Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
: Gain .
: Gain one mana of any colour. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
|Want (9)||lucwarm , aburleigh94 , TraceOn , MonCala , MenacingCorpsejack , Ridodirado , TobbyMuchWow , lfowlie890 , CheekySofie|
Printings View all
|Zendikar Rising: Expeditions (ZNE)||Mythic Rare|
|Ultimate Masters (UMA)||Mythic Rare|
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Modern Masters 2017 Edition (MM3)||Mythic Rare|
|Avacyn Restored (AVR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Cavern of Souls occurrence in decks from the last year
Latest Decks as Commander
Cavern of Souls Discussion
2 weeks ago
I love Zombies! Probably one of the first tribes that got me interested in tribal decks, after I saw the power of my friend's Zombie deck. +1 from me just for Zombies!
Question 0: Before we can offer any meaningful help, we need to know if you truly mean this to be a deck for the Modern format? Or will it be casual and you won't care about format that much?
(As an aside, when I first started Magic and joined T/O, I didn't really understand that Modern was a competitive format and I just labeled any deck that could be legal in Modern as Modern. LoL. Pretty sure some of my decks on T/O still mistakenly have Modern set when really they should be Casual!)
I'm going to offer my advice assuming you want it to be Modern, but if you're going more for a casual build, then feel free to ignore some of this.
I would remove the "swamps matter" subtheme, as you don't really have ways to dump extra swamps onto the battlefield nor do you take full advantage of it (where is Defile for example?). Korlash might be worth keeping, since he's a zombie, but get rid of both Nightmare and Squelching Leeches, as they're not even zombies and they're on the higher end of CMC. Personally, I'd get rid of Lashwrithe as well, but if you really love the card and want to keep it, at least you can equip that to a zombie.
Then I would choose between full-on zombie tribal including tokens, or devotion and recursion. Neither of the latter play nicely with tokens, which don't have mana costs for devotion or stay in the graveyard for recursion. A few incidental tokens are fine, but cards like Moan of the Unhallowed and Shamble Back are not synergistic at all with devotion/recursion.
Next, are you more interested in recurring your graveyard or exiling it for tokens? I.e. do you want to do Ghoulraiser, Gravecrawler, Lord of the Undead, etc., or do you want to do Cemetery Reaper, Graveyard Marshal, Tymaret, etc.? You can't do both. Personally, I'd go the recursion route, add more ways to sac your zombies for value, and cycle them in and out of the graveyard at will.
So in summary, I would go with 1) zombie aggro including tokens, or 2) zombie recursion, with a subtheme of devotion for Gray Merchant. Going either route, I'd cut Nightmare, Leeches, Lashwrithe, and Tymaret (he's not a zombie, and provides only inefficient graveyard hate). If you go route 2, I'd also cut the sorceries Moan and Shamble. That's at minimum 8 cards out. What you add depends on which game plan you choose.
You didn't label this deck as "budget", so if you can afford it, Cavern of Souls is a must-include land in any tribal deck.
I don't like Sands of Delirium. It's only function is self-mill and there's more efficient ways to do self-mill. You also currently don't take full advantage of self-mill, with things like Dredge or Flashback-style effects. If you go full force into graveyard synergies, then self-mill is important, but even then, I'd play Stitcher's Supplier over Sands. For 1 mana, you can easily get 6 cards into your graveyard, and you can easily recur him, and he's a zombie that can attack. That would take 9 mana with Sands, which is just a dead artifact.
Lastly, some sacrifice options: Gnawing Zombie isn't amazing, but the effect is relevant. I would replace Sign in Blood with Village Rites — same card draw, but one less mana, instant speed, and no life loss. You also have cards that like to die, like Festering Mummy, Black Cat, Tattered Mummy, and the above-mentioned Stitcher's Supplier.
Sorry for the wall of text. I just love zombies! So I hope at least something in there was useful.
3 weeks ago
With so many Rat Colony, you could add Thrumming Stone - its not so cheap, but you could get much more rats into play so much faster.
Mortuary / Haunted Crossroads - to put back rats that died back on top of your library. Some card draw like Necropotence, Phyrexian Arena, Dark Prophecy as enchantment card draws. Skullclamp since Rat Colony is 1 life anyway; Village Rites instant card draw for only for 2 cards.
Ayara, First of Locthwain - Ayara works really well with Rat Colony decks for card draw and pinging opponents down :D
Rise of the Dark Realms - to bring all the rats into play :D
Grimoire of the Dead - another big reanimator artifact.
