|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Common|
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As an additional cost to cast Deprive, return a land you control to its owner's hand.
Counter target spell.
4 weeks ago
Dawn Charm is definitely staying in as a 4 of because the fog effect is just too good and won me several games last night at Modern. While the counter target spell that targets you part isn't always needed post board if you are putting in a Leyline of Sanctity , it can still be good if you have no leyline in play post board. It is more used for the fog effect and occasionally the regenerate effect.
I agree about negate, but didn't see your message until after going last night; they felt weak or useless in several match ups last night. I have upgraded to Deprive , which when on Scepter will require no land return as that is an additional cost. Deprive being able to hit a little more should make it better for the main board however the casting cost of could be slightly problematic, fingers crossed.
Force of Negation felt amazing a few times and dead others. I think a one off is right for the main but would consider adding one to the board if I feel it is good in specific match ups.
1 month ago
Il tuo piano di gioco è usare tanto ramp per tirare Muldrotha sul campo, dopodiché, cercare di tenerlo sul campo per il resto della partita.
Per il ramp ti consiglio:
- Wayfarer's Bauble rampa velocemente e si può riutilizzare.
- Crop Rotation , Harrow , Prismatic Vista . Puoi rigiocare le terre sacrificate dal cimitero, quindi GG.
- Crucible of Worlds , Ramunap Excavator ti aiutano a giocare le terre quando non hai Muldrotha.
- The Gitrog Monster fa tutto: peschi carte, giochi più terre! Per pescare molto, anche River Kelpie è fortissima.
Per la proteggere Muldrotha, ti consiglierei queste:
- Kaya's Ghostform , Supernatural Stamina , Unholy Indenture , Abnormal Endurance , Shade's Form ti permettono di salvarla da un boardwipe/removal.
- Autumn's Veil e Veil of Summer sono utili per impostarti il turno ed impedire che ti rompano il cazzo mentre casti Muldrotha ecc.
- Counterspell , Deprive Countersquall , Cursecatcher (dipende dallo stato della partita, non ottimale), Flusterstorm , Daring Apprentice , Diplomatic Escort , Dispel , Decree of Silence (abbastanza rotta), Foil (forse non ottima perché è difficile che tu abbia un'Isola in mano sempre), Glen Elendra Archmage , Hisoka, Minamo Sensei (che hai già), Kira, Great Glass-Spinner , Stubborn Denial , Undermine , Voidmage Prodigy , Voidslime , Disallow sono tutte un buon modo per assicurarti che il tuo piano di gioco vada a buon fine, neutralizzando le azioni avversarie che possono darti fastidio. Ti consiglio quelle che si adattano di più al tuo mazzo.
Un altra strategia per assicurarti di non dover pagare la Commander Tax per rigiocare Muldrotha è di rigiocarla dal cimitero. Meglio ancora se quelle carte possono a loro volta essere rigiocate dal cimitero con Muldrotha:
- Animate Dead , Dance of the Dead , Diabolic Servitude , Doomed Necromancer , Necromancy , Recurring Nightmare . Stitch Together / Dread Return sono due carte forti, ma da valutare con attenzione perché non le puoi rigiocare con Muldrotha.
Carte che ti permettono di riprendere altre carte dal cimitero in mano:
- Eternal Witness , Skullwinder e Nyx Weaver ti permettono di riprenderti carte utili, in modo da poter sforare il limite di un solo permanente per tipo dal cimitero. Inoltre, così puoi riprendere anche Instant e Sorcery, a cui normalmente non avresti più accesso una volta usate.
Ti suggerisco una combo interessante, il Flash Hulk . Consiste nel poter giocare e subito sacrificare il Protean Hulk già dal turno due per poi poterti andare a cercare creature nel mazzo che ti permettano di fare una combo infinita e vincere. Se cerchi online dovresti trovare fonti a sufficienza. Comunque, anche solo il Protean Hulk da solo è una grande inclusione.
Inoltre, una carta davvero buffa da poter giocare nella tua combinazione di colori: Villainous Wealth .
Tra le terre che sono fortissime nel tuo mazzo ci sono anche: - Cabal Coffers insieme a Urborg, Tomb of Yawgmoth . - Alchemist's Refuge e Emergence Zone per poter giocare creature e altre cose ad instant speed. - Wasteland è una seconda Strip Mine . - Lotus Vale e Lotus Field sono più o meno ramp, ma anche un buon modo per fare molto mana se avessi il modo di stapparle. Magari con Deserted Temple , a cui sta anche simpatica Cabal Coffers , comunque. - Glacial Chasm è un piano di riserva che ti costa solo 2 punti vita a turno, a patto di rigiocarla sempre dal cimitero tutti i turni.
