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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Oldschool 93/94 | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Blood Moon
Enchantment
Nonbasic lands are Mountains.
legendofa on
Possible Free Dinosaurs?? Yes PLEASE
5 days ago
InvalidUsernamePleaseTryAgain The land base looks pretty solid overall, but I have two notes. First, as a personal preference, I like to use enough basic lands to be able to cast all essential spells; you never know when a Blood Moon or whatever is going to show up and ruin your day. So maybe 2 each basic Mountain, Forest, and Plains, and one each Island and Swamp. Second, even with the high average mana cost of the deck, 44 lands is a lot. You can probably cut 2-4 lands and still be safe on your mana. I do still recommend adding in some more 1-2 mana cards so you have some options during the first few turns.
But the important thing is that you build the deck you want to build, and this one looks like a lot of fun!
And seconding FormOverFunction, as long as Tetzimoc, Primal Death is in your hand and you have black mana, you can spread those prey counters around.
KayneMarco on
Lands Don’t Matter…They Kill
3 weeks ago
cgishter: appreciate the input. Will give reasonings behind card choices here. Koth is in here for his -3 and ult. I can still use his +2 and simply not search my library. His ult works with all the non basic mountains in the deck and with the amount of mountains in the deck, 4 damage per is worth it. Same with Valakut. I am very aware there are no basics in the deck and it’s by design which brings me to
Blood Moon and Harbinger of the Seas are pretty much non existent in my group. We don’t run a lot of stax or control decks.
I used to have Nahiri's Lithoforming in the deck but it was weeded out as the weakest link when wanting to run something else.
And I’m running Tiller Engine over Amulet of Vigor not just for the untap effect but the tap down effect as well incase I can swing to take someone out if I can’t win with the landfall and sac effects.
Boardwipes are a part of my group which is why I run a fair amount of recursion in it.
Right now I’ve been pleased with how the deck runs. It’s not a highly competitive deck nor is it meant to be but it can push some crazy damage in a single turn with how the deck is designed to win. I’ve been able to hit the 60 damage mark in a single turn just from sacking and playing lands.
wallisface on Looking for payoff cards for …
4 weeks ago
keizerbuns looking at your list, I'm skeptical it can keep up at a modern power level:
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Your deck has a LOT of 1-ofs, which is going to make it fairly inconsistent. They all appear to be legendries, so I will say that just because a card is legendary doesn't mean you only run one copy of it - if the card is crucial to your plan then you need to run enough copies to ensure you have good odds of drawing one (so, usually a playset). In any case, i would suggest not running anywhere near this many 1-ofs, especially as a first-draft of a deck that has no reliable way to fetch-up specific cards.
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Your mana curve seems sloooow. This becomes specifically a bigger issue with your interaction, that all costs quite-high mana and either requires some prerequisites to be any good (Collision Course), or costs a big-chunk of mana but can't remove big threats (Unidentified Hovership, Razorgrass Ambush Flip). I really think your deck either needs to be a LOT faster, or have a LOT more density of interaction, with this extra interaction not requiring as many hoops to jump through to be good.
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You have no reliable way to ever get Parhelion II into play. The only card I see that is helpful towards this here is Kona, Rescue Beastie, but that is itself 4 mana (so very slow), and you're only running as a 1-of (so incredibly unreliable).
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Your mana base looks too cute and messy. I would suggest simplifying it for better options and more reliable usefulness. Specifically I don't see Gavony Township, The Shire or Minas Tirith ever being anything except awkward and unhelpful. Temple of Plenty entering tapped is absolutely terrible. Okina, Temple to the Grandfathers and Eiganjo Castle are cute, but you're almost never going to use their abilities, and so basic lands are probably better to avoid auto-losing to Blood Moon effects. The deck really, really wants a playset of both Windswept Heath and a few Temple Garden to keep your mana consistent.
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14 vehicles is a LOT. But i'm more worried that most of them don't really do much... they all feel like bad-creatures that require a bunch of setup to actually do creature-things. I would suggest running less vehicles, but making those vehicles you do run feel properly impactive, so that they can actually win you the game.
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The sideboard needs a LOT of work - it's not really giving you anything helpful at the moment.
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I don't see how this deck ever competes against any combo deck... you have no way to disrupt these decks and are not nearly fast-enough to race them. Decks like Belcher, Storm, Goryo's, Tron, Prime Titan, Neobrand and Broodscale will all just enact their plans and not even glance at what your board-state is doing. Other fast-aggro decks like Boros Energy, Zoo, Affinity, and Prowess will basically do the same. I'd advise looking at the modern meta decks and working out what your plan is against each of these - your brew needs to have a decent chance of winning against at least half the top decks to feel relevant.