The Cauldron of Eternity - could be pretty interesting in a deck full of creatures.
Victimize - sacrifice 1 rat to bring 2 rats back into play? Sounds like a good deal! :D Also, Blood for Bones is pretty decent.
Plunge into Darkness - sacrifice rats to gain some life, would work well with Mortuary/Haunted Crossroads to get rats out of the graveyard later.
Crypt of Agadeem, Songs of the Damned - could both give you a lot of mana into some card draws and/or more rats.
Cavern of Souls - probably not so needed, just a luxury to make your rats uncounterable.
Nightmare Shepherd - if you wont care about reanimating rats and your graveyard, why not make 1/1 rat colony token anytime when original Rat Colony dies? Sounds like fun! :D
Mortal Combat - not a fan of this card, but could be an easy win with so many cheap rats.
Dawn of the Dead - could be also pretty decent reanimator to bring a creature back, give it haste a swing for big damage.
3 weeks ago
Plans for updating the mana base to a alternative mana base version:
New Mana base:
- 2x Cavern of Souls
- 3x Nykthos, Shrine to Nyx
- 16x Snow-Covered Plains
- 1x Emeria, Shattered Skyclave
- 1x Ondu Skyruins
- 1x Secluded Steppe
- 1x Mistveil Plains
Old Mana Base
- Emeria, The Sky Ruin is removed because it requires an average over 10 turns to activate while there could be more utility lands to use.
- Mistveil Plains is the engine that allows to put used sorceries like Emeria's Call Flip or Ondu Inversion Flip back into the library where they act as lands which can get fetched into the hand by Weathered Wayfarer
- Secluded Steppe can act as a draw a card together with weathered wayfarer (I will playtest to see if that brings any more advantages besides Mangara, the Diplomat)
- Eiganjo Castle is on the watchlist
- Flagstones of Trokair is on the watchlist, depends how On Thin Ice requires snow lands
I can not consider any more lands that come into play tapped, i have 3 now which is already brutal
1 month ago
zAzen7977, hey thanks for the input! I’d really like to make this deck as competitive as possible (without changing too much), so I appreciate the suggestions. I had a brain lapse and completely forgot Aether Vial existed; I plan on adding that after I decide what to remove.
I also think you’re right about Mutavault being too plentiful. It was mainly there to support Spellstutter Sprite, but with Bitterblossom churning out tokens I think I can drop the muta count. I may sub in Cavern of Souls in replacement. I had considered that card, but was on the fence. Maybe it’s a good pick afterall.
Darkslick Shores...yes, lol we have talked about that in the past. I admit to a lack of experience and therefore you’re probably right, but I just really don’t like it for some reason. I’ll leave it in the Maybeboard so I don’t forget about it, but for now it’s out. Once I assemble this in paper and playtest it, I’ll try a fair amount of games with the Shores just to see how it goes.
1 month ago
Hey Balaam, this looks great! I love Ferngully, it’s one of the greatest animated movies ever. My only suggestion would be changing the mana base slightly. I like running at least 6 fetches to search for what you need and thin the deck. The life-loss is minimal. The Secluded Glens may come in tapped from time to time, so I would cut a few. I know we’ve talked about this before, but I’m a fan of Darkslick Shores, which helps ensure you can meet your mana requirements within the first 3 turns. A couple may work well, maybe a 2/2 Glen/Shores split. I would also cut a few Mutavault since they sometimes mess up your plans when you need colored mana. I’d also run a couple Cavern of Souls to help against counterspells. :)
1 month ago
Hi! Yes Unclaimed Territory are for budget reasons. Obviously Cavern of Souls are much better, but is totally playable with Unclaimed Territory. Thanks for your opinion, the deck feels very good, it has a high win rate (it's super aggresive and fast).
1 month ago
1 month ago
+1 from me from the concept alone. I like the theme/gimmick of legendary wizard tribal in all these colors. Snuck in charm tribal too. Maybe complete the Confluence and Command cycle?
0 artifacts or enchantments? Capitalize on their absence with a play set of stax hate.
Reki, the History of Kamigawa while not a wizard would still create real value in this list.
Tribal cards like Arcane Adaptation, Call to the Kindred, Cavern of Souls, Cover of Darkness, Descendants' Path, Kindred Discovery, Kindred Dominance, Kindred Summons, Patriarch's Bidding, Species Specialist