Cabal Coffers

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase (HOP) Uncommon
Torment (TOR) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Cabal Coffers

Land

, : Add to your mana pool for each Swamp you control.

Cabal Coffers Discussion

S1ayerMonkey on K'rrik's devotion to storms

3 days ago

You don't have nearly enough low-cmc spells for a storm deck, and your curve is way off. Storm relies on playing as many spells as possible in a turn and then having a payoff card. In your case that's either Tendrils of Corruption and Aetherflux Reservoir .

Consider finding a way to increase your mana by adding in Cabal Coffers or, if on a budget, Magus of the Coffers + Umbral Mantle . I know Kerrick basically lets you use life instead, but you need a fallback because he's usually target #1 when on the battlefield. Also, the less life you pay, the more spells you can cast with said life. Include mana increasing spells too, like Bubbling Muck and Rain of Filth , for when you storm off, Kerrick or no.

I suggest getting your cmc around 2.00 by increasing your instant and sorcery count. I see you trying to go the devotion rout too, so try cutting out a chunk of those artifacts and putting in some good, low-cmc creatures and enchantments that will both help you with your strategy and be useful when storming off.

Here is a decent one I found here on T/O (not mine):


K'rrik: Shadow Storm

Commander / EDH* Cringy_Name

82 VIEWS


Good luck! hope you found something here useful.

Ehsteve on Lord Windgrace Sits Behind A Chasm

3 days ago

Thanks for the input Bighimmy!

So I've gone through the list and my understanding is that you mean proactive interaction/removal. So from the deck list thus far there is:

For boardwipes there are:

Now for some of the other options I've gone through in the past I personally don't feel like a few of them are really worth it, and feel free to discuss these since there's always going to be something that I'm missing or haven't really thought about. My thoughts on:

  • Chaos Warp : This is an attractive option, it deals with anything and you can even use it on your own permanents to try and spin into something more useful. It means that certain threats don't go to the graveyard (for reanimation or death triggers) and can get lost in the deck. However, from past experience I'm much more a fan of Assassin's Trophy as you can then Bojuka Bog to exile the threat along with the rest of the graveyard. This is a less risky option, and I completely understand why people go to it but I know I'll be kicking myself once a Chaos Warp turns a threat into a bigger threat.
  • Gaze of Granite : Pernicious Deed just does everything that Gaze of Granite does that much better with the only exception being planeswalkers. You don't have to sink all your mana into the casting (so if it gets countered it's not a complete loss) and furthermore you can use Pernicious Deed at instant speed, which is a massive way to interact with non-creature permanent-based strategies (such as enchantments and artifacts).
  • Go for the Throat / Doom Blade / Dismember / Abrupt Decay : I'm not a massive fan of conditional removal in commander because my rule of thumb is that the broadest answer is the best answer the vast majority of cases.
  • Putrefy : for the longest time I played this in the deck before Ravnica Allegiances rolled around and Bedevil took its place. The ability to interact with planeswalkers is fantastic, but the key thing I think is that the inability to regenerate clause from Putrefy isn't of massive concern for this deck for a couple of reasons. Firstly regeneration isn't particularly common, and when it is you're dealing with Asceticism in which case you're not Putrefying anything. Otherwise you have access to Damnation which doesn't allow regeneration and Toxic Deluge which also doesn't allow regeneration.
  • Force of Vigor : I started playing this in my Ayula, Queen Among Bears commander deck and in mono green it is the best answer to a lot of early game and late game threats. Current this deck has 42 green cards so there's no shortage of fodder to play this for free on your opponent's turn, but I'm unsure as to what this supercedes in the deck currently.
  • Casualties of War : as a budget option this is fine but the sorcery speed makes this lacklustre.
  • Noxious Revival : This was on the radar for a while when I was concerned about getting Glacial Chasm destroyed and then getting exiled, however there is not really a reliable way to recur this effect, and it is not particularly powerful (though has some utility due to being able to play it at instant speed for nothing). My other concern was that it requires an additional step to get it into hand, so if you draw it for turn, you would need a way to draw an additional card to then get whatever you need from the graveyard to your hand. As a redundant effect for Eternal Witness I understand, however I think it is too much of a corner case and I would be more of a fan of Regrowth -like as you will have access massive amounts of excess mana from Urborg, Tomb of Yawgmoth + Cabal Coffers . I imagine something like this will come along some time in the near future, it's only a matter of time.
  • Red Elemental Blast / Pyroblast / Guttural Response : I find that this angle of interaction is far too narrow to really be applicable unless you know there is a very high chance of versing counterspells in your local meta. This is why I find that Boseiju, Who Shelters All is a better solution to this problem, primarily because it can be searched off abilities and deals with the majority of effects while being difficult to interact with itself. Now the way your opponents can get around this is effects like Venser, Shaper Savant , Narset's Reversal or any other Unsubstantiate -type abilities. I learned to simply accept this as a weakness of the deck given the colours. The archetype is rather weak to its inability to interact with the stack, but I think there are more unconventional ways around this, such as Contamination to punish their mana base or by waiting until your counter-laden opponents are tapped out from trying to deal with each other. I think that this is a fair trade off for this deck being difficult to interact with.

