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Deadly Dispute
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's a colourless artifact with ", Sacrifice this artifact: Add one mana of any colour.")
Crow_Umbra on ....But it happens twice.
1 month ago
All good, happy to help a newer player. What you described sounds like some pretty common issues I encountered pretty early on with Isshin, and still occasionally encounter every so often. In regards to your different points:
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I think you have a decent enough amount of ramp. I think a couple of things can help further in this regard: changing out your two Signets for other 2 mana rocks like Talisman of Indulgence, Talisman of Hierarchy, Fellwar Stone, and Arcane Signet. Additionally, I think you can change out your 3 mana rocks like Darksteel Ingot for the stuff I mentioned. I think also trimming some of your higher cost creatures can help. Keeping a low curve can help you redeploy faster, if most of your creatures are in the 1-4 mana range. Etali is fun, but it's super boom or bust.
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Having a couple more instant speed options to help you against boardwipes can be a huge help. It's not really budget, but Clever Concealment is an excellent option, especially since you will likely have multiple creatures to help cast this with the Convoke mechanic. There are other instant speed "counters" like Tibalt's Trickery and Reprieve which can help.
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I think Thorough Investigation can be swapped for either Tocasia's Welcome or Chivalric Alliance. It's kinda slow for draw, since you still have to pay mana into the Clue tokens to draw 1 card at a time. Not the most budget, but Skullclamp is an excellent & repeatable option that you can feed some of your 1/1 tokens to. I'd recommend adding in Karazikar, the Eye Tyrant, Firemane Commando, and Nelly Borca, Impulsive Accuser as swaps with your Etali, The Master, and Elder Brain. Those 3 are all splashy, but can sit in your hand if you don't have the mana for them, which relates to some of your mana issues. Nelly, Karazikar, & Firemane all work in conjunction with the Breena you already have in your 99, and can help (or force) aggro away from you.
I think you can and should put Iroas back in there. His Menace anthem also helps to make your board harder to block, which acts as an additional layer of protection. He can help close out games if you have a strong enough board state. I think you can maybe swap him for either Righteous Cause or Blade of Selves.
Some other potential swaps: Bankrupt in Blood can swap out for Deadly Dispute (Lower creature investment needed, instant speed, and nets a treasure). Generous Gift & Stroke of Midnight can swap with any of your more narrowly focused/highly specific removal. The tokens they gift your opponents are largely inconsequential. Soul Partition is another versatile option that can either protect one of your permanents, or (temporarily) remove a threat.
Lastly, I think you can swap Mardu Shadowspear, Pulse Tracker, and Vicious Conquistador for some the 3 creatures I mentioned in bullet 3. I think you're on the right track with their group slug effects, but as smaller 1/1s they are easily blocked and killed. Mostly suggesting this as alternative if you would prefer to keep your 3 higher end creatures I suggested as swaps.
I hope this is all helpful, my apologies for writing you an essay.
Niko9 on Golgari commander deck Opinions
1 month ago
I have a G/B 60 card sac deck, and here are a few things that have been really good in that deck. Not sure if all will work for yours, but figured I'd throw out a few cards : )
Crashing Drawbridge I love giving big pay off creatures haste and if you don't need it then it's a sac target.
Eradicator Valkyrie Hits each opponent for a sac and can snowball by itself
Nether Traitor the sac you can always sac : )
Neverwinter Dryad is another tribe elder kinda
Storrev, Devkarin Lich is pretty great
Deadly Dispute such a great value engine and works awesome with things like Shambling Ghast
Tragic Slip is one of the best 1for1 removal spells in a deck where things are consistently dying around the table
Braids, Arisen Nightmare can be a very strong value engine
Rankle, Master of Pranks hits with haste early and can really shape the table
Bitterblossom can create a good stream of tokens to sac
capwner on No Pain no Gain
1 month ago
This is actually a pretty neat idea for a list. Judith has a really cool and unique effect, giving spells deathtouch is sick! I think if I were building the deck I would try to capitalize on this by running even MORE sweepers just so that you have a critical mass of them and are almost always able to keep the board locked down. So almost like a wrath-prison deck. If it were me. There are so many of these effects so you could really go deep on them, Blazing Volley from your board seems great, Scouring Sands, Yamabushi's Storm, Rolling Earthquake, Molten Disaster, Pyroclasm, Bonfire of the Damned, Starstorm, Devastating Dreams is a personal favorite but this may not be the right list for that one. I'd go up to like 15 of these even. Maybe also something like Mithril Coat to protect Judith/other creats if you decide to go into symmetrical sweepers. I know it's a core part of this build but I would cut stuff like Dragon Fodder and Witty Roastmaster, the Redcap combo is good by itself and it doesn't need these more fragile pieces that need to sit on the battlefield. I'd swap them for more grindy advantage cards that want to go to the yard like Unlucky Witness, Bloodghast, Nether Traitor, Filth, supplemented with things like Grim Harvest, Skullclamp, Contamination, Chthonian Nightmare, Deadly