, : Add to your mana pool for each Swamp you control.
|Want (4)||mroberts092 , bCubed , dabbott , metalmagic|
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|Commander / EDH||Legal|
Cabal Coffers occurrence in decks from the last year
Latest Decks as Commander
Cabal Coffers Discussion
2 days ago
Also you are missing some other good lords and tribal vamp stuff like Bloodline Keeper Flip Bloodlord of Vaasgoth Champion of Dusk Elenda, the Dusk Rose Falkenrath Gorger Forerunner of the Legion Indulgent Aristocrat Kalastria Highborn Legion Lieutenant Legion's Landing Flip Malakir Bloodwitch Mavren Fein, Dusk Apostle New Blood Olivia, Mobilized for War Olivia's Bloodsworn Feast of Blood Patron of the Vein Sanctum Seeker Sorin, Imperious Bloodlord Stensia Banquet Stensia Masquerade Thirsting Bloodlord Urge to Feed Vampire Nocturnus Vampiric Fury
ok way more suggestions than I expected, but all good cards to consider! Obviously don't need all of them, it depends on your strategy and what you want to focus on. I would very highly recommend at least Bloodwitch, Mavren Fein, Sanctum Seeker, and probably Legion Lieutenant and Landing for good cheap value on the low end. There's a lot you can get into if you want to mess with madness strategies, or focus on lifegain type stuff and exsanguinate. Like typically you would run Cabal Coffers and Urborg, Tomb of Yawgmoth for an exsanguinate wincon, among other things. There are other Sorins you can dabble in if you want, but Imperious Bloodlord is probably the most value at 3 CMC and has strong synergy for straight vamp strategies.
1 week ago
Great to hear, OJSTheJuice.
So looking over how Field of the Dead generally plays from experience:
This deck as it stands is more like a land toolbox deck that ramps to just try and cast a big Torment of Hailfire, honestly that's the gameplan 99% of the time. So you won't usually be fetching out Field of the Dead until it's necessary as it enters tapped and taps for colourless mana, so its not a good ramping card and fixes nothing colour-wise. You also can't attack while Glacial Chasm is out, which is your main way to just pretty much phase out of until you ramp into big mana with Cabal Coffers and Urborg, Tomb of Yawgmoth, so its offensive capacity is somewhat hindered if you're turtling. Honestly by the mid game you should have seven different land names because with the fetch/land tutor mix unless you get rather unlucky and end up with a whole bunch of basics with no fetches, snow lands wouldn't really make that much of a difference. If you have have access to fetches, you can fetch shocks or cycle lands (still waiting for triomes in jund, one day...). So the only case where this would really affect anything is where you have maybe 7-9 lands and some duplicate basics. Given that maybe half the deck is lands, there are multiple search and graveyard recursion strategies, I think that this is the only scenario you could lose out.
Looking at Field of the Dead, the best setup you could have would be something like Vesuva + Thespian Stage copying Field of the Dead with a Ramunap Excavator and Azusa, Lost but Seeking plus Lord Windgrace. Now best case scenario this might be something like 5 land drops over 3 to that's 15 zombies: 30 power isn't bad at all (even assuming you get fetches, you might squeeze an extra 2 or 3 drops before you start running low on fetchable sources), but it shouldn't really be the focus of what you're doing. Field of the Dead is a good way to throw up blockers, not really be offensive unless you have no other options (either because of counterspells or because you milled both Torment and Exsanguinate with no Bala Ged Recovery Flip to get them back). The vulnerability in this deck is that it has surprisingly few ways to get back things that aren't land.
How I've used Field of the Dead in the past is for instant-speed blockers, because it's not something a lot of players can really interact with. It's a good way to defend Lord Windgrace from an attack (as he's not protected by Glacial Chasm). It's value should be largely incidental to what you are already doing (ramping), not the focus unless it is one of your last remaining strategies (only just above Valakut, the Molten Pinnacle).
3 weeks ago
I know I'm a year late to this party, but infinite black mana is totally achievable in Golgari and it's the reason I want to build Ishkana as a non competitive commander.
