Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
, : Add .
9 months ago
Alright, I'll try to keep that in mind and minimize the jargon. One thing I'd say about running lands, it's easy to end up with less than you actually need. The difference between 36 and 38 is extremely minor in terms of how many lands you can draw, so the exact number isn't that important, but if you have a higher cost Commander (Tiamat has a Mana Value of 7, or MV 7), you'll want ramp. A higher cost is usually any Commander requiring more than 4 mana, and/or one that requires more than 2 colours, either makes a Commander harder to cast. I end up on 38 in a deck like Reaper King, but I also use a lot of ramp in that deck to generate the huge mana values that deck can require. This deck probably wants anywhere from 36-42 lands, with 42 being where you want to be if you run relatively few ramp effects, 36 would mean running more of them, at least 10. You should probably run Command Tower. Temple of the False God is a risky land in a deck that isn't running a lot of lands, I hate to run it with less than 40 in a deck unless I have a payoff for a land tapping for 2.
It's worth considering basing your mana base around Green, not because most of the cards will be Green but to use Green ramp spells/mana dorks. I'm guessing you aren't aiming to spend a lot on this, so the cheapest $$$ way to increase your mana available is to use Green spells which can find Basic lands for you. Circuitous Route, Harrow, Roiling Regrowth, Search for Tomorrow, and Dire-Strain Rampage are all very good ramp effects, with most of them being cheap and able to find you colours of mana you might need. Sacrificing a land can be a good thing if you've got several of the same Basic land, which can happen easily. There are a ton of other ramp spells, many quite cheap, especially if you don't mind 3 mana effects. Spells that find land can be much better than artifacts, because artifacts can be blown up very easily compared to lands. I would also look for ones that can find any Basic land compared to ones that can only find a Forest unless you want to raise the budget a bit, as these lands are generally more expensive, but Kaldheim has 10 Snow type dual lands, one for each pair, and they are fairly cheap, and ramping with one of these off of Three Visits or Nature's Lore feels really good, but it'll be more investment. There are a lot of effects that find Forests and can find non-Basic Forests like Breeding Pool or Rimewood Falls, and finding one of those can really help make sure you can cast Tiamat. I would still play cards like Arcane Signet and Sol Ring, and most 2 MV mana artifacts are good cards usually.
A card that should be very useful in Tiamat would be Maskwood Nexus, which makes all creatures, wherever they are (in your hand, library, graveyard, or in play) are all every creature type, including Dragons, so Tiamat can find any 5 creatures. If you end up playing many cards that care about Dragons, this is worth looking at. Silverglade Pathfinder and Dreamscape Artist are pretty helpful some games as creatures that can also ramp you, potentially repeatedly if you are playing Casual games where you have a few more turns.
Interaction to protect your creatures can be very useful, Bolt Bend and Stubborn Denial are interesting options for you in a deck that will often have a power 4 creature out. Disdainful Stroke can stop board wipes, and Saw it Coming can stop anything in it's track, involving only U to cast, I would watch out for counterspells that cost UU (Blue Blue mana) to cast, this can be hard to arrange. You might think of Vindicate and/or Utter End to have removal vs any type of permanent, AFAIK neither is very expensive atm. There are 5 'Signet lands', Darkwater Catacombs, Skycloud Expanse, Shadowblood Ridge, Mossfire Valley and Sungrass Prairie are all very cheap and pretty good dual lands. Ash Barrens is a very good way to find a needed colour, especially Green. The World Tree is getting up there a bit, but it's a card worth looking at in 5 colours, especially if you run plenty of cards that find lands for you. If you have especially good non-Basic lands, IE lands that tap for 2 or more, Crop Rotation, Hour of Promise and Reap and Sow are all worth considering, finding a World Tree or other especially good land can be much stronger than finding a Basic. Faeburrow Elder and Jegantha, the Wellspring are very good ways to generate mana, probably don't run Jegantha as a Companion, just put him in the deck and you have no restrictions from him.
Well, that's what I'm thinking of right now, I'll probably have more later for you. I'll try to think of cards that are cheap and work for your deck, it might be a few posts before I've run out of relevant thoughts.
10 months ago
You should probably consider upgrading to untapped lands a priority, it generally seems like quite a good deck otherwise. If you don't want to buy more expensive lands, Ash Barrens is a nice cheap mana fixing land, and always comes in untapped in a pinch. Similarly, Darkwater Catacombs and Skycloud Expanse offer a cheap dual, as is Caves of Koilos. Unfortunately Adarkar Wastes is fairly pricey, as is Underground River, and there isn't a WB version of the filters. I also like Pathway lands, which can be either colour (but only 1 or the other after being played), Brightclimb Pathway Flip Clearwater Pathway Flip and Hengegate Pathway Flip aren't too bad of a price. There are many other options, and you might find some cheaper than these, but I find these ones are fairly strong for their price, especially the Signet-like filter lands. I'm not sure if your deck would have enough mana fixing, IE you might not always have the right mana for your spells, so if you don't want to add untapped duals, I'd keep the tapped ones over basics, 3 colours without Green ramp is very tough on basics.
