Legendary Snow Land
Dark Depths enters the battlefield with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
|Want (3)||Dentro_ , pendraggon , blankey555|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Dark Depths Discussion
3 weeks ago
Great commander, unfortunately he's not the first Sea-Monster Tribal commander. Here are my insights from playing Sea-Monster Tribal for many years (One of my favorite decks):
You don't have enough snow-permanents for Icebreaker Kraken. Either cut him or swap in snow lands. If you keep him in, I'd also recommend going all in and adding Dark Depths/Thespian's Stage, Marit Lage's Slumber and Replicating Ring as a strong synergy package that fit your theme. They can be game-winners.
Unless you add a lot of sac outlets or play in a heavy-sacrifice meta, Biolume Egg Flip is a dead card in this deck as the only cards that will allow you to flip it is Living Death and Rot-Tide Gargantua.
Scourge of Fleets in my experience is often a dead card that only works if you include a heavy island-swapping package such as Quicksilver Fountain and Stormtide Leviathan. Otherwise it's mostly a token-killer and there are much cheaper token sweepers than 7cmc for that. I tried running that for a while, but found the island-shenanigans slowed the game and made the deck more annoying than fun for players.
Quest for Ula's Temple, as much as I want to love the card and it's flavor, was a huge miss in my deck with 26 sea monsters. It would often take half the game to go online, and was always removed before it did any value. I'd recommend it only if you include a heavy top-deck manipulation packages such as Scroll Rack.
I'd cut the vampire sub-theme, vampires generally don't synergize well with Sea-Monsters.
Some suggested cards: Reef Worm can quickly get out of hand with Stromkirk. Bident of Thassa can put in some real work when you go wide. Kiora Bests the Sea God is instant value that Stromkirk can later take advantage of. Ominous Seas leans in to blue's draw spells and can be activated at instant speed to make some blockers when you need them. Elder Deep-Fiend is good utility. Extract from Darkness is great recursion for your big CMC monsters or for utility from your enemies graveyards. Gift of Doom is perfect protection for your commander as you can throw one of his tokens at it when it's needed.
1 month ago
I don't believe the "land creature" idea works at all, because you don't cast lands... it's why Dryad Arbor has no mana value (she's played as a land, and is a creature with no mana value) and why Arixmethes, Slumbering Isle is only a land under specific conditions, but is still cast as a creature.
These Gods would still be creatures in all non-battlefield zones, such as your library and hand, as well as on the stack. They would also be lands, meaning these are lands you cast - which isn't something you do.
Furthermore, being lands, they have no land-related abilities. Now it is true that not all lands in MTG tap for mana, but to be called a land that also taps for or does nothing is a little... strange. For example, one land that doesn't tap for mana is Dark Depths, Glacial Chasm, Diamond Valley and Bazaar of Baghdad.
1 month ago
2 months ago
Ha, I just pulled a Dark Depths from an Innistrad pack. I added it to my Goreclaw list. There are enough ways to tutor lands in green, and the 60 mana to "hardcast" Marit Lage actually seem doable.
2 months ago
Hello fellow Planeswalkers. I made this thread so we can discuss the cards currently on the Modern banlist (SEE BOTTOM OF POST) and look if there may be candidates for unbanning, since it has been a while since something moved off the list.
I'm one of those crazy people that wants to live in a world where Mental Misstep and Gitaxian Probe are legal, but I see how that's not realistic whatsoever, so I won't talk about here. Let's have this discussion to be about REALISTIC, reasonable and safe unbannings.
Here are my candidates:
Deathrite Shaman - With all the easy cheap removal and grave hate in the format plus the general push of power level in the recent years, is this really a big deal anymore? Not even sure Jund wants it anymore. Since this doesn't enable a game winning combo or lockout on the spot, I think it deserves a second chance.
Artifact land cycle ala Ancient Den. So, they even injected another 10 artifact lands - are those even being played much competitively? My gut is this was a probe to see if they indeed could unban the old artifact lands. Artifact removal is much more available these days and the old artifact lands don't even come with indestructible sooo...
Rite of Flame - but Sergio! Fast mana is broken. Yes indeed. But they did ban Simian Spirit Guide and hear my out why Rite of Flame is weaker. SSG does not require you to play or a mountain to activate, Rite does and even costs a mana to begin with. SSG has a secondary feature being a creature and can be cast at a reasonable cost of 3 mana. Rite doesn't have that. Since they took Mox Opal and SSG, I think Rite of Flame might deserve a chance as a weaker substitution.