Urborg, Tomb of Yawgmoth + Cabal Coffers + Deserted Temple + Rings of Brighthearth is infinite black. You can fetch it pretty easily with Scapeshift searching up the three lands mentioned above as well as Vault of Whispers, Tree of Tales, Darksteel Citadel and Inventors' Fair to get ahold of Rings.
It takes a full turn from casting Scapeshift which is why I say I want to build it as a 75% non-cEDH deck, but a Scapeshift combo that wins without Valakut is kinda cool in my opinion.
1 month ago
@ BenWin I'm poking my nose in here regarding the card suggestions/discussion and I have to say I agree with _Arra_ here when it comes to Strip Mine. Unless you're playing to a specific meta/play group/ LGS, having minor interaction that still synergizes with the deck is worth it. This is an eternal format and you're going to run into things you have to compensate for let alone the value in messing up an opponent/slowing them down/hurting their game plan (even at the cost of your own tempo). You're going to run into Maze of Ith / Glacial Chasm type lands or Dark Depths or Thespian's Stage or Field of the Dead or Gaea's Cradle or Urborg, Tomb of Yawgmoth or Cabal Coffers or a slew of other lands that lead to insane advantage or wins or combos or disruption of your game plan etc etc. We can't always be ahead and hope people are having to deal with us. Folks pack interaction and sometimes it's tough to keep Omnath in play or sac outlets or Warstorm Surge burn effects on the battlefield (there are 3 opponents after all). Having some sort of your own interaction; as long as it fits the deck, seems worth the 'cost/benefit' concern. Besides, Strip Mine is not really punishing a lands/ landfall based deck that can get the advantage out of the card before using it, has the ability to tutor the card when needed, has synergy based cards when lands are in our grave and has the ability to recur the card for multiple uses (especially when you're able to tutor for creatures that allow you to recur it). So go on and cut a color for the Kenrith/ Golos player, strip lock the person out in front to bring them back in line, get that Nykthos, Shrine to Nyx/ Gaea's Cradle/ Cabal Coffers so you don't fall behind. All of it seems good to me with almost no downside (and in many cases in this deck, it's an upside). Anyway, just my two cents.
sub780lime on Liesa
1 month ago
I don't know if Ashnod's Altar is your best bet for additional ramp. I don't know if you are creating token at enough of a pace to make it worth it and I don't see much of another benefit to sacking your stuff. I still think Urborg, Tomb of Yawgmoth and Cabal Coffers would be the best answer, but they sure aren't budget includes. On a budget, Cabal Stronghold can do nice work in 2 color or under decks in black. Another sometimes overlooked option is Black Market. Perhaps Ashnod's Altar was from a desire to sac what you have onboard to dump into your Exsanguinate or Debt to the Deathless. Knowing the liklihood you have a useful enough board state in any given game, I think you can probably find more utility out there as Ashnod's Altar will be dead in your hand or on board too often.
1 month ago
A fun deck that always gets 1 or 2 wins out. Cabal Coffers is what makes this deck work, and if I can't get that out I use Crypt Ghast, I was thinking of putting Magus of the Coffers in the sideboard but this seems to work as is, mainly because Nantuko Shade makes for a great opener to last until I can get enough mana for something a little bit more stronger. Undead Gladiator helps out with card draw as well. Open to suggestions or ideas.
1 month ago
I'm considering using Maralen at some point myself, so I'm mostly curious. You don't find people just blast the combo at instant speed? That's what I worry about, that it's less stable than the way I already use Puzzle Box, which is with Spirit of the Labyrinth in Zur, since they are guaranteed to get any instant speed removal into hand to interact with the combo they have, where as Spirit is less likely to get blown out in time. I guess it comes down to it being 1 card (and your commander) to possibly win the game, and it's hard to argue that that's a bad thing in a Maralen deck, where you can probably get a card into hand.
Anyways, very cool deck, +1, why no Cabal Coffers when you're in mono-black?