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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Caves of Koilos
Land
: Add .
: Add or . This deals 1 damage to you.
PrismMTG on
Atraxa Control 2.0
3 months ago
@indieinside Glad you like it, and good catch. That slot is now a Caves of Koilos
Many thanks!
xram666 on
CecilCêcil (Forgetful Fish in Orzhov)
5 months ago
Argy: Thanks for the suggestion.
One question first. Are you familiar with the Forgetful Fish format? If not, you can find the rules here: https://mtg.fandom.com/wiki/Forgetful_Fish.
In a nutshell, two players play with one deck and the attraction is the manipulation of the top cards of the deck in combination with a creature that is only good in certain situations.
In the Orgnial Forgetful Fish deck in blue with Dandan as a creature, there is also only one creature as a source of damage. I therefore want to completely do without planeswalkers and manlands.
I had already thought about the Shockland, since it helps to get the life points to ten or less. Caves of Koilos are also a very good addition.
But since I will only be proxying the deck anyway and both players will be playing with one deck anyway, most of the lands will probably just stay original duals
Argy on
CecilCêcil (Forgetful Fish in Orzhov)
5 months ago
I have an Orzhov deck I have worked on for ages.
This is the mana base. It might give you some ideas.
2x Blighted Fen
4x Brightclimb Pathway
Flip
2x Castle Locthwain
4x Caves of Koilos
4x Godless Shrine
4x Shambling Vent
1x Swamp
1x Urborg, Tomb of Yawgmoth
2x Westvale Abbey
Flip
I use these for draw. Ob Nixilis Reignited, and Sorin, Grim Nemesis
It might feel like they are too late to help. If you have a midrange deck, turn five is really when you run out of cards.
kamarupa on
Magnificence
10 months ago
You have a lot of singletons for the Modern format. I suggest you add "Casual" and "Budget" to the Hubs.
You're already at 70 spells. That, combined with the number of singletons, might make this brew better suited for Commander/EDH than Modern. It would also open up even more spells.
Alternatively, if you want to keep it modern, even with a casual and budget focus, you can get more power and consistency out of it by tightening up your focus. A good deck doesn't need to do everything, just a few things well. You seem to have a lot of Vampires, Angels, and Humans. You might try to pick one of those creature types, and focus on that tribe - cut all the other creatures and increase the best of your chosen tribe to a full set, keeping in mind you want most of your creatures to cost 1-3MV.
When it comes to non-creature, non-land spells, I find the most success with the following catagories: removal/disruption, card advantage, protection. I try to include 4-8 removal/disruption spells, 2-4 card advantage spells (draw 2 or more cards from 1 spell), and 1-4 protection spells (deny opponent's removal). Anything that doesn't fall into those 3 categories usually isn't helping a deck succeed. Of course, every deck is different and there are lots of ways of achieving essentially the same results - like Harmonize and Collected Company are different in approach, but essentially both card advantage.
Sign in Blood is about as good as it gets for card advantage. Path to Exile isn't that expensive anymore, but black has so many good removal spells - I won't list them here. Discard can function as removal, so if that's your preference, it's fine, too, but keep in mind removal spells are cheaper to cast to target creatures and don't require as much timing to use effectively. White is great for protection spells - Faith's Shield is great, but Ephemerate can be just as good in decks with lots of ETB triggers.
Artifact/Enchantment removal is usually reserved for the sideboard.
Pump and lifegain are usually peripheral mechanics.
A dual color deck needs dual lands. It looks like you're going for a budget deck here, so I suggest adding more budget dual lands. While it's generally preferred to avoid lands that enter tapped, if you're brewing a budget deck, I think it's better to include such lands than to rely on luck to get the basics you need to cast spells of both colors. Concealed Courtyard would be great. Caves of Koilos would be ok, too, especially with a tribes like Angels or Vampires that have lots of creatures with lifegain mechanics. If resorting to lands that always enter tapped, I think the Scry lands provide the most value - you could do worse than Temple of Silence. I love managathering.com as a land resource - https://managathering.com/duallands/orzhov.html
I recommend 8-12 dual lands, 1-3 utility lands and the rest basics.
I usually include Bojuka Bog in decks that use black mana, as there's so much graveyard recursion in my play group.
To sum it up: if not brewing EDH, reduce to 60 spells. Cut your enchantments, tighten your creatures, focus your utilities. Remember: you don't have to annihilate opponents to win - focus on making a fast, reliable kill, not an elaborate one.
Balaam__ on
Tripwire
11 months ago
An easy path to improvement in speed and consistency would be to add some form of dual land. While you don’t currently have this tagged as ‘Budget’, I’m guessing from the overall price estimate and the fact there are no costly cards here that you’d like to keep it as low as possible (which is perfectly understandable).
In lieu of the obvious go-to selections like Marsh Flats and Godless Shrine
which can be quite expensive, there are some decent alternatives. Try looking at Concealed Courtyard and Caves of Koilos or even Isolated Chapel and Shineshadow Snarl.
You’ll want to avoid anything that has an ‘this card enters the battlefield tapped’ anchor chained to it as that will only slow you down, but otherwise it’ll only be a strict improvement if you can acquire some inexpensive lands that provide both and .
kamarupa on
Tripwire
11 months ago
While I think this deck has a lot of places that can be improved on, one thing you've done well is keep most of your spells to 3 or less mana to cast. Your mana curve looks pretty good - well done!