Tra le carte che ti suggerisco di togliere ci sono:
1 month ago
Pauper is a really fast format, so you need to hit more action than lands. Control decks generally run ~21 lands with some amount of Ash Barrens and/or Terramorphic Expanse . The main reason some decks, other than control decks want to hit their land drops is because they're running Skred , which needs around 5 lands to be optimal.
Furthermore, pauper has access to few lands so often times, people run bounce lands which allow you to make more land drops with fewer lands.
In your case, you're not playing Skred , this is not a control deck, and you're running blue. These are all good reasons to trim down on the number of lands. If you really want to run 21 lands because you really want to hit your land drops, I would definitely consider some Terramorphic Expanse and/or Ash Barrens as well as a couple of cycle lands ( Lonely Sandbar and Secluded Steppe ) in your case.
I had missed it the first time, but I see you're running Guardian of the Guildpact which is fairly expensive for your type of deck, especially since you're running Deprive . If I were you, I would probably cut it for another cheap flyer like Faerie Seer but at this point it might be better to turn your deck into a Faeries deck because Spellstutter Sprite is just too good, which I feel is not the intent of your deck.
Anyways, I hope I helped ! Tell me if some things weren't clear enough, I'm glad to help out some fellow pauper player
3 months ago
Was a long time Jund player until Jace was unbanned. I've been playing the Sultai archetype ever since. Blue basically replaces the weaknesses Jund always had (constant top deck mode and paying life for cards). Jace and Serum Visions always keep you drawing the right half of your deck. With fatal push red doesn't need to be splashed anymore.
Ice-Fang Coatl is an unplayable magic card until snow dual lands are printed. Ice-Fang Coatl fights for the 2 drop slot vs Tarmogoyf , Snapcaster Mage and Scavenging Ooze which are all far better creatures.
Deprive has been working wonders. The discard spells cover the early game where the tempo loss of a land hurts the most. Deprive is sometimes cast on turns 2-3 if absolutely necessary but is usually cast on turns 4-6+ where pciking up a tapped land means nothing and is even an upside coupled with Fatal Push .
3 months ago
3 months ago
Thanks for the feedback! i will try to make some changes to make baral's discount more meaningful. in the meantime, i really appreciate your ideas and i have moved Negate over and got rid of Deprive . replaced it with Void Shatter , which can benefit from discount. Did not feel like cutting Archmage's Charm , as it is simply too flexible. I could not afford any copies of Cryptic Command , as they are too expensive. Mana Leak is good early game, but it isnt good in the late game. I am looking for suggestions for any cuts.
3 months ago
so many anti synergies in this deck, in most games Deprive is just going to be a worse Mana Leak or Remand as both those options can allow you to cast a baral turn 3 and protect him (currently you may even just want one or two of the Negate in your mb for this same reason), for all of your current mb counters the earliest you could do this is turn 4 (provided your 20 land deck makes it to 4 lands without hoping to trade a creature for a path).
3 months ago
Personally, I think I would run both Regrowth AND Praetor's Counsel to be honest. Either Lightning Greaves or Swiftfoot Boots could also be considered, since she's pretty kill on sight.. Deprive has a nice synergy with the commander, but I don't think it's worth running it over normal Counterspell (which is very cheap) anyway. Though maybe Deprive + Counterspell is better than Disdainful Stroke .
Also if you can get your hands on Boundless Realms , that card is insane. I see it's in your maybeboard.. my friend plays it in his tatyova deck, and whenever it hits the battlefield it's just sick. Scapeshift too.. and I really love Nissa, Vital Force in my Meren deck, and I assume it'd perform similarily here, seeing as you only need to activate her twice to get a really good emblem
Also maybe cut Simic Signet ? I think both Cultivate and Kodama's Reach are better, since the signet is ramp but not land, so it doesn't draw you a card Retreat to Coralhelm is also kinda weak I feel. I mean it's nice, but it takes up a card slot and it kinda doesn't do that much
That's a lot of cards... but I do really love Tatyova. One of my favorite commanders I think, and so many different ways to use to ramp :D
Deprive occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.01%