, : Add to your mana pool for each Swamp you control.
|Want (7)||TerpieTime , Ceraunograph , JudasPriest , zachi , PrimalFox , metalmagic , David_Nevins|
Printings View all
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Cabal Coffers Discussion
16 hours ago
A successful debut, even though I didn't win. My next turn was going to be a major lifelink attack with 7 vamps (thanks to a nice Bolas's Citadel), but then we lost to an infinite pinger via Purphoros. But it had a nice CMC curve, I like the 3-mana commander, and I had two tutors to get Cabal Coffers and Urborg, Tomb of Yawgmoth. I enjoyed it and will look forward to my next game.
23 hours ago
1 day ago
In a word: spicy.
Consider swapping a swamp for an Urborg, Tomb of Yawgmoth to maximize your Cabal Coffers, and adding in Geier Reach Sanitarium would play into your discard theme. I would replace Fabled Passage with it.
While your commander also give your cards, I would still get up to ten sources of card draw. For a repeatable discard engine, I would suggest Phyrexian Arena, Sign in Blood, Read the Bones, and Night's Whisper and the king of all black card draw, Necropotence. Necro might not play nice with your own discard, but I don't think you rely on reanimation enough for it to be an issue.
I really like this deck and hope this helps! +1
2 days ago
Ah... so we're back with the Swords :)
If you feel like snooping on the last round, feel free to check it out link.
Feedback on Deino Show
The token copy is a bit tricky as it can either be incredibly powerful or rather weak depending on what creatures that player has available.
I like it and it seems controlled and fair. It'll be a bitch to fight against for token decks in multiplayer, as one hit to one of the neighbors (willing or unwilling) is likely going to clear your army.
The exile all graveyards is a tech option but one that is generally only applicable once, and then it's rather mediocre. Additionally both white and green has options to bring stuff back from the graveyard, so getting rid of their own seems a bit counter productive.
I feel this suggestion is definitely lackluster.
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Straight land destruction on a repeatable trigger is spelling trouble. If you restricted it to non-lands AND replaced it, it could possibly be balanced - ala Ghost Quarter.
In OG Magic, land destruction was seldom a 3 CMC mana spell with Molten Rain and delved more into a 4 CMC mana spell for the most time like Craterize. I don't think that should be the precedent to set for these triggers.
Returning a land card from graveyard to the hand is nifty but does kinda target a niche of players - those that can afford fetch lands. Most players don't have lands in their graveyard as a rule, except those that plays fetch lands and those that mills - either by their own hand or by an opponent's.
I do hope WotC prints more functional reprints of Evolving Wilds and Terramorphic Expanse that are slow fetch lands but affordable. However so far they have been playing coy with granting these cards at common / uncommon. And the Prismatic Vista which only fetches basic lands but does it untapped is just as expensive as the fetch lands - despite the latter's ability to grab Dual lands or Dual land-esque cards with subtypes.
I feel like this should be considered when designing these cards. How easy is it to get the benefit of these triggers? How niche is this effect?
And forcing a Cruel Edict on the defending player is quite powerful. In most colors it would make more sense to block the attacking creature, but in Dimir colors your creature is likely to have evasion - thus granting it flavorful more power to Dimir creatures.
I like it.
I can't really say I disapprove of it, but it does feel "safe". Not particularly interesting.
The fight ability would seem more flavorful on the Gruul sword (and it's also where I placed it when I made my attempt) but it is interesting when you can combine Selesnya's ability to make their creatures indestructible and fighting without losing. Fight also makes a keyword like deathtouch very interesting as a removal option for other colors.
Again it's not bad, it's just a bit safe.
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It is however a bit broken on turn 4 to get a token of Agent of Treachery after you just discarded it yourself.
Either a CMC restriction or just granting you the ability to cast a creature from a graveyard with "You may spend mana as though it were mana of any color to cast that spell." to fix the balance on that a little.
Or it exiles a single card from a graveyard, if a creature you create a token of it. That means it's a single use. You can still set it up, but it's not repeatable.
The ability to snatch a creature card from your entire library and Pod that right into play also seems really broken.
I don't think the drawbacks on this when it's good (5 to 12 cards discarded) outweighs or equals the benefits. However when it's bad (like 0 to 3 cards bad) you really don't want to attack.
That's a really awkward spot for a Sword to be in. And as you said yourself it is likely OP.
Interesting design though. Alas a bit too scalable.
If you want to make an attempt that could more realistically see print, I would suggest you look through the existing Swords and try to limit the abilities to something that is not that scalable and more constant. Instead of being variables that can scale, make it do this particular thing and nothing more, nothing less.
Keep in mind that the ability should be useful and beneficial for most colors. It's okay if it fits better into one color or color pair than others but all should have some benefit of it. Like Sword of Fire and Ice grants card draw, which White and partially Red hungers for, especially in Commander, and is usually seen as "better" in those colors because it covers a weakness that color / color pair has.
4 days ago
Ramp (12): Burnished Hart, Nirkana Revenant, Pitiless Plunderer, Solemn Simulacrum, Ashnod's Altar, Mana Crypt, Sol Ring, Sword of the Animist, Thran Dynamo, Black Market, Revel in Riches, and Cabal Coffers.
Card Advantage (10): Erebos, God of the Dead, Midnight Reaper, Razaketh, the Foulblooded, Night's Whisper, Read the Bones, Sign in Blood, Geth's Grimoire, Skullclamp, Costly Plunder, and Skeletal Scrying.
Removal (16): Murderous Rider, Plaguecrafter, Shriekmaw, Bone Splinters, Consuming Vapors, Profane Command, Virtus's Maneuver, Ob Nixilis, the Hate-Twisted, Cast Down, Drag to the Underworld, Erebos's Intervention, Gang Up, Hideous End, Tendrils of Corruption, Dictate of Erebos, and Grave Pact.
2 weeks ago
Since you've got so many planeswalkers and you're going a proliferation route I think The Chain Veil might be a good fit for you.
ShutUpMokuba on None
2 weeks ago
We don't discover now that WotC doesn't care about the players' needs. I don't get why everyone gets so mad now when the same idea is the core of their phylosophy. 1) theese cards are not super strong and wouldn't be staples in any format. They are unique sure but not that strong that you may want them to improve your decks. 2) there are cards that would be staples and anyone would play them if it weren't for the price. Mana Crypt, Mana Vault... For black Cabal Coffers... I could go on foerver but you all already know what i'm talking about. Now if the value of those cards is that high is totally fine. But if they print some average cards that are limited edition everyone loses their mind.
Long story short: i'm not surprised of what happened with the last Secret of lairs edition nor i care about. I would actually give a damn about them reprinting strong and usefull cards that anyone would put in their decks in order to make their price fall under a considerable prifece target. To them to print an island or a (now valued) 50$ (or more) is the same. They are not "bad" people now. This strategy always exsisted, just in other form.
3 weeks ago
ANub1s90 Very nice deck. I just have a few suggestions listed below.
Last thing, mana base. Fetchlands are good for getting basics and increasing your chances of getting a non-land card. Nurturing Peatland is card draw in the late game, and you might want some "Man-Lands" such as Mutavault to keep the hits coming even when you are at the late game with no cards in hand. Urborg, Tomb of Yawgmoth is great with colourless lands as it turns them into swamps if needed. Another spicy thing you could try out is Cabal Stronghold, a modern-legal, slightly worse Cabal Coffers.
+1 from me.