Now, on to some broad stroke places for possible improvements:
I think you should add "Budget" and "Casual" to your listed hubs.
I'm not sure what your reason for so many singletons is - are you constrained by what you have in paper? Or basing this off a Commander build? I'd strongly recommend reducing your singletons as much as possible by focusing on 3-5 creatures that are your strongest, most synergized. This will improve the deck's consistency and that makes it win faster and more often. It can also help allow for a more effective sideboard. You seem to have the most Vampires, so perhaps going for a Vampire tribal build? If you do go for Vampires, you might consider dropping white altogether. That would make your mana-base a lot cheaper to make consistent and help you cast the spells that require two or more black mana.
I notice you also have 67 spells here. I suggest reducing the deck by 7 to hit the minimum, as this, like narrowing which creatures you include, will drastically improve consistency.
Finally, if you keep the deck b/w, I'd suggest trying to improve your land base by incorporating some dual lands. While it's never great to slow down a deck with lands that enter tapped, it's even worse to not have the right color mana to cast spells. I lean toward the scry lands (Temple of Silence) as being the most valuable trade off for entering tapped, though you might prefer the life gain lands (Scoured Barrens) to fit your lifegain theme. Or conversely, if you gain enough life, a pain land might fit well (Caves of Koilos). If you can swing the money, the path lands are pretty nice (Brightclimb Pathway
Flip) or fast lands (Concealed Courtyard). I don't like the check lands (Isolated Chapel) or reveal lands (Shineshadow Snarl) because they work best with the always expensive shock lands (Godless Shrine
) and I don't have the kind of money.
I hope that helps!
multimedia on
Liesa but Angels
1 year ago
Hey, good WIP for Angels, nice Avacyn and Tithe.
When you break it down to the very basics of what you need for Angels it's three things: Angels, ramp and draw. Angels because you want to cast/attack with Angels, ramp because you want to be able to consistently cast your higher mana cost (4+ CMC) Angels and repeatable draw because you want to keep having Angels in your hand to cast. The better Angels you want to attack with, including Liesa, have a high mana cost, without more ramp you'll have a more difficult time casting them. Consider more lower mana cost (1-3 CMC) ramp and more repeatable draw sources?
In my opinion, a good rule for casual Commander deck building is having at least 10 sources of draw and at least 10 sources of ramp, allocate deck room for these. These are the most important two effects to have for smoother gameplay. Better overall gameplay makes playing Commander more fun since you'll get less frustrated with how your deck is running. Consider cutting a few of the lesser power cards compared to other cards here for more ramp and draw?
Add:
- Exemplar of Light, Resplendent Angel, Valkyrie Harbinger, Sanctuary Warden
- Arcane Signet, Talisman of Hierarchy or Mind Stone, Orzhov Signet, Wayfarer's Bauble
- Phyrexian Arena, Court of Grace, Mask of Memory, Collector's Vault
- Skullclamp or Transmogrant's Crown
- Knight of the White Orchid with Sunlit Marsh, Palace Jailer, Midnight Reaper
- Plumb the Forbidden, Night's Whisper, Read the Bones
Cut:
- Dragon Throne of Tarkir, The Pandorica, Halo Fountain, Entreat the Angels
- Unmake, Fate Forgotten and Isildur's Fateful Strike
- Legion Angel, Serra's Guardian, Emancipation Angel, Hailstorm Valkyrie, Vengeful Reaper
- Boon-Bringer Valkyrie, Seraph of the Scales, Angelic Skirmisher
- Season of the Burrow and Season of Loss
Some land upgrades to consider that are within the budget for the manabase: Caves of Koilos, Fetid Heath, Shineshadow Snarl, Great Hall of Starnheim, Tyrite Sanctum, Vault of the Archangel, Soulstone Sanctuary, Path of Ancestry
I hope this advice is helpful and I offer more if you're interested, about the potential adds/cuts I've suggested.
Monomanamaniac on
Here we go A-Ghen (Arcanum Weaver)
1 year ago
So I'm not absolutely sure what you were looking for, or what your budget is, so I just grabbed as many decently affordable cards that I could find and brought them for you to check out. I mostly picked out things that might help you close the game with life loss or give you value from in looping. It's too bad Thousand-Year Elixir isn't more affordable Agent of Erebos Ajani's Chosen Archon of Sun's Grace Ashiok's Reaper Boros Garrison Carmen, Cruel Skymarcher Caves of Koilos Cemetery Tampering Clifftop Retreat Curse of Opulence Darksteel Mutation Debtors' Knell Doomwake Giant Dragonskull Summit Exotic Orchard Fellwar Stone Grim Guardian Hopeless Nightmare Isolated Chapel Mesa Enchantress Myriad Landscape Open the Vaults Orzhov Basilica Rakdos Carnarium Resurgent Belief Ruinous Ultimatum Smoldering Marsh Spirited Companion Starfield Mystic Talisman of Conviction Talisman of Hierarchy Talisman of Indulgence Underworld Coinsmith Wicked Visitor
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