
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Bayou
Land — Swamp Forest
(: Gain or .)
bankrupt_on_selling on
Lathril's Dark Elfball
2 months ago
Tear Asunder seems better than Feed the Swarm. Sylvan Library would probably be good in here. Wood Elves would maybe be better than Talisman of Resilience being able to get Overgrown Tomb or Bayou on top of adding to your elf synergy.
sylvannos on Pattern Recognition #276 - Eternal …
2 months ago
This article is blaming players for problems caused by WotC. There's nothing really stopping them from printing cards that are staples for older formats other than the secondary market. Players only play Modern and EDH because those formats are accessible compared to Legacy and Vintage, which are largely suffocated by the Reserve List. Even EDH feels that. There's a major difference between a deck using Golgari Guildgate and basic Forests vs. the deck using Bayou and Gaea's Cradle.
You're also not considering another reason people don't want formats that rotate: a lot of older formats aren't solved. Standard often becomes a solved format in a matter of weeks, if not days. Extended didn't have this problem because the card pool was large enough. There wasn't a clear answer as to what the best deck was until U/B Faeries followed by Stoneblade killed the format. People are still trying to figure out what the best deck in Vintage is, despite it being MtG's oldest format. U/R Delver is probably the best deck in Legacy, but Delver isn't as dominating as Grixis Control is right now in Standard.
There's an easy solution to these problems, which is switch from a TCG model to something else (like a Living Card Game) or change how people buy product. Imagine if instead of booster boxes, each new set was released as pre-made cubes that had one copy of each card in the set and each set had enough cards for 8-person Booster Draft or 4-person Sealed. Or if they just reprinted the Reserve List with something like the Zendikar expeditions. EDH players would absolutely buy packs if it meant a chance of opening a Tundra or Mox Diamond.
WotC isn't going to do any of that, however, because these solutions don't make as much money as the lottery tickets known as booster packs. They're also not sure what would happen if they got rid of the RL. If they thought it would make them more money than they'd lose, WotC would have pulled the plug a long time ago. So we're just kind of stuck with Modern, EDH, and so on.
Also, I miss Extended :(
Yakuza84 on
Old School EDH Old Border Only
5 months ago
I love your idea. Any thoughts how we could upgrade it, even considering more expensive cards? No brainers could be Bayou, Vampiric Tutor, Imperial Seal, Demonic Tutor or Phyrexian Arena. Maybe also fast mana?
Fluggleshmuggits on
Cube Eternal
5 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
7 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.
amarthaler on
EDH Jorn, God of Winter
8 months ago
Update!
Out: 20 total cards! 1. Time of Ice, 2. Muldrotha, the Gravetide, 3. Iceberg Cancrix, 4. The Tarrasque, 5. Time of Ice, 6. Emergent Ultimatum, 7. Glittering Frost, 8. Boreal Outrider, 9. Faceless Haven, 10. Shimmerdrift Vale, 11. Avalanche Caller, 12. Frostwalk Bastion, 13. Coldsteel Heart, 14. Fabled Passage, 15. Opulent Palace, 16. Tropical Island, 17. Underground Sea, 18. Bayou, 19. Birds of Paradise, 20. Village Rites
In: 20 total cards! 1. Primal Rage, 2. Winged Boots, 3. Darksteel Plate, 4. Panglacial Wurm, 5. Sundial of the Infinite, 6. Diabolic Vision, 7. Inventors' Fair, 8. Thespian's Stage, 9. Boreal Centaur, 10. Hailstorm Valkyrie, 11. Druid Class, 12. Expedition Map, 13. Thing in the Ice Flip, 14. Glorious Sunrise, and 2x Snow Forest, 3x Snow Island, 1x Snow Swamp
With this new design, we're looking to keep Jorn alive longer and deal more damage. There's also more ways to summon Marit Lage and pump up snow creatures. The mana base is smoothed out with more snow lands, and more card draw / ramp cards. Let me know what you think of the new brew!
jarncards on
StickMan
9 months ago
I might run fewer/creatures, since stickfingers will until you reveal x creatures, not just x cards. The fewer you have the higher chance you hit one that destroys the table if you just overload on ramp and reanimates. Rather than these things Crawl from the Cellar,Ghoul's Feast,Gravepurge I'd focus on just reanimating and is easy to get and will probably serve you better. If you really do want it back in your hand Genesis Skullwinder and Eternal Witness do this while attached to a body.
Rather than sending to your hand these will just bring back Diregraf Rebirth, Victimize, Reanimate, Exhume, Unearth, Whisper, Blood Liturgist, Stitch Together,Dread Return.Geth, Lord of the Vault is expensive but can fill your yard as well as revive others. Finale of Devastation revives or tutors, and is a finisher.