Overall the deck feels too unfocused, and lacking both speed and interaction. I would suggest trying to lower the mana curve, get in some good interactive pieces, and adding a bunch of much-needed focus to the deck in-terms of only keeping cards that help achieve your set goal.
A good place to start might be to check out an established list. In Pioneer both Azban Greasefang and Mardu Greasefang are established vehicle decks. Obviously Pioneer is a much weaker format than modern, but this should give you a good idea of what a decent vehicle deck looks like, and might help inspire your own brew (also, a lot of people onine have tried making modern-greasfang lists, so the deck seems to have a few gimmicky-paths towards being somewhat modern-viable)
hyalopterouslemur on Why Are the Other Free …
1 month ago
Also, if you're playing at a lower power level, Trinisphere becomes weak? Mind, never completely useless, since it makes a lot of removal/counterspells cost to more, but it's not nearly as strong in a Bracket 2 deck as it is in cEDH (Conversely, Gaddock Teeg is stronger in lower brackets, but still keeps Wraths and MLD off the table in higher brackets.)
The difference is a meta issue, as so much of Magic is. I always use the example of four- and five-color decks. In the lower brackets, there's only your budget stopping you from playing as many nonbasic lands as needed, and it's possible to even build a three-color deck with no basics. (In fact, the only nonbasic hoser of note that's legal in the lower brackets is Primal Order, I think. Oh, I guess Molten Rain.) But in bracket 4 and 5? Blood Moon, Back to Basics, Winter Moon, Ruination, suddenly playing five colors is a losing strategy.
legendofa on Stax?
1 month ago
It's pretty much automatically going to be Bracket 4, if you care about that. Mass land denial's a pretty big thing.
Do you have any specific colors in mind? Blood Moon, Drannith Magistrate, No Mercy, High Noon, Opposition, and Pendrell Mists are all reasonably common options--at least, they're ones I've come into contact with. They're also higher budget than Winter Moon, if that's a concerns.
trippy_mcfly on
Cumly Cube
2 months ago
Introducing Cumly Cube 1.4! Two months ago, Cumly Cube was updated to Cumly Cube 1.3, which was touted as balanced and without any notable flaws. There is no more insidious poison than hubris! Many cards remained that were too strong, or close to unplayable. Many archetypes existed in the cube but had too little support to ever be worth drafting. Many cards failed to fit the ethos of Cumly Cube. With 89 more cuts and adds, I am now pleased to announce that, this time, Cumly Cube has reached a final form! Perhaps a few cards are still too strong, too weak, or out of place, but the vast majority of the draft pool is now in an acceptable state. Any further changes to Cumly Cube 1 will exist as minor updates, swapping out only a few cards at a time. This means that there will never be a Cumly Cube 1.5, only 1.4.1, 1.4.2, etc.
Here are the changes, provided with brief justifications:
REMOVED:
ARTIFACT
- Basilisk Collar: equipment is not part of Cumly Cube 1
- Hedron Archive
: cut to weaken the artifact archetype
- Mox Diamond: cut to weaken the artifact archetype
- Mox Opal: cut to weaken the artifact archetype
- Mox Tantalite: cut to weaken the artifact archetype
- Sensei's Divining Top:cut to weaken the artifact archetype
CREATURE
- Academy Manufactor: cut to weaken the artifact archetype
- Archfiend of Spite: madness is not part of Cumly Cube 1
- Arsenal Thresher: too weak
- Augmenting Automaton: too weak
- Autonomous Assembler: Assembly-Workers have been cut from Cumly Cube 1
- Baleful Force: too weak
- Battleground Geist: cut for a better Spirit card
- Belligerent Hatchling: too weak
- Bloodpyre Elemental: too generic of a red card
- Bloom Hulk: there are better proliferate engines available in Cumly Cube
- Copperhorn Scout: cut to weaken the Elf creature type
- Crosis, the Purger: too annoying to play against
- Deathrite Shaman: cut to weaken the Elf creature type
- Deus of Calamity: too weak
- Dutiful Replicator: Assembly-Workers have been cut from Cumly Cube 1
- Dwynen's Elite: cut to weaken the Elf creature type
- Emperor's Vanguard: cut to weaken green
- Farhaven Elf: cut to weaken the Elf creature type
- Fear of Exposure: cut to weaken green
- Fertilid: cut to weaken green
- Galazeth Prismari: cut to weaken the artifact archetype
- Geyserfield Stalker: too weak
- Greater Gargadon: suspend is not part of Cumly Cube 1
- Hallowed Priest: cut for an identical card to support the Cat creature type
- Heedless One: cut for a similar card to better support the Elf creature type