The main weakness of this deck I believe is its inability to deal with mill and combo effectively, vulnerability to bounce effects on the stack like Venser, Shaper Savant and counterspells. I've found that these weaknesses can be reduced with a couple of strategies:

  • Playing some political cards Pir's Whim + Tempt with Discovery + Rites of Flourishing to try and ameliorate the board (and not draw the ire of anyone who might have a counter available),
  • Building up a solid land base from both a deckbuilding and play perspective to support a late-game comeback due to the lack of cards that effectively interact with land-base strategies, and
  • The ability to play around counterspells and interaction, such as Boseiju, Who Shelters All and reliance on using abilities rather than just spells.

Other thoughts

So after a little more testing, Elvish Reclaimer is an absolute house in being able to effectively Crop Rotation each turn to more reliable tutor out either ramping or utility land. The summoning sickness issue means that again this does not pull this deck back from the brink in the late game, but as an early game drop it provides access to both stocking the graveyard for Lord Windgrace and fixing mana for the later game. I regret my initial skepticism on this addition and think it is a great upgrade for the deck.

I am planning on adding in Korvold, Fae-Cursed King shortly because I think another Gitrog Monster will be welcome here. I think I'll finally have to pull the trigger on cutting Zuran Orb , it's been there since the start...

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Leathable on Kaalia 2.0

1 week ago

@lil_cheez thanks dude,

yeah, i actually want to get 37 lands in (36 normal ones + Cabal Coffers ), to ensure always having a good mana base. i already run Lightning Greaves , since it has no equip costs, and i don't have any cards that i want to target Kaalia of the Vast with (except Mother of Runes ). i prefer running Hammer of Purphoros over a 2nd Lightning Greaves / Swiftfoot Boots since it doesn't cost me an additional mana to attack with kaalia once i play her, plus i also run Hall of the Bandit Lord for the haste effect. As for Rakdos the Defiler : i actually don't usually attack with him a second time, so i don't have to sacrifice anything myself. there are some exceptions where it might be worth attacking again, but those are pretty rare, i usually keep him as a blocker, or as a sacrifice for Razaketh, the Foulblooded . Aegis Angel looks interesting, maybe i'll add it, but since i already have Avacyn, Angel of Hope , it doesn't benefit me that much. but yeah, i will add 1 (or preferably 2) more lands, i just have to decide which card(s) to remove. but thank you for the suggestions :)

RNR_Gaming on Phyrexia Rising

2 weeks ago

Very similar to my build :) a good addition would be Deserted Temple , being able to untap Cabal Coffers or Nykthos, Shrine to Nyx can create an absolutely absurd amount of mana.

Sanguinolency on Lazav EDH: The Faceless

3 weeks ago

So, reading through your primer, it looks pretty good! It would help to add accordions that include more in depth strategies, what you use your tutors for, best targets, describe your mana base a bit and the difference between a keepable starting hand and a mulligan.

You're countermagic/removal is kinda high. I hope you don't encounter that much disruption from your pod, but if you do, godspeed my friend. You could cut a few most likely. A good amount of countermagic/removal is somewhere between 8-12 cards depending on your meta, unless your a reactive deck. You could cut a few to add cards that help you find win quicker.

I think Diabolic Intent would be a good add here, just in case you had to cast one of your creatures and need it in the grave, also its a great tutor.

If you want some quick card advantage, I recommend Necropotence and Mystic Remora for a more Rhystic Study-ish card.

Your deck relies a good bit on what's in your graveyard, I think some protection would do some good. Maybe add Necromancy to save a combo piece at instant speed. I'm not sure of your budget, but Time Spiral or its cheaper version Echo of Eons could help save your combo pieces in a pinch and allows you to put your value cards back in to your deck.

I think Devastation Tide is a bit wonky in the deck, yeah it can miracle, but it resets everyone, including you, given it's sorcery, cyclonic rift is just better. I wouldn't run it. Dev tide was essentially the "fixed" (worse) version of cyc rift.

Key to the City is slow on all accords, I would cut it for an aforementioned card.

Here are some other ramp/can trip suggestions:

High Tide

Cabal Coffers

Brainstorm

Ponder

Preordain

Dark Ritual

These cards allow the deck to ramp out more consistently and find cards you need more efficiently.

Hope this helped.

-S

MFStrudel on Cap'n Kirk's Goon Squad

4 weeks ago

RNR_Gaming I thought about going the land-copy route for Cabal Coffers , but I didn't think about Deserted Temple . I'll have to give it a try!

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Cabal Coffers occurrence in decks from the last year

Commander / EDH:

All decks: 0.1%

Black: 1.22%

Golgari: 0.29%

WB (Orzhov): 0.69%

Rakdos: 0.45%