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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Dispel
Instant
Counter target instant spell.
TheOfficialCreator on
Eva 1.11 - Slugs are (not) nice
1 week ago
I know you said you didn't want this deck to be any more mean than it already is, but I feel like you're sleeping HARD on The Meathook Massacre. Makes both your opponent's creatures and your own tiny slugs into cannon fodder for your deck? Yes please! Could probably replace Eternal Thirst, since the lifegain off Massacre is pretty deece on its own.
Another suggestion I might add is some protection for Toxrill. Toxrill is NOT a threat to be taken lightly, so strong countermagic and shroud effects might be worth looking into. Defensive countermagic like Dispel, Miscast, etc. might be a good fit since this isn't a control deck, it just wants to protect its wincon.
Azoth2099 on
Green/Black toxic/proliferate need recommendations
1 week ago
Balvron Thanks, man! Happy to help, really.
So the core of the / presence in the deck should be devoted to Dorks, Ramp and Tutors so that you can quickly get the deck engine up and running. Getting your commander on the field and geared up as quickly as possible is everything in this new context. Some cheaper options for Tutors are Diabolic Tutor, Profane Tutor, Mastermind's Acquisition and Increasing Ambition. I'd really recommend just biting the bullet and slotting in the more efficient ones like Demonic Tutor, Vampiric Tutor, Diabolic Intent & Wishclaw Talisman though. Cheaper card draw options like Phyrexian Arena & Dark Tutelage are also pretty solid. Necropotence, Black Market Connections & Dark Confidant are up there, but worth it.
The only thing you need for is for card draw and interaction, with a few key Proliferate pieces that you'll be able to Tutor for when the time is right. Spells like Brainstorm, Ponder, Tolarian Winds, Impulse, Preordain & Serum Visions provide decent gas for cheap. Classics like Counterspell, Delay, Negate, & Dispel protect your game plan. Flux Channeler & Tekuthal, Inquiry Dominus are probably the only Proliferate pieces you'll need, but I'd Throw a Serum Snare in there too. Mystical Tutor, Rhystic Study & Mystic Remora are always nice to have as well.
The few things you'll need for here is to Tutor up gear for your Commander with cards like Enlightened Tutor, Idyllic Tutor, Steelshaper's Gift & Open the Armory, and occasionally control the board with Swords to Plowshares or Path to Exile. I'd also recommend some Stax pieces like Silence, Grand Abolisher, Smothering Tithe, Esper Sentinel, Archivist of Oghma & Drannith Magistrate for good measure, & some more Commander protection with Mother of Runes & Giver of Runes.
Some good pieces of gear to retrieve slap on could be Swiftfoot Boots, Mask of Memory, Conqueror's Flail, Bone Sabres & Mask of the Schemer, for example.
Rivel on
Necromancin' Dancin'
1 month ago
For those interested, here is the list of removed cards, added cards, as well as total current deck stats.
Removed
- 6 Island
- 6 Swamp
- Dreadhorde Invasion
- Liliana, Death's Majesty
- Dispel
- Drown in Dreams
- Negate
- Plumb the Forbidden
- Reality Shift
- Resculpt
- Unwind
- Exsanguinate
- Final Parting
- Ghouls' Night Out
- Charcoal Diamond
- Sky Diamond
- Gleaming Overseer
- Hordewing Skaab
- Undead Alchemist
Added:
- Evolving Wilds
- Exotic Orchard
- Malakir Mire  Flip
- Mystic Sanctuary
- Obscura Storefront
- Reflecting Pool
- Secluded Courtyard
- Terramorphic Expanse
- Unclaimed Territory
- Verdant Catacombs
- Vesuva
- Mystic Remora
- An Offer You Can't Refuse
- Blue Sun's Zenith
- Pongify
- Rapid Hybridization
- Read the Bones
- Bident of Thassa
- Dimir Signet
- Fellwar Stone
- Herald's Horn
- Pyre of Heroes
- Thaumatic Compass  Flip
- Urza's Incubator
- Champion of the Perished
- Fell Stinger
- Liliana's Standard Bearer
- Murderous Rider
- Shambling Ghast
Misc deck stats: Ramp: 13 Draw: 19 Tutors: 4
DreadKhan on
Indestructible Visions
6 months ago
Master of Etherium is a nice good generic Affinity card, as are Thoughtcast and Thought Monitor. Over Buried Ruin you might look at Treasure Vault, it's an artifact land that can make a bunch of artifacts for something like Nettlecyst or Cranial Plating.
I assume the Sol Rings are for THG, because I'm very sure it's banned in Legacy for being completely busted. There really isn't anything else as good you can substitute other than Ancient Tomb, which can kill you, but people definitely run for it's power. There are also Springleaf Drum and Moonsnare Prototype, which can ramp turn 1.
Not sure if it's truly relevant other than as bad 3 mana ramp, but Mirrormade exists. It's harder to cast than Copy Enchantment, but it can copy an Artifact if you want, which is pretty good value sometimes, copying a Land is funny.
