as Ancient Tomb for colorless acceleration. A lot more to cover too, so I should ask: Is this actually for Legacy, or is it more casual?
4 weeks ago
Catching up on a few of the comments here...
Aggravated Assault + Savage Ventmaw is a sweet combo Vlasiax. This deck is actually an old retooled Atarka, World Render brew and I ran both of those cards in there for 7 years. In those 7 years of playing that derpy Gruul fest, said combo resolved exactly 0 times. It's too spicy and the table responds accordingly. Now saying all of this, with splashed in I have some counterspells to assist, but I've opted not to include either card in here for now. Also, Klauth, Unrivaled Ancient does a superior job than Ventmaw ever did, haha. If your playgroup is light on the interaction front it's a great combo and I encourage you to give it a try. I run Aggravated Assault + Bear Umbra in an Uril deck and have had success with it there, thanks to a suite of protection enchantments.
As for Sylvan Library & Mana Crypt, both are awsesome cards for obvious reasons. In regard to SL, I appreciate the early game gas it can give but my draw suite in here has served me well so far so. In fact, I need to watch that I don't deck myself as Profet93 & Slash have pointed out re. the dragon fleet paired with cards like Elemental Bond or Kindred Discovery. That much card draw is an interesting problem to have, haha. I would like to include Mana Crypt + Ancient Tomb at some point, but I'm also ok with my ramp pieces just now - I did a big deck overhaul a couple months ago and upped the ramp package to assist with the high CMC and it's really helped things run more smoothly overall.
1 month ago
I already have a copy of Grim Monolith so the money aspect isn't an issue. With regards to playing things faster, it would definitely work, and definitely be impactful, but i'm happy with how things are. I'll playtest it with MindStone as I prefer the immediate mana and being able to tap rather than slower mana like Steve.
I've considered Ancient Tomb but I never liked being pinged every time I tapped it. I'll look at it again for the deck though.
Castle Garenbrig is already in the deck. It's a fantastic card and I love using it.
Skullclamp is a great card, and I ran it at one point, but spending the extra mana each time to use it slows things down and I generally don't want to spend the mana on it. My dragons don't die that often, and when they do it's often to exile. I like Greater Good effects better where I can sacrifice them at will and I only have to pay the cost once to put it on the battlefield.
Thank you for the suggestions! The deck has definitely been improving consistently. I generally don't have a budget for my decks as I've been playing for over 20 years and have owned many of the pricy cards for years (before they were pricy).
1 month ago
Here are some fast mana/cost reduction ideas to help speed the deck up.
1 month ago
Grim Monolith is $ and honestly, while it can help you cast your commander on T3, then play a (presumably 4 mana if you have no other ramp aside from monolith) beater on T4. The untap is rarely worth it and unlikely to be utilized (I'm sure playtesting will confirm that).
Regarding vexing, it is unlikely to use its second ability and it's not that impactful IMO.
If not mindstone, then how about a Sakura-Tribe Elder? It's another rampant growth but in creature form that can be an early game blocker.
All of this being said, you know your deck best. If you do make any swaps, let us know how they turn out :)
Potential lands to consider (not sure if I or others mentioned prior)...
Ancient Tomb and Castle Garenbrig - Unless you feel the life loss and the mana base aren't up to it, I've always been impressed with these cards in Xenagos as well as other builds. If you're willing to drop $ for a grim monolith, I would urge you to consider these as well given that utility in the land base without taking a real spot is very useful.
Lastly, not an entirely serious suggestion but worth considering is Skullclamp as.... 1) Slight power increase, doubled with commander 2) Force removal - If they want to remove your creature, they would have to do so in response to equip to prevent you from drawing. This will allow you to better prioritize attacks given you are only attacking one person for turn.
1 month ago
My Meren deck is very much eager to get her out early, and will likely recast her if necessary, so I run a lot of creature ramp. My deck isn't cEDH, so it can afford to spend turns ramping and filling out my board, and I can usually use her ability from the turn she enters. It probably is better in competitive play to not care as much about having your Commander out. That said, I think I would be more cautious about milling myself if I didn't consistently have Meren out during games, I'm not sure how else those cards are working in your favour? I'm not seeing all that many payoffs for having a big graveyard, I could be missing some though. Anyways, that could free up quite a few cards, you have a lot of mill effects.
While both Vorinclex and Sheoldred are good creatures, I would expect both to fall off in value as you get to higher power. The big issue is their high MV, they are very tough to cast and removing them isn't especially difficult. Meren will have a hard time bringing back either for you, especially if you're not farming XP like I do.