Dispute. Necrotic Ooze combo seems right at home here too, but that might be a little boring. If you want to be more lethal, just run more tutors/entomb/buried alive to assemble a redcap or ooze kill. Straight up Reanimate spells could be good to use on your opponents fatties who just died to your death rain. Rise of the Dark Realms Grimoire of the Dead and Sheoldred Flip can all mass reanimate your opponents' creatures. Shadowspear to remove indestructible from those pesky Etalis. Meltdown and Brotherhood's End for artifacts. Spiteful Banditry, The Reaver Cleaver, Ragavan, Nimble Pilferer, Big Score maybe for additional ramp. Ramp seems like a big deal since it's a 5 mana commander. You have some really sick cards in here already I love the Withering Boon, Delirium, Rakdos Charm, and Blood for the Blood God! is amazing in this. Great ideas, take my suggestions with a grain of salt because really the build I am suggesting is potentially very different from this one. +1
leovolt884_ on 3's a crowd
2 months ago
Would something like Deadly Dispute or Village Rites be viable? My thought is sacking the Sneaky Snacker to draw cards and fuel Kami of Jealous Thirst since you'll want to be activating its ability every turn. Because the sac is an additional cost, it should hit the grave before the spell resolves so when you draw two, going up to 3 for turn, you'll immediately get the Snacker back? Correct me if that isn't how the sequencing works. Unfortunately they would be dead draws without a Snacker to begin with. Other than that maybe a way to return spells from your graveyard to your hand would be nice for the control aspect. Forbidden Alchemy to find Kami, Snacker or needed removal and Deep Analysis come to mind as good additions as well :>
nuperokaso on Affinity and what to cut
4 months ago
You will need to remove 18 card to get to 60: - 2 Mystic Forge and 4 Deadly Dispute - Affinity is an aggro deck; it wants to put additional creatures on board, not just draw cards. You may leave Thoughtcast and Thought Monitor. That will also rid you of black color entirely. - 4 Mistvault Bridge - 22 lands is too much for a 60 card deck that mostly plays free spells. You also don't want to draw multiple tapped lands. - 2 Shrapnel Blast - You don't want multiples in your opening hand, because then you won't have enough artifacts to cast your spells. You are also playing another sacrifice outlet (Arcbound Ravager) and too many sacrifice effect have diminishing returns. - 2 Myr Enforcer - You were playing 12 7 mana spells, that's simply too much. You can't keep opening hand with 4 of them. - 4 Lotus Petal - The only card in your deck that was not Modern legal. Also it's useless in longer game.
After these cuts, your deck has 60 card. However, 10 of them are non-artifacts, which may be more than you would like.
I will also give you a few other tips: - If you are too low on 0 mana cost cards, try Memnite or Welding Jar. Jar does something even in longer game, unlike your original Lotus Petal. - Nettlecyst - Acts similarly to the Cranial Plating, but comes with a body and has a good toughness. If you would play it, I suggest that you replace them for Arcbound Ravager, as they are doing opposite things.
Taida on golgari something or another
4 months ago
The idea of the deck looks good, but it is torn between landfall and zombies, I would recommend going for either one, but maybe not both. For zombies I cannot help you, I barely play with them, but if you want, there is a fun combo using Putrid Goblin and Thran Vigil, then killing the goblin. This will make it come back without the -1/-1 counter from persist, so if you have a sac outlet, you have basically infinite etb effects (and any other bonus the sac outlet gets you). You could also use some Deadly Dispute, drawing you cards and getting the Gravecrawler on the graveyard.
For landfall, get some fetchlands. They double the number of triggers.
Also, you might need some interaction. I do not think Pick Your Poison is enough, and getting some instant speed removal might be nice
Elhoggerino on Blood Blatter Beast of Bhaal
5 months ago
I also don't really understand Fog or Spore Frog but I know you like politics so maybe they'll be fun in order to get favours from people. Loads of card draw which is nice but again I can see you running out of creatures to sac for Village Rites and Deadly Dispute type cards. You generally need to draw cards while behind and while behind you might be suffering from graveyard hate agaist your skeletons or other effects - just something to consider. Also Damnation might be something to consider switching for a different boardwioe if you are gonna put some regenerate creatures in (Toxic Deluge turns off regenerate aswell - but it's such a good card it's probably worth it)
In terms of cuts to make to make space for more dummies, Shadow in the Warp doesn't really fit much in the deck - you have so many cheap creatures that you'll probably be casting more than one a turn and it will rarely help that much - and the 2 damage is pretty insignificant compared to your other effects. I would favour Llanowar Elves type cards over Fertile Ground as again, creatures are what you want and they give you the oppurtunity to sac them if you need.
Some good cards to consider:
Victimize - brings back your Sakura-Tribe Elder type cards and is a sac outlet at the same time
Kroxa, Titan of Death's Hunger - just great value aswell as triggering Bhaal. A good reanimator target aswell.
Recurring Nightmares - Reanimator + sac outlet + it doesn't die? This card's great.
Dread Wanderer? Not the best but helps you out in a pinch if you have a Village Rites and nothing else
Nether Traitor - I don't know why this isn't in there already
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