In the event of a mirror match, you might like having access to Ravenform to remove opposing bodies that are indestructible or regenerate, it can also hit pesky artifacts, probably worth a look at for a sideboard.
This is going to sound a bit crazy, but you should consider Vault Skirge in here, making a 5/5 flying lifelink is very good vs some decks, and it also plays nice with Cranial Plating. I usually just cast it for the 2 life on turn 1 and try to get a Cranial Plating on it ASAP in my Affinity deck, it has won me plenty of tough games.
I wonder if the Blinkmoth Urns are too slow? I guess THG they make more sense, but if you want to play 1v1 Legacy, you should keep in mind how fast decks tend to be, as this deck packs essentially nothing to spoke an opponent's wheel. I'm not sure you could really fit in counters, but they are great in Legacy if your not going all-in on speed. Of particular interest, cheap/low mana counters can let you protect your indestructible creatures from Exile effects like Swords to Plowshares or edicts like Innocent Blood or Smallpox, these kinds of effects definitely see play in Legacy. I guess in THG you might have a partner packing the protection? I think you either want more creatures or some protection for your bodies. Some counters that are popular include Spell Pierce, Dispel, Swan Song and Flusterstorm, as well as free ones like Force of Will obviously. Good old Counterspell sounds good in theory, but it can be impossible to hold up UU to protect stuff, because getting out a 5/5 is time sensitive, too late and it won't be big enough, too early and the control player can just remove/counter your stuff and win later on.
Cool deck idea!
Rivel on
Necromancin' Dancin'
9 months ago
I never got around to buying the cards needed for this deck. I was worried it was not good enough and put this project on the back burner in case I changed my mind. Now today, after reviewing the deck, I decided that I did not have enough interaction and that some cards still feel a bit too expensive or slow. These changes should hopefully help rectify those issues.
Previous changes: -1. Aetherspouts - replaced with Noxious Ghoul. I determined that Noxious Ghoul did not have enough impact for its mana cost. Instead I shall be using Counterspell. -2. Eater of Hope - replaced with Corpse Harvester. I determined that Corpse Harvester was too expensive and too slow to make an impact, seeing as it needs to survive an entire turn in order to be used. I really liked it, but my deck needs more interaction. Instead I shall be using Arcane Denial.
Additional precon card swaps: 1. Gravespawn Sovereign - replaced with Negate. 2. Ravenous Rotbelly - replaced with Dispel. 3. Army of the Damned - replaced with Unwind This spell really hurt me to remove as I love it very much. Just too expensive and slow. 4. Dread Summons - replaced with Reality Shift. 5. Curse of the Restless Dead - replaced with Thought Vessel. 6. Swamp - replaced with Reliquary Tower (already owned one, figured, why not?)
DreadKhan on
First Commander Deck
10 months ago
The deck looks pretty good, I suspect you've got a pretty good grasp of the basics of this format already, so you're off to a good start!
How competitive are you hoping this deck will be? cEDH is pretty hard to play if you aren't familiar with both how competitive play in general works or with how competitive multiplayer works. I ask because you run a few cards that are very competitive but tend to play pretty poorly in Casual settings. The standouts I noticed were Spell Pierce and Brainstorm. Brainstorm and cards like it are too small in Commander, digging 3 deep in a 60 card 4 of deck is wildly different from the same effect in a 99 card singleton deck. It's good with your fetch lands, but you really want Sensei's Divining Top I suspect and can cut Brainstorm. Spell Pierce is just too small, it's only useful when mana is extremely tight, and it's really narrow to boot. An Offer You Can't Refuse is probably a much better effect, but I'd even run Dispel over it, maybe Delay if you were hoping for a less cEDH card. In addition to Brainstorm, you might also cut the similar sorcery speed spells that fiddle with your deck's top cards, these are really small in Commander and you can find better 1 mana effects I think. The joy of having something up on turn 1 is IMHO more than offset by how bad it feels to draw them later, when they just tie up mana and can be annoying with your Commander if you need to cast your Brainstorm to find a more impactful spell to cast, you've already used up your trigger for the turn. Brainstorm at least is an instant and you can play it on an opponent's turn, but sorcery ones seem solidly worse.
In Simic I try not to run very much (any even) artifact ramp, you have access to very strong ramp spells like Three Visits, as well as stuff like Harrow and Kodama's Reach. There are also bigger ones like Skyshroud Claim. Land ramp is safer than artifact ramp, and in Green it's more cost effective to ramp with non-artifacts other than actual mana positive ramp rocks, which are generally run at very high levels of play like cEDH. At your higher land count, creatures that put lands into play will probably feel pretty good when drawn early, Sakura-Tribe Scout and Skyshroud Ranger are 1 mana and can ramp you repeatedly if you have lots of lands in hand, so they're also good with Cultivate or Kodama's Reach. There is also Azusa, Lost but Seeking to put extra lands down, but she comes down late enough that I think Scout is the better card in practice.
I feel like you could cut Courser of Kruphix for a better payoff for landfall, something like Scute Swarm or Rampaging Baloths seem like much more useful cards to have out.
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