Please tell me what you think about that and/or show me your argumenst for other unbannings that you can see happening.
2 months ago
Willborn thank you for the comment!
Honestly really the only thing I look for in a starting hand land-wise is a green and a white source, whether that be through basics, nonbasics, or fetches. I've kept far too many two land hands and it's worked out mostly well for me. I'd say I'm satisfied with my hand 75% of the time. With the lower land count with not many backup sources of mana such as dorks and rocks, there is a greater chance of being mana-screwed. However, in my opinion the greatest part of running a low-CMC deck is you are still able to cast spells and you don't need to rely on getting to that fifth or sixth land drop; you're able to work with just three to four lands. The deck is designed to lock out opponents, meanwhile having the ability to constantly be playing two to three enchantments a turn, if not more. If every enchantment was four to five mana, we couldn't do that, however we're able to because 50% of the deck is less than two mana.
I will admit, I should probably look at replacing Ancient Tomb with either a basic or a fetch, as it honestly hasn't done much for me in the long run and there have been times where I wished it was a forest or a plains. However, I do love the utility having many of the lands you mentioned gives us. Deserted Temple pairs great with Serra's Sanctum and Nykthos, Shrine to Nyx. People in my playgroup do run troublesome lands such as Maze of Ith, Glacial Chasm, and even Dark Depths so being able to deal with them with ways such as Strip Mine and Wasteland is super nice. People also run Insurrection-esque cards, so being able to get your own stuff back is a must with Homeward Path. Emergence Zone is more niche, but it can allow us to flash in an enchantment that would screw someone over if we didn't cast it on our turn.
All in all, I suppose in the end it comes down to personal preference. I've been playing EDH with 30 or less lands for years at this point and it just feels natural to have a land count around 28 to 30, especially with lower CMC decks. If you want a higher land count, you could probably cut a few cards here or there in order to get to that point. However, 28 lands works for me just fine, so I roll with it.
Hopefully this answered your questions! If you have any more, feel free to ask.
2 months ago
Hey, good work in progress so far for a first deck with an interesting concept.
Command Tower and Arcane Signet are two staples to consider adding. Consider adding some flying creatures who can disrupt your opponent to help you do keep the monarch and some repeatable sources of flying creatures?
- Archon of Emeria and Rule of Law can bring the game to a halt which helps you to keep the monarch.
- Windborn Muse and Ghostly Prison make it more difficult for opponents to attack you which helps you to keep the monarch.
- Aven Mindcensor: doesn't let your opponents tutor which can give you a big advantage.
- Luminarch Ascension: it cares about each opponent's end step meaning in multiplayer Commander that it can get counters quick.
- Court of Grace: another source of the monarch.
Blind Obedience can be opponent mana rock ramp disruption and shuts off haste of opponent's creatures who might want to attack you. With Cunning Rhetoric opponent may not want to attack you because then you'll exile card from top of their library.
The mana curve is very high here since you have so many 5 CMC, 6 CMC or higher cards. Cutting some of them for lower CMC cards and more ramp would help gameplay. More two drop mana rocks can make it easier/faster to cast Marchesa. Since she's a 4 CMC creature then a turn two mana rock can potentially let you cast her turn three if you make your land drops.
- Arcane Signet
- Fellwar Stone
- Thought Vessel: no max hand size can help when you're drawing a lot of cards with the monarch.
- Boros Signet
- Orzhov Signet
- Rakdos Signet
Some lands to consider adding in place of some basic lands that are within your budget to improve the manabase:
- Rainbow lands: Command Tower, Exotic Orchard, Path of Ancestry
- Fetch lands: Fabled Passage
- Mardu lands: Nomad Outpost
- Bond lands: Vault of Champions, Spectator Seating
- Pain lands: Caves of Koilos, Battlefield Forge
- Filter lands: Rugged Prairie, Fetid Heath, Graven Cairns
- Check lands: Dragonskull Summit, Isolated Chapel, Clifftop Retreat
- Tango lands: Smoldering Marsh
If you're playing Dark Depths then consider Thespian's Stage? Stage is the land that combos with Depths to get Marit Lage. When you control Depths and Stage pay 2 mana to copy Depths with Stage. Stage becomes Depths with no ice counters on it and the legendary rule will take place since you can't control two legendary Depths at the same time. Choose to keep Stage and remove Depths. Since Stage has no ice counters it's saced to create Marit Lage.
If interested I offer more advice including cuts to consider. Good luck with your deck.
2 months ago
Not an enchantment but Dark Depths is good with Solemnity