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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
As an additional cost to cast this spell, sacrifice a creature or discard a card.
Destroy target creature or planeswalker.
3 weeks ago
Methodology: You were on the play in every game. Sideboarding was not included in any game as it usually would help your opponent more than you (and i was lazy).
Murktide: 0-7 Despite Murktide having the disadvantage of multiple dead cards in their deck against you, these games weren't even remotely close. You almost never got to resolve and keep anything of note. Your method of dealing with small threats was to 2-for-1 yourself with shards. Your early game was entirely non existent meaning they usually got 4 turns to try and kill you before you even started playing.
Crashing Footfalls: 2-5 Your first win was because i forced them to keep a once land hand to see what it would take for you to win. even with them missing land drops on turn 2 and 3 and your your turn 4 mishra they actually almost beat you. the second win was because by turn 12 they had managed to not draw a single cascade card, and despite that had you on the ropes most of the game.
Rakdos AggroL 1-6 Your win was when the opponent decided to take the damage option on combustion because they were at 18. turns out flipping a combined 21 works just as well here as it does in black jack. to be fair you actually had a decent board state that game. not certain if you would have won, but it was the only game you weren't out right destroyed in.
Overall: Your inability to fight in the early game is debilitating. You don't necessarily need to drop super big threats, but at least have a plan to prevent your opponent from killing you by turn 4. those Lightning Bolts in the sideboard would be a good start. Also now that i have read jaxis, they are not a good card for you. they are a win more card of sorts. they only do something useful if you don't really need them. Bone Shards's costs are actually a bit steep. Terminate is a really solid removal spell. Fatal Push is great if you want to keep to 1 mana. Dreadbore would be good to keep the planeswalker removal option of shards but i believe you are trying to keep the deck budget. you could get proactive and use cards like Inquisition of Kozilek to remove threats before they can actually bother you. Void Maw much like jaxis is a card that only even works in theory if you are already in a position where you should win. i don't know what creatures you'd want on the lower end. maybe something like Sin Prodder would be your type of fun but probably not the best card. something that produces tokens to block with would be nice but i'm not really sure what the options are for that as thats not really what RB is about.
3 weeks ago
Wow, it did a lot better than I would’ve imagined! Thanks for testing it out for me aholder7.
I definitely agree that Braids would be better off as another copy of Gearhulk, but just for my playgroup I think I'm going to leave her in as well as the 2 Void Maws. If I do feel like getting more serious with the deck though, I have another Gearhulk and 2 Rust Goliaths in the sideboard that I'd swap braids and maw out for, and 4 Lightning Bolts to replace the Bone Shards with. I did also take your advice on favoring Thrill so I made thrill a 4 of and then took out 1 reunion and 1 tutor.
Thanks for all your help, I feel like this deck has come a long way thanks to your advice!
4 weeks ago
Thank you so much for the feedback aholder7!
You bring up a lot of really good points here. I suppose I could just get the same result of mana ramping if I just used Rakdos colored stones. I was using green because originally I had 4 copies of Ravenous Squirrel for saccing my creatures so I did need the green to activate its ability, but since I've decided to drop the squirrels I guess there isn't much need for green beyond needing it for tutors and for the occasional time I use Bala Ged Recovery Flip. Speaking of the tutors, I do think having at least a couple is really necessary for finding Void Maw, which I feel is a really important combo piece in this deck. I've also found that it's surprisingly easy to get the delirium effect of Traverse the Ulvenwald off even with only 3 fetch lands, but if I really want to keep the tutors I guess I could just add a couple more Profane Tutors, or maybe even the new Diabolic Intent.
I've also been noticing too that Bone Shards isn't really enough early game interaction, so maybe adding a few more 1 drop removal or burn spells might help the early game consistency. Jaxis, the Troublemaker has been an absolute superstar in this deck so adding at least 1 more couldn't hurt anything.
As with Chainer, Nightmare Adept, I don't think it hurts to have just a 1 off of him since he doubles as a way to recast my important non-artifact creature combo pieces should they ever get removed or dumped into the graveyard from my library, on top of him just being a great source of free discarding. I actually feel like I would need him more if I were to remove green from the deck since I wouldn't have access to Bala Ged Sanctuary Flip anymore.
Last, I don't know if I would add the fenlurker, the rat, or the zealot just cause I feel like they would be taking up space for more useful cards. I also don't actually like the idea of using Sundering Titan in this deck since it can very easily backfire and force me to blow up my own lands if my opponents don't have any black or red basics.
I really like all of your suggestions and your reasoning for dropping green is pretty sound. I do like how the deck feels right now, but I'm going to make a new version of this deck with the changes you suggested and see how much more I like it. Chances are you're right about the changes that I need to make here and I'll probably end up overhauling this version to match the version you suggested.
Thanks again for your comment, it's much appreciated!!
