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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
City of Traitors
When you play another land, sacrifice City of Traitors.
: Add to your mana pool.
2 months ago
My advice is to run all the fetches since you have most of the original duels. Other than that all of the lands that produce any color mana is the way to go (ie. City of Brass, Forbidden Orchard, Mana Confluence, Command Tower, Gemstone Caverns). I'd avoid anything that enters tapped but that is just my opinion. With the fetches duels and gold lands that's 25 lands leaving room for utility lands or lands that tap for multiple mana like Gaea's Cradle, Ancient Tomb and City of Traitors.
3 months ago
Profet93 Thanks for the recommendations.
I have messed around with Mystic Forge and it's associated combo a bit but I ended up cutting Sensei's Divining Top as I felt that it was unnecessary more often than not and not having ways to shuffle consistently made it way worse if I didn't have a way to go infinite with it. I mighy try Mystic Forge again but I felt that it was too slow in my testing. cEDH nowadays has the "turn 3 rule" where you need to be threatening a win or overwhelming advantage by turn 3 consistently by turn 3 if you want to be relevant. From my testing, cutting a lot of the random value pieces for extra ramp has allowed for a lot more turn 2 or 3 Eldrazi Titans and a lot more success against cEDH decks.
Manascape Refractor has been very good in testing. Mishra's Workshop is my personal favorite but it also copies Inventors' Fair pretty frequently. Ancient Tomb or City of Traitors makes it into a Worn Powerstone (which I already run). Bazaar of Baghdad and Eye of Ugin are useful as well, especially when I have access to Unwinding Clock and can repeatedly activate a random tech land every turn. At one point, this deck ran Candelabra of Tawnos as a way to repeatedly use tech lands but I would argue that Manascape Refractor is a much better way to accomplish that. High Market, Homeward Path, etc. are also surprisingly useful. On that topic, using it as a High Market with access to infinite mana through Rings of Brighthearth + Voltaic Key + Chromatic Orrery (also gives infinite untaps of all artifacts) allowed me to win once as I didn't have access to a different way to sacrifice and recast Kozilek, Butcher of Truth.
I had no idea that Soul-Guide Lantern even existed. I'm not sure if I would call it a strict upgrade to Relic of Progenitus but it is definitely good. I might swap out Tormod's Crypt for it so that all of my graveyard hate can be cycled if it isn't relevant.
Regarding the Metalworker combo, a lot of the primer is outdated. I tried updating it a few times but I ended up changing out 20ish cards so I figured I would wait until I had a pretty stable list to update it. The Metalworker combo is absolutely a backup option though. Typically by the time I would go for that combo, I would have access to casting Kozilek. As for Field of the Dead, I am not a fan of tap lands and roughly 1 out of every 20 games with this deck would even go long enough to get to 7 lands for it's ability to be relevant. I think Field of the Dead would be good in a casual meta but I try to play this at cEDH tables as this deck is ridiculously unfair to play at casual tables.
Reliquary Tower is a good budget option but it might as well be a Wastes with the way the deck runs most games. I typically mulligan for some form of acceleration and try to immediately get to 10 mana which usually empties my hand. Kozilek will get me a new hand, but very rarely will I pass with more than 7 cards in hand, and if I do, I haven't had the scenario yet where I had to ditch anything useful.
The main form of drawing power in the deck is my commander. Mikokoro, Center of the Sea, War Room, Ugin, the Ineffable, sacrificing Mind Stone, Hedron Archive, or Dreamstone Hedron are the only other ones I have for card advantage. This deck is basically an all or nothing deck intent on playing really early Eldrazi Titans, going infinite, or playing stax to slow everyone else down (usually some combination of the 3). As colorless does not have access to particularly great interaction, I have tuned the deck to be about as fast as physically possible. Most games I am able to cast Kozilek, Butcher of Truth on turn 3 or earlier (admittedly almost always at least 1 mulligan for fast mana). Although some times people will have answers, that early in the game is enough to cause problems for most decks. The plan from there is to either just kill my oponents or do as you said where I cast Kozilek, draw some cards, ramp some more, and repeat. Although the situation will occasionally show up where the game goes long, this deck absolutely shines when it is doing terrifying things really early.