Blossoming Wreath,Gnaw to the Bone probably heal less than lifelink, and there's a ton of ways to give lifelink.
Rampant Growth is slightly inferior to Three Visits and Nature's Lore as long as your dual lands have both typesOvergrown Tomb, Bayou, Woodland Chasm, although I'd definitely run all three if there's room. Culling Ritual would be an amazing ramp/wipe card you can use to nuke all tokens and then cast stickfingers. Sakura-Tribe Elder is just rampant growth that works as a blocker for one turn, and it is another creature in your graveyard. Lotus Cobra ramps too, particularly with your other ramp options.
And you'll likey have enough mana to use Decree of Pain, if not, other wipe options are Damnation,Pernicious Deed,Death Cloud,Deathbringer Regent,In Garruk's Wake,Killing Wave,Necromantic Selection,Plague Wind,Reiver Demon,Toxic Deluge. Torment of Hailfire works as a finisher too Endurance is basically the only way you can protect your graveyard that I can think of. I'd probably run Veil of Summer too.
Moodmark Painter gives the +x/+x buff and is on a body Garruk Relentless Flip flips into Garruk, the Veil-Cursed, but its tricky to make this one work
Since you'll have access to really big creatures these can be nice for draw. Greater Good, Momentous Fall, Return of the Wildspeaker, Garruk, Primal Hunter, Morbid Curiosity, Life's Legacy, Disciple of Bolas, Doom Weaver, Selvala, Heart of the Wilds.
Mesmeric Orb,Stitcher's Supplier would be an amazing graveyard filler.
Zombie Infestation and Wild Mongrel is usefull for dumping creatures out of your hand
I think every single black deck should run Dauthi Voidwalker, and the more grave hate you have the more you could take advantage of Living End/Living Death if you use these as mass reanimates. they are the cheapest.
Life from the Loam and Bala Ged Recovery Flip would be good helps for mana and options.
As long as you run Filth run Crop Rotation and Urborg, Tomb of Yawgmoth too since it will make every creature you have unblockable.
Deathrite Shaman would benefit from more fetch lands Marsh Flats,Verdant Catacombs,Misty Rainforest would help mana fix as well as throw more lands into your graveyard.
You have a fairly high number of tutors, and a ton of ramp, so i'd consider Panglacial Wurm. It's a card you dont need to waste a draw to get and can be cast instant speed. And its fun to surprise people with it at least once.
DreadKhan on
Meren Reanimator
10 months ago
I agree on Sakura Tribe Elder being good, but I think most of the others are not as good as you think, and in my experience few hands are better than when you have a 'Steve', a creature similar to Sakura Tribe Elder. I feel like there aren't many things non-competitive Meren can be doing early game that are better than using a Steve to ramp Meren out, at which point she can reanimate them. The creatures I mentioned are all different in that they each will kill itself, which allows Meren to gain XP and have something worth recurring early game so her ability isn't 'dead'.
Fwiw, here are my takes on those cards, hopefully my suggestion will make more sense. Yavimaya Elder isn't even ramp, it's a cantriping creature that finds you two lands for 5 mana, which is usually much worse than Burnished Hart, which costs 1 more mana to actually ramp you two lands, and Hart requires no Green mana. I think you have enough lands that Elder is not especially good either way. Viridian Emissary suffers from not having a way to die sometimes, at which point you have a bear that nobody will block (and nobody will bother swinging at you for a few turns), I'd gladly take damage to not give you life, and many of my decks run evasive creatures or don't care about attacking, so it's possible it wouldn't even hinder some decks to not bother killing your Emissary, at which point you're dependent on another card to kill it, and this is a dork that only ramps on death, in addition to you not being able to recur it if it didn't die yet. Satyr Wayfinder is a weird card, but it's also not guaranteed, you'll whiff about 16% of the time as far as I can see, the exact chances vary considerably obviously, but it's not guaranteed and it can't kill itself, so you can't reanimate it to repeat it. Farhaven Elf is a good card, if you aren't running any non-Basic Forest cards (IE Overgrown Tomb or Bayou) then you don't need Wood Elves, Farhaven is just better, but on the downside, Farhaven might not die and thus won't generate XP or be recurred unless you have a sac outlet out, which can be hard to do early game when a Steve could be ramping you over and over.
I feel like non-cEDH Meren is potentially one of the rampiest decks you can build, but it will limit what you're recurring most games to ramp for the first few turns, but who wouldn't run a Commander that lets them ramp every turn, potentially for little or no mana?
Have (1) | Azdranax |
Want (6) | DivineSmooof , fibion101 , jessenoah , Amaterasu312 , TheVirtualNomad , zachi |