4 weeks ago
I like the feel of this deck and it seems fun but I have some questions and comments.
First, is green bringing enough to the table? you are playing 8 green cards if you count the backside of the flip land. They are also cheaper cards which means you would need to assure having access to green early consistently. You are devoting more than just a small splash to it, but all you are getting out of it really is some minor ramp. something like Mind Stone or Talisman of Dominance would probably serve you better. without delerium, traverse could be replaced by a basic. With delerium its a great card but in order to do that you need to get all 4 of your types (Land, Sorcery, Artifact and Creature) into the grave. Artifact and Creature are fairly easy but with as few fetches as you are playing you need to have already gotten a Cathartic Reunion or similar off before you have a consistent chance at delerium.
second i think you need a bit more interaction. you have Bone Shards which is a nice way to also get cards in grave. but as a 3 of, you aren't going to be able to respond to many things. I'd suggest throwing in Lightning Bolts but there are a number of cheap removal options like Disintegrate or Go for the Throat if you prefer those.
I think Jaxis, the Troublemaker is one of your best cards here. 3 mana with no warning to drop a leveler or combustion. if you can keep him around you can provide value by continuing to drop threats.
I don't see you hard casting most of your larger threats so Chainer, Nightmare Adept seems like they'd only be able to be a discard outlet and you have plenty of those.
it sounds like you are enjoying Void Maw so i'll skip commentary on it.
overall i think you lack early game presence or a way to stabilize if you manage your way through it. This is especially true if you are using Bone Shards as a way to get value out of unearth targets instead of putting targets in the grave. some basic cards like Yarok's Fenlurker/Burglar Rat/Dusk Legion Zealot can be a blocker and manage resources a bit.
I also don't think your tutors are entirely required with threats and filtering.
-4 rampant growth
-2 profane tutor
+4 Mind Stone
+2 Sundering Titan as a scarier unearth target.
1 month ago
I think Olivia should be Olivia Voldaren instead and that your removal suite should be completely overhauled. I get it that you want discard enablers but there are many situations where you will not want to drain your own resources to cast spells. I’d probably run Lightning Bolt, Unholy Heat & Terminate over Bone Shards, Lightning Axe & Nameless Inversion
I’d also think 4x Hollow One needs to be a must
1 month ago
Upvoted just for seeing another Arena player on here.
I run a similar build and I've found that even with high control, you still get games where you're unable to find good creatures & get them into the graveyard in time.
You might look at Seasoned Hallowblade since the only way I can see for you to discard a big creature you draw is Liliana. He'll let you dump whatever you have in-hand to the graveyard mana-free. I also run Bone Shards since it's not only good control, but is another way to Discard if needed. I'd highly recommend looking at this option, since you have a very limited Creature pool to select from, and running 4 copies of Ulamog only makes it that much more likely he'll be in hand instead of in the graveyard. Liliana is fine and all, but she's also 3 mana , so it seems more optimal to have a couple of lower-mana options for self-discard along side her so that you can prep your Graveyard earlier (and also be able to use her abilities more strategically rather than just self-discarding all the time since that's your only option for doing so currently).
There's also self-mill creatures like Stitcher's Supplier and Mire Triton, both of whom give good value once in play as blockers (which saves you needing to use other control all the time). This can help for games where you draw loads of reanimate cards, but no creatures.
Finally, Ascent of the Worthy is another really good way to pull out a big creature reliably. This combo's especially well with the Seasoned Hallowblade, since you can keep her indestructible if you need to on the first 2 triggers (plus you fill the graveyard with targets for the 3rd ability on Ascent of the Worthy while doing so by discarding to her ability). Unburial Rites is another one I use as well, but I don't like that I have to discard it first in order for it to be a 4-mana option. This often just adds an extra unnecessary step to the build if it's the only reanimate option I've found.
Either way, good luck, +1, and I hope some of my suggestions help -- Cheers!
2 months ago
Lucrative1020 i’m not suggesting you discard cards with Bone Shards, you still sac a creature - but it can kill planeswalkers as well as creatures, something Eaten Alive can’t do. You’re pretty-much never going to have 5 mana to pay Eaten Alives alternate cost (without just sacing a scion as part of that mana) so I don’t think you should be rating Eaten Alives alternate cost very highly.
2 months ago
I’m not a fan of either Mortician Beetle or Reassembling Skeleton. The Beetle just feels like it’ll be hard to get value from, and the Skeleton just feels waay too slow/clumsy. I’d suggest using Blisterpod and Shambling Ghast instead, as these both have stronger death triggers, and can chump-block in the early game to help ramp you into the spells that matter.
Tap lands are almost always a terrible idea. You’re only running 2 colours so running just basics should be fine, and trip you up less often, than running stuff like Evolving Wilds. I’d suggest just playing 11x Swamp, 11x Forest, 2x Golgari Rot Farm