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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creeping Tar Pit
Creeping Tar Pit enters the battlefield tapped.
symbol:T: Add or .
: Until end of turn, Creeping Tar Pit becomes a 3/2 blue and black Elemental creature and is unblockable. It's still a land.
6 days ago
So I actually did an order the day before you commented and luckily for me a lot of your suggestions are in my order.
I’ve been really contemplating making Mirko Vosk my commander due to the lack of red but I really wanted Xander to work.
6 months ago
Hey, good version, nice Sakashima and Quest. You have 1 too many cards, could cut Millikin.
There's a couple of mana rock upgrades to consider that are within your budget. By cutting Charcoal Diamond and Worn Powerstone for Basalt Monolith and Everflowing Chalice then you add an infinite cast combo with Hullbreaker Horror. The combo is Hullbreaker + Sol Ring + Chalice for infinite casts/colorless mana or Hullbreaker + Monolith + Chalice for infinite casts.
Sol or Monolith make enough colorless mana to cast themselves before they're bounced and by casting Chalice for 0 mana you can bounce them resulting in infinite casts/bounce of Sol/Monolith + Chalice. By controlling two or more Hullbreakers thanks to Krothuss then the combo can bounce all your opponents nonland permanents and you can keep doing this on each of your main phases on each of your turns.
If you want to copy big Leviathans with Krothuss then consider Stormtide Leviathan + Wonder? Stormtide is one of the better unblockable Leviathans because he can also disrupt your opponents from swinging back at you. Wonder is helpful to give all creatures you control flying and you have plenty of Islands as well as effects to get it into your graveyard.
A couple of budget land upgrades are: Sunken Hollow and Choked Estuary. Creeping Tar Pit is another upgrade, it's a little more expensive, but neat because Krothuss can copy it when it's an attacking unblockable Elemental.
Good luck with your deck.
8 months ago
ModernMonday there’ve been competitive modern decks in the past that have won just by swinging with a Creeping Tar Pit and/or Snapcaster Mage for ten turns - control doesn’t need to have an obvious wincon card if it can take control of the game well enough.
So I guess the thing you need to figure out, is whether you want to play hard-control, combo, or something in-between. Assuming an in-between strategy, I would personally suggest Duskmantle Guildmage + Mindcrank
11 months ago
I would also cut Creeping Tar Pit for Hall of Storm Giants; it dodges Unholy Heat. And speaking of which, I would also strongly recommend playing more of those and less Fatal Pushes to keep up against planeswalkers.
I also think Field of Ruin is pretty bad overall, right now, although I guess Tron is on the rise. I would consider some filter lands, since you've got so many blue and black pips to sort through.
Counters and discard spells also have some tension, but 4x is probably fine.
11 months ago
1 year ago
Your mana is currently a bit of a mess. You want untapped black on T1 for the hand disruption and then UU and BR on T2 to with Kroxa, Titan of Death's Hunger and Counterspell together, almost guarteeing starting the game at 16 life. As the game continues you want BBRR for Kroxa and UUU for Snapcaster Mage + Counterspell. You also have double island, which is going to be extremely awkward with Kroxa, especially since you going to be fetching them pretty often to save life in the aggressive matchups. As it stands in your build you're going to be taking 6+ damage from your lands per game, especially since you have 9+ shocks. I would per cut 2 Steam Vents and 2 Watery Grave and 1 Bloodstained Mire to add a 2 Creeping Tar Pit for a man-land late game, a Mountain to have a painless untapped red source and some Darkslick Shores for untapped painless black on T1. You could also play some Field of Ruin to help in the Amulet Titan and Tron matchups.
As for cards you currently don't have any methods outside of the Lurrus of the Dream-Den + Mishra's Bauble engine to draw cards or gain card advantage, which is extremely easy to disrupt and is going to lead to a lot of situations where you're going to be out ground in the Control mirror or by Stoneblade decks since both these types of decks can deal with Kroxa easily. Search for Azcanta Flip is a good method of doing this, it bins cards for Kroxa and works well with counterspells. I'm a big Expressive Iteration fan, although it works best in a discard-based control decks and more Aggressive Grixis Builds since you can play [Inquisition of Kozilek] and Thoughtseize proactivly. Cryptic Command is another way, although it is basically unplayable in the same deck as Kroxa due to mana requirements and is much better in a blue-based Sprite Dragon Grixis control version.
I'd also play 4 Lightning Bolt . It's in a very good position in the current meta and a large number of games are won by Bolt Snap Bolt. If your playing Kroxa Thought Scour is extremely good. It increases the amount of T4 Kroxa being cast while also milling Brainstone activations and Snapcaster targets. Collective Brutality is very good against aggro decks like Burn. Dauthi Voidwalker is a very good card against decks like AsmoFood and BR Midrange and can be played in the main deck or the sideboard. I also Jace, Vryn's Prodigy Flip in these still of decks as a way of gain card advantage that can be replayed with Lurrus, although it is mostly a pet card for me and isn't really competitive.
1 year ago
1 year ago
Hoooookay. You said you were new, so this is a good try, but we're gonna basically entirely revamp this list.
First, you literally cannot use Mystic Sanctuary in a 3-color deck without fetches, and I do not mean Evolving Wilds . Lose that idea, you can't make it work with the budget you appear to have. (of course come back to it once you can afford 4x Flooded Strand , 4x Polluted Delta , and 2x each Hallowed Fountain and Watery Grave .)
Your(budget) manabase should look something like this:
2x Celestial Colonnade (as a win con)
2x Creeping Tar Pit (as a win con)
4x Port Town
The core of a budget Esper control deck is 4 each Serum Visions, Opt, Fatal Push, Path to Exile, Day of Judgement(or other 4-mana wrath), Archmage's Charm,
The other cards in that list that you should absolutely run are Esper Charm, any Teferi, most Jace walkers, Silundi Vision(run all of those if you can), Saw it Coming, Doomskar.
Chromium is a fine finisher, but don't run 3. Use 1, possibly 2 if you somehow have problems finding it.
I also recommend using Thassa's Intervention and any 5 cmc or less planeswalker with the text 'draw a card' on either of its first two abilities.
Quick edit: shadow63, no, control can stand taplands. But the manlands and MDFC lands are the only real lands that are worth entering tapped. (basically, they end up being extra lands that do a lot but aren't just lands.)
Also, you may want to tinker with how many manlands are used. Additionally, any spell double-faced lands are definitely playable if their spell side is worth casting at any point. Just don't cut lands for them.
You're control -- the things you're doing turns 1-2-3 are mostly Opt, Serum Visions, Path and Push.