- Hematite Golem: too weak
- Hunted Horror: too weak
- Impetuous Devils: too generic of a red card
- Jeskai Student: too weak
- Junktroller: too weak
- Lashweed Lurker: emerge is not part of Cumly Cube 1
- Llanowar Visionary: cut to weaken the Elf creature type
- Lodestone Golem: we have seen enough of this card in other formats
- Lunar Avenger: too weak
- Maze Behemoth: cut to weaken green
- Mishra's Self-Replicator: Assembly-Workers have been cut from Cumly Cube 1
- Morselhoarder: too weak
- Night Incarnate: too generic of a black card
- Omnath, Locus of the Roil: cut to weaken the Elemental creature type
- Phantom Nishoba: too weak
- Quirion Ranger: cut to weaken the Elf creature type
- Scalding Devil: cut to make room for more interesting Devil creatures
- Self-Assembler: Assembly-Workers have been cut from Cumly Cube 1
- Seton, Krosan Protector: cut to weaken green
- Soul of Zendikar: cut to weaken green
- Teferi's Sentinel: too weak
- Thought Monitor: cut to weaken the artifact archetype
- Torbran, Thane of Red Fell: too generic of a red card
- Ulamog, the Infinite Gyre: cut to make room for more balanced Eldrazi creatures
- Walking Ballista: cut to remove an infinite combo payoff accessible from the Cumly Zone
ENCHANTMENT
- Aura Shards: too powerful
- Blood Moon: we have seen enough of this card in other formats
- Impending Disaster: too weak
- In Bolas's Clutches: cut for a similar but more expensive version of this effect
- Night Soil: cut due to the presence of two other very similar cards
- Revel in Riches: too powerful
- Urban Utopia: cut to weaken green
LAND
- Ancient Tomb: too powerful
- Flagstones of Trokair: too weak
- Mishra's Workshop: too powerful
- Urza's Saga: too powerful
INSTANT
- Accelerate: too generic of a red card
- Bedevil: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Fading Hope: too generic of a blue card
- Fissure: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Fracture: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Frazzle: too generic of a blue card
- Inside Out: too weak
- Lens Flare: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Schismotivate: too weak
- Seize the Initiative: too weak
- Volt Charge: spot removal has been removed in favor of removal found in commands, charms, and confluences
PLANESWALKER
- Karn Liberated: too generic and powerful of a draft pick
- Nissa of Shadowed Boughs: animating lands is not part of Cumly Cube 1
SORCERY
- Broken Bond: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Chain Reaction: too generic of a red card
- False Dawn: too weak
- Grim Tutor: too powerful
- Ice Storm: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Lava Flow: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Sinkhole: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Tezzeret's Gambit: too powerful
- Wildfire: too generic of a red card
ADDED:
ARTIFACT
- Banner of Kinship: encourages building around creature types
- Conduit of Worlds: supports graveyard synergies
- Pillar of Origins: encourages building around creature types
CREATURE
- Aetherjacket: supports the Thopter creature type
- Ajani's Pridemate: replaces Hallowed Priest to support the Cat creature type and lifegain synergies
- Akroan Conscriptor: supports spellslinger synergies
- Alibou, Ancient Witness: supports the Golem creature type and other artifact decks
- Ancient Cellarspawn: supports the Demon, Horror, and Nightmare creature types
- Angelic Aberration: supports the Angel and Eldrazi creature types
- Axgard Artisan: supports the Dwarf creature type
- Bloodwater Entity: supports spellslinger synergies
- Brass Herald: supports the Golem creature type and encourages building around creature types
- Campus Guide: supports the Golem creature type
- Chief of the Foundry: supports the Construct creature type and other artifact decks
- Chrome Courier: supports the Thopter creature type
- Cursed Wombat: supports the Nightmare creature type and +1/+1 counter decks
- Darksteel Colossus: supports the Golem creature type
- Duergar Hedge-Mage: supports the Dwarf creature type
- Eidolon of Blossoms: supports the enchantment archetype
- Endbringer: supports the Eldrazi creature type
- Essence Depleter: supports the Eldrazi creature type
- Gimli, Mournful Avenger: supports the Dwarf creature type
- Gishath, Sun's Avatar: supports the Dinosaur creature type
- Herald of Slaanesh: supports the Demon creature type
- Hunting Velociraptor: supports the Dinosaur creature type
- Immaculate Magistrate: replaces Heedless One to support the Elf creature type
- It That Heralds the End: supports the Eldrazi creature type
- Kozilek's Channeler: supports the Eldrazi creature type
