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|Commander: Rule 0||Legal|
: Add .
, : Add for each basic Swamp you control.
2 weeks ago
Bob_Spaghet I made some changes based on your feedback, I do really like the idea of using Sanguine Bond in this deck, Nykthos is a little expensive but I did add an extra Cabal Stronghold that may help? Appreciate any guidance.
ImNora on Shirei's Army of Weaklings
1 month ago
I forgot about Nykthos, Shrine to Nyx. It's a little too high-end for me but I'm adding it in case I decide to finally invest in one. It's the reason Hammer of Nazahn is also currently sideboard.
The Midnight Assassin is because of how common dragon tribal is at my LGS. I just needed the lowest mana, 1 power flying deathtouch I could find in black to make them think twice about swinging anything too good at me.
I added Cabal Stronghold in place of a basic.
awesomedude20 on Shirei's Army of Weaklings
1 month ago
I return with a few more card recommendations!
It's ridiculously easy to sacrifice 5 creatures, temporarily of course, to turn the land into Ormendahl, Profane Prince Flip, who is VERY good at letting you go Unga Bunga for a few turns before your opponents manage to deal with it.
It's functionally a Command Tower, but you want it for the emergency Shirei protection.
Absurdly good in literally any monocolor deck.
Makes sure you always have all the black mana you'll ever need, regardless of the number of utility lands you have. Gets more valuable the more utility lands you shove in, of course. Combos VERY nicely with Cabal Stronghold
I see it's in your maybeboard. 110% worth swapping out a basic swamp for this. The mana it can dish out for you on its own is nuts.
Last thing, I'd take out Midnight Assassin.
It's an alright blocker, but I think the slot could be used by something more synergistic. Cuz as that card stands, you spend mana to play it, and it doesn't do anything.
zAzen7977 on K'rrik the Masochist
2 months ago
You also really could use more creature removal. Baleful Mastery, Deadly Rollick, Dismember, Snuff Out, The Meathook Massacre, etc are critical, since your life total is so important, you need a way to eliminate creatures which pose a serious threat, or to allow K’rrik to pierce your opponent’s defenses.
Your land strategy is unfortunately too slow for competitive play, and you are running too many lands. You should cut down to 30 total lands and focus on Lake of the Dead, which can be useful during the early turns, and drop Cabal Coffers and Cabal Stronghold, which will take way too long to become relevant. If you can’t combo out by turn 4, you are probably doomed, and these lands won’t help.
Check out my list for more ideas: K’RRIK, LORD OF THE STORM [cEDH Primer]
Profet93 on Horobi and the Wailers
2 months ago
I forgot about ur budget per card. In what cases would you make an exception? I get not for cruel tutor but I'm wondering at what point does a card provide you with so much value it's hard to ignore? Maybe at 7.50, a Cabal Stronghold?
Tur on Hidden Power - Crop Rotation
3 months ago
Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.
The powerful card I plan on discussing here is Crop Rotation.
This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.
It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).
Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:
- Command Beacon / Sanctum of Eternity
- Reliquary Tower
- Scavenger Grounds / Bojuka Bog (B)
- Field of the Dead
- Rogue's Passage / Access Tunnel / Shizo, Death's Storehouse (B)
- War Room / Bonders' Enclave / Castle Locthwain (B)
- Emeria, The Sky Ruin (W) / Valakut, the Molten Pinnacle (R)
- Mystic Sanctuary (U) / Witch's Cottage (B)
- Hall of the Bandit Lord / Flamekin Village (R) / Hanweir Battlements Meld (R) / Slayers' Stronghold (WR)
- Hall of Heliod's Generosity (W) / Academy Ruins (U) / Volrath's Stronghold (B)
- Strip Mine / Wasteland / Dust Bowl / Ghost Quarter
- Maze of Ith / Mystifying Maze / Labyrinth of Skophos / Kor Haven (W) / Glacial Chasm
- High Market / Miren, the Moaning Well / Phyrexian Tower (B)
- Witch's Clinic / Vault of the Archangel (WB)
- Homeward Path
- Cavern of Souls / Boseiju, Who Shelters All
- Thespian's Stage / Vesuva
- Winding Canyons / Emergence Zone / Alchemist's Refuge (UG)
- Mikokoro, Center of the Sea / Geier Reach Sanitarium
- Castle Ardenvale (W) / Kher Keep (R)
- Castle Vantress (U) / Memorial to Genius (U) / Cephalid Coliseum (U)
- Inventors' Fair
- Karn's Bastion
- Dark Depths
- Urza's Power Plant / Urza's Mine / Urza's Tower
- Sunscorched Desert
- Windbrisk Heights (W)
- Idyllic Grange (W)
- Ghost Town / Oboro, Palace in the Clouds (U)
- Riptide Laboratory (U)
- Minamo, School at Water's Edge (U)
- Tomb Fortress (B)
- Den of the Bugbear (R)
- Goblin Burrows (R)
- Castle Embereth (R)
- Wirewood Lodge (G)
- Castle Garenbrig (G)
- Oran-Rief, the Vastwood (G) / Gavony Township (WG)
- Mosswort Bridge (G)
- Kessig Wolf Run (RG)
- Sunhome, Fortress of the Legion (WR)
- Grim Backwoods (BG)
- Nykthos, Shrine to Nyx
- Urza's Saga
- Cabal Coffers (B) / Cabal Stronghold (B) / Crypt of Agadeem (B) / Lake of the Dead (B)
- Temple of the False God / Ancient Tomb
- Myriad Landscape
- Blighted Woodland (G) / Krosan Verge (WG)
- Treasure Vault
- Command Tower / Path of Ancestry / Reflecting Pool
- City of Brass / Mana Confluence / Forbidden Orchard
- The World Tree (WUBRG)
- Yavimaya, Cradle of Growth
- Urborg, Tomb of Yawgmoth
There are many more unlisted cards in each category which could fit your specific deck.
Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.
Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.
All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.
Metroid_Hybrid on Lucky 13
6 months ago
I co-sign almost everything ldvatwa said, but I'm here to take it a step further..
I agree on cutting Leaden Myr, Tree of Perdition, Triskaidekaphobia, and Skeletal Vampire. I'm also wondering why Sever the Bloodline is here; do your friends play a lot of tokens too?
Adding Bontu's Monument is a good idea, but have you also thought about Mycosynth Wellspring & Ichor Wellspring as well?
You lack only one of the upkeep token generators in Mono-, that is Dreadhorde Invasion. Despite that, you otherwise have all the token generation in the world for . A couple of stax pieces like a Contamination & Smokestack, etc., could easily slide into here without changing very much at all..
Speaking of Mono-, is there any particular reason you are not running Necropotence and/or Bolas's Citadel?
Finally your land situation. I think you will want to cut down on your non-basic utility lands. Even though you are running Urborg, Tomb of Yawgmoth, you will want to maximize your Swamp-count to consistently get the most out of Cabal Coffers (and goes triple for Cabal Stronghold), or if you even want to consistently play your Everglades & Lake of the Dead!
I would cut Barren Moor, Hagra Broodpit Flip, Malakir Mire Flip, Phyrexian Tower, and Vesuva; all for basic Snow-Covered Swamps... and maybe a Karn's Bastion since you are running several Planeswalkers..
SufferFromEDHD on Sheoldred's Drawn Out Apocalypse (Primer)
7 months ago
Where is the Memory Jar?!
Mirage Mirror value.
Expedition Map you have some important lands.
Cabal Stronghold Coffers #2
Urza's Saga useful.
Deserted Temple utility.
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