If you have any other questions, feel free to ask.
3 months ago
Grubbernaut I knew Lunar necklace was going to be a problem i just knew almost did make it may need to delete it rather than rework it, Ashlands is meant to be that goof since shock lands are good it meant to the colorless version of those. Moonstone was debating on add suspend or not. to answer your examples Ancient Tomb is good though expensive, other than being old it don't see much reason to use City of Traitors as it will either have to the last land you play or a one turn ritual basically. Crystal Vein is good not tomb good but decent though again you have to blow it for fast mana. The Moxes are expensive and not every can have that deep of pockets a style should be locked out due to not being rich. Monolith are werid that do give fast mana but only every other turn and not a net gain i never got the love for them.
3 months ago
To be more specific: Lunar Necklace, Ashlands, and Mox Moonstone are all "too good" to exist in EDH, imo. We already have Ancient Tomb, City of Traitors, Crystal Vein, Mox Diamond, Mox Opal, Grim Monolith, Sol Ring, Basalt Monolith, and the plethora of good-but-not-great rocks; the problem with trying to push colorless is that you inadvertantly push all the other colors at the same time.
For it to be more balanced, you'd need some sort of clause that prevented use on colored spells, in colored decks, etc.
4 months ago
8 months ago
So I’ve been watching this deck for years and have seen the countless changes that you have made to it and have used this deck partly as a basis for my own.
I’ve read some of your comments regarding Morophon, the Boundless and looking at your deck I can see why it likely would not be the best inclusion. However I was curious as to your opinion on a deck that is somewhat more weighted towards rituals/ritual-esque rocks (of which you run quite few).
My thought process is as follows: Generally mana-positive manarocks are going to be a decent inclusion if you can find the space for them and your meta allows for them. However including them likely means slimming the number of slivers that you run and moving closer to a more classic combo-shell (e.g. my deck runs about 18 creatures total, 4 of which are non-slivers whereas you have 25 slivers and tend to follow the “slivers-only” rule. In this slimmer sliver/more ritual shell, morophon, I think, could have a better place as it fixes colors and accelerates. There have been plenty of games where I have gotten to 7 mana long before I have gotten to 5 colors. In this case playing Morophon (and having it survive) would immediately allow Sliver Overlord (or any other legend) to be cast. It also allows for one other thing which is to play the entire Basal Sliver + Lavabelly Sliver + Sliver Queen combo without a single colored mana (and if we look under the assumption of Sliver Overlord searching for Morphon into the combo, the total paid cost is the very close [5+(3+7)+(3+5-5)+(3+3-2)+(3+3-1)=27, (3+5)+(3+3)+(3+3)=25] especially when considering the difference between colored mana and colorless mana. If Morphon comes out before Overlord then the cost is 19 v. 27. Of course if the total generation of mana leans more heavily towards colored mana then this would be a lot worse, but in a more ritual heavy deck (and Sol Land heavy, I’ve been also considering the possible benefit of City of Traitors though I am still uncertain whether it truly would be worthwhile) I think this is a benefit.
Of course there are other drawbacks towards having more ritual effects like running the risk of being slightly more inconsistant, not having an answer to every problem, etc, but I do think some of this is solved by cutting certain cards (like Sliver Legion which, while a fun sliver card, I don’t know if it necessarily belongs in an optimal combo deck that typical will not win through attacking, and if it does will have infinite creatures anyways).
I have been just doing the math of the potential benefits of Morophon recently while playing and there have been many turn 2 or 3s (and even a turn 1 or two) where I could have majorly benefitted from the cost reduction/color fixing it provides.