Spear of Heliod is a nice dual-purpose card, but it's hardly needed. If you want a strong attack discouragement card, you could try No Mercy, which is very tough to play around if you can't remove it.
1 year ago
Hey, well done so far on a budget.
Some advice to consider is how to improve the manabase on a budget.
- Command Tower: staple land for two or more colored Commander decks.
- Exotic Orchard: staple land when playing three or more colors in multiplayer Commander
- Path of Ancestry: can make any color of mana.
These three lands are called Rainbow lands. Crumbling Necropolis is the Grixis Tri land, it can make any one color of mana you need.
These are budget Fetch lands to search for any basic land.
These two are Tango lands which care about lots of basic lands.
These are Reveal lands that also care about basic lands and have interaction with Tango lands.
Some lands to consider cutting:
- Temple of the False God: will not be able to tap for mana until your turn five or after since you're counting on only land drops to get to five or more lands.
- Dimir Guildgate, Izzet Guildgate and Rakdos Guildgate
- Some basic lands
Updated budget manabase example (38 lands, 24 blue mana sources, 21 black, 20 red):
- 9x Island
- 5x Swamp
- 5x Mountain
- Command Tower
- Exotic Orchard
- Path of Ancestry
- Crumbling Necropolis
- Grixis Panorama
- Ash Barrens
- Evolving Wilds
- Terramorphic Expanse
- Shivan Reef
- Sunken Hollow
- Smoldering Marsh
- Frostboil Snarl
- Choked Estuary
- Foreboding Ruins
- Darkwater Catacombs
- Shadowblood Ridge
- Temple of Deceit
- Temple of Epiphany
- Temple of Malice
Good luck with your deck.
1 year ago
Darkwater Catacombs and Skycloud Expanse tend to play very well for me, low budget or not tbh. War Tax is a solid pillow-fort effect. Slow Motion is a really good budget card, since you keep getting it back. Contempt might be worth casting. Fool's Demise Mark of Eviction are also interesting, mostly as repeatably castable enchantments that can hinder opponents.
1 year ago
1 year ago
Competitive all the way
Botanical Sanctum > Wooded Foothills
Darkslick Shores > Scalding Tarn
Darkwater Catacombs > Verdant Catacombs
Grand Coliseum > Misty Rainforest
Path of Ancestry > Dark Confidant
Counterspell > Mana Drain
1 year ago
1x Ash Barrens -> 1x Prismatic Vista
1x Bojuka Bog -> 1x Bojuka Bog
1x Command Tower -> 1x Command Tower
1x Darkwater Catacombs -> 1x Watery Grave
1x Dimir Aqueduct -> 1x Morphic Pool
1x Evolving Wilds -> 1x Fabled Passage
1x Exotic Orchard -> 1x Exotic Orchard
4x Forest -> 4x Forest
1x Foul Orchard -> 1x Overgrown Tomb
1x Golgari Rot Farm -> 1x Yavimaya, Cradle of Growth
1x Ice Tunnel -> 1x Urborg, Tomb of Yawgmoth
4x Island -> 4x Island
1x Jungle Hollow -> 1x Woodland Cemetery
1x Llanowar Wastes -> 1x Mana Confluence
1x Lumbering Falls -> 1x Rejuvenating Springs
1x Myriad Landscape -> 1x Misty Rainforest
1x Opulent Palace -> 1x Opulent Palace
1x Reliquary Tower -> 1x Reliquary Tower
1x Rimewood Falls -> 1x Rimewood Falls
1x Simic Growth Chamber -> 1x Breeding Pool
1x Sunken Hollow -> 1x Sunken Hollow
2x Swamp -> 2x Swamp
1x Terramorphic Expanse -> 1x Verdant Catacombs
1x Thornwood Falls -> 1x Zagoth Triome
1x Tidechannel Pathway -> 1x Tidechannel Pathway
1x Winding Canyons -> 1x Winding Canyons
1x Yavimaya Coast -> 1x Yavimaya Coast
1 year ago
Golgari Rot Farm > Barkchannel Pathway Flip
Simic Growth Chamber > Darkwater Catacombs
Urborg, Tomb of Yawgmoth > Darkbore Pathway Flip
Waterlogged Grove > Darkslick Shores
Nurturing Peatland > Grand Coliseum