Pawn of Ulamog is less mana than Sifter, Bog Initiate can make your colourless mana sources make Black, which can help (but is otherwise a bad card, but rarely terrible). IMHO there are better Hulk Piles you could be fetching out, I think a lot of competitive decks like Mikaeus, the Unhallowed and Walking Ballista to generate infinite death triggers. I've seen people using Disciple of the Vault, Lesser Masticore, Viscera Seer and Melira, Sylvok Outcast to win on the spot from a single Hulk pile regardless of what you've got out. Such a deck has less redundancy I suppose. My deck usually digs out infinite death triggers off the first Hulk Pile and then uses Meren to recur the Hulk and win on my end step, my pile uses Gravecrawler, Carrior Feeder and Pitiless Plunderer, but I have tons of other paths, especially if I have two or more uses of Hulk. I'm sure there are tons of other piles, and part of the fun is just building whatever you want, but just pointing this if you want to get more competitive.
cEDH almost never runs Enters Tapped lands, they are anathema to the format, with decks running stuff like Mana Crypt, Jeweled Lotus, Ancient Tomb alongside Sol Ring to speed their deck up instead. They also tend to run the G dorks like Llanowar Elves, there are 3. You could shave some lands period, maybe 2, especially if you add in some 'fast mana'. You probably want ~15 ramp sources, maybe more in cEDH.
2 months ago
Foster_I_Am Since all the way back in quarantine, I've been playing a ton online with a semi-consistent group of friends. Since we have access to all the cards online, everyone fully kits out their decks with fast mana, card draw, tutors, etc. For example, every green deck plays Gaea's Cradle + Crop Rotation and every blue deck plays Rhystic Study and Cyclonic Rift. We also constantly building decks, usually with every game having 2-3 new decks, so I get to test a big sample size of different strategies. I'd agree that my meta is 7.5-8 on average, but that definition varies depending on how you define it. While we do play strong cards, we often hold back in certain areas to make the game more fun for each other. We sometimes play stax cards but never stax decks, don't often play super fast win-combos, and encourage combat and early damage. One way we pull that off is by limiting starting life total to 30. We like how this powers up aggro, which usually isn't a viable strategy, makes games a bit faster, and makes powerful life-paying effects more risky. This means when I play Teysa, Necropotence, Ancient Tomb, and Mana Crypt are weaker for me than in most metas. However, they're still so strong I don't think twice about not playing them.
Imperial Seal is a good card, but I wouldn't say it's 100% necessary. It'd be our worst tutor in the deck, but if you have the spare money it'd definitely be an upgrade. I'm working on an update hopefully soon, and I'll give it a try myself. It never hurts to have another Skullclamp tutor.
Cabal Coffers is much trickier in 2 color decks than in mono black. I used to run it but found myself lacking in the basics department for Land Tax, Knight of the White Orchid, etc. so it got the cut. I also found I didn't often have it and Urborg, Tomb of Yawgmoth out as consistently as I wanted. In most games, it was either a dead land early or only produced 1-2 mana. However, I actually think I was playing it wrong. Because coffers+urborg is such an insane combo, it may be worth it to run them and extra tutors to get them as the main ramp plan for the deck. Being a non-green deck, one of our main weaknesses is a lack of mana in the mid-late game. With more tutors like Imperial Seal and maybe Expedition Map, I see the consistency of the combo increasing a lot and being worth building around.
I don't find myself color screwed enough to play Mana Confluence, City of Brass, or Reflecting Pool. I think they're worse on average than most of our duals/fetches because of costing life for every tap and pool's inconsistency. I'm thinking of doing another manabase overhaul to cut fetches and play around Deep Gnome Terramancer, Archivist of Oghma, Opposition Agent, Deathrite Shaman, and the other cards that restrict or punish library searching and extra land drops. In that case, I'll review all the dual lands again.
Cheers and great discussion!
3 months ago
Oh this is a lot to process, ha. Here's some thoughts around the suggestions.
Alright so about the hefty casting cost problem of dragons in general. Yeah. Now that I've had a chance to play the deck a bit, I'm running into the same problems I had with Atarka. With so much ramp + treasure support (treasures are particularly rampant in my playgroup), Commander in general is so fast these days and this deck had a very difficult time keeping up. I really like the brew I have here, but I need to consistently ramp to have any hope of getting this battlecruiser off the ground. I need to start thinking about fast mana (Ancient Tomb, Mana Crypt etc) because I'm finding that some games don't go beyond 5 turns these days. Dark times for a Timmy like me.