- Mayhem Devil: supports the Devil creature type
- Patrician Geist: replaces Battleground Geist to support the Spirit creature type
- Petravark: supports the Beast creature type
- Pillardrop Warden: supports the Dwarf and Spirit creature types
- Precursor Golem: supports the Golem creature type
- Prosperous Pirates: supports the Pirate creature type
- Quandrix Pledgemage: supports the Merfolk creature type and spellslinger synergies
- Roaming Throne: supports the Golem creature type and encourages building around creature types
- Rootwater Hunter: supports the Merfolk creature type
- Shambling Suit: supports the Construct creature type and other artifact decks as well as enchantment decks
- Shantotto, Tactician Magician: supports the Dwarf creature type and spellslinger synergies
- Smokebraider: supports the Elemental creature type
- Solarion: supports the Construct creature type
- Species Specialist: encourages building around creature types
- Squealing Devil: supports the Devil creature type
- Tayam, Luminous Enigma: supports the Beast and Nightmare creature types
- The Balrog of Moria: supports the Demon creature type
- The Lady of Otaria: supports the Dwarf creature type
- Three Tree Mascot: adds mana fixing and encourages building around creature types
- Titans' Vanguard: supports the Eldrazi creature type
- Torch Fiend: supports the Devil creature type
- Ulamog's Dreadsire: supports the Eldrazi creature type
- Vengeful Devil: supports the Devil creature type
- Venomcrawler: supports the Demon creature type
- Wavecrash Triton: supports the Merfolk creature type and spellslinger synergies
- Zara, Renegade Recruiter: supports the Pirate creature type
ENCHANTMENT
- Destructive Flow: offers a land destruction engine that can provide a large advantage in some decks
- Efficient Construction: supports the Thopter creature type
- Keldon Twilight: offers a creature destruction engine for aggressive decks
- Lay Claim: replaces In Bolas's Clutches as a more expensive control spell
- Might Makes Right: encourages large creatures and can be used in conjunction with sacrifice synergies as a creature destruction engine
- Porphyry Nodes: offers a creature destruction engine for slower decks
- Retreat to Kazandu: supports landfall synergies
- Shivan Harvest: offers a land destruction engine and supports sacrifice synergies
- Sunken Hope: offers a creature bounce engine for slower decks
- Whirlwind of Thought: supports spellslinger synergies
LAND
- Foundry of the Consuls: supports the Thopter creature type
INSTANT
- Atarka's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Aura Mutation: quite similar to Artifact Mutation
- Brokers Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Cabaretti Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Dromoka's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Kolaghan's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Lorehold Command: commands have been added to Cumly Cube to provide interaction and versatility
- Maestros Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Maestros Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Obscura Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Obscura Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Ojutai's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Pulse of the Fields: supports lifegain synergies
- Quandrix Command: commands have been added to Cumly Cube to provide interaction and versatility
- Riveteers Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Silumgar's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Silverquill Command: commands have been added to Cumly Cube to provide interaction and versatility
- Siren's Ruse: supports the Pirate creature type and blink synergies
PLANESWALKER
- Saheeli, Filigree Master: supports the Thopter creature type
- Vraska, Golgari Queen: supports sacrifice synergies
SORCERY
- Renegade Tactics: replaces Accelerate as a less typical red card
- Roar of the Crowd: encourages building around creature types
- Temporary Insanity: stealing creatures is a small but important part of Cumly Cube
- Witherbloom Command: commands have been added to Cumly Cube to provide interaction and versatility
legendofa on
Thunderstruck ~70$
2 months ago
indieinside If I can step in, Blood Moon isn't legal in Pauper Commander, since it doesn't have a printing at common. Also, because it's commons only, most pEDH decks run lots of basic lands, so it wouldn't do much if it was legal.
indieinside on
Thunderstruck ~70$
2 months ago
just out of curiosity can you explain the Blood Moon exclusion?
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