Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
: Gain or .
|Have (4)||, Irishprince , orzhov_is_relatively_okay819 , CampbellStev|
|Want (2)||Strongshaft_Everwood , jdingo12|
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|Commander / EDH||Legal|
Latest Decks as Commander
Drowned Catacomb Discussion
4 days ago
Manabase upgrades from collection
- Evolving Wilds
- Terramorphic Expanse
- Dimir Aqueduct
- Orzhov Basilica
- Azorius Chancery
- Thriving Heath
- Thriving Isle
- Thriving Moor
2 weeks ago
Angrath, Captain of Chaos and Jace, Cunning Castaway don't seem that great, and even if you decide to keep them I don't think three copies of each is justified. Liliana, the Last Hope is both recursion and removal, plus her ultimate also synergizes if you ever fire it off.
Have you considered a playset of Thoughtseize ? You don't have a single turn one play in the entire deck, and I think this card would be a great way to gain information and disrupt their gameplan.
Drana, Liberator of Malakir might be a nice card to try out for more +1/+1 counters.
Also, your mana costs are pretty demanding so you should definitely cut some basics and add in more Blood Crypt , along with some Drowned Catacomb , and Steam Vents . Fabled Passage could also be used to trigger revolt on Push.
All in all these are the changes I would make:
1 month ago
Excuse me while I go find a Drowned Catacomb to lay face-down in for awhile.
3 months ago
Here are my thoughts - many of these have already been echoed by Balaam__ above.
Modern is a very fast format. Most miderange decks typically want to be running cards with cmc between 1-3, with a very few cards at cmc4 (look at Jund, for example, that only runs Bloodbraid Elf and then lots of low-costing cards). In that vein, I think you need to look at lowering your curve. I get that some of your cards can be cast for cheaper with Prowl, but I think you'd only want to keep the very best of these.
On the above note, personally I would drop Zareth San, the Trickster and Notorious Throng entirely. Their cost is waaay too high, especially in a deck with 22 lands, and they don't do enough to justify their spots. I would also drop a few Earwig Squad - it feels like you want to be playing either 2 or 3.... maybe mainboard 2 and have a 3rd in the sideboard against decks that you really need to disable?
I would echo what has already been said above that some good cmc1 cards would be very useful to the the deck. Consider Fatal Push , Thoughtseize , Inquisition of Kozilek . You probably want at least 8ish cards that are 1cmc so your first turn isn't wasted.
On the subject of lands, I would recommend swapping both Sunken Hollow and Rogue's Passage for both of Darkslick Shores and Drowned Catacomb . The Hollow just has too many scenarios where it's going to slow you down, and the Passage is both going to hurt your mana base, and be unlikely to get any benefits (you need 5 lands in play and nothing else to do, to make use of it). If the beforementioned cards are too expensive, i'd suggest just running basics over what's happening now.
If you have the money, I'd strongly suggest ditching Thieves' Fortune in place of Aether Vial . It'll make your deck multiple-times stronger than where it is now, and and also Vial will be able to slot seamlessly into any other future tribal-based decks you make, if that is your preferred way of playing. Another option for this deck in particular could be Bitterblossom . I do think Thieves' Fortune is probably a card you'd want to ditch, though perhaps this is a slot that could also be happily consumed by the beforementioned 1cmc cards too.
on Power nap
5 months ago
I most certainly can! Archelos is super cool and can really warp a landbase, as now you can include so many tap lands that normally aren't too powerful, not only giving you that sort of ability but also making the land base WAY cheaper! You also have to think about the lands BEFORE you put our Archelos though, and so I'd say a balance between better lands and tap lands are what you probably want to head towards. What you have so far looks wonderful, and certainly efficient, though again, you may want to include one cycle of a certain land, maybe Breeding Pool, Overgrown Tomb, and Watery Grave? These guys can help get Archelos out, but after he's out you won't necessarily have to take the shock damage from them which I'd say deserves them a good spot in the deck. Other ones that aren't necessary but could be worth considering are Hinterland Harbor, Woodland Cemetery, and Drowned Catacomb, since again they can come in untapped with Archelos and still be relatively good without him, and of course the bounce lands Simic Growth Chamber, Golgari Rot Farm, and Dimir Aqueduct, since they can get pretty powerful when they come in untapped. Since you have Fabled Passage, Evolving Wilds, and Terramorphic Expanse I'd say it's worth it to slot in a Ramunap Excavator or Crucible of Worlds, since you'd then get two landfall triggers per turn guaranteed, since you can continuously play the sac lands again and again. If this trick proves to be very helpful, you may want to consider slotting in more fetch lands like Prismatic Vista, Misty Rainforest, Verdant Catacombs, Polluted Delta, etc. Speaking of landfall triggers, I think Myriad Landscape would work AMAZING with Archelos, as not only would the Myriad come in untapped, but so would what it searches for, giving you three landfall triggers just off of that one card if you have two mana to spare. So honestly, I don't have too much to say about the lands, I think it's pretty solid at the moment though you may need to playtest a lot to know for sure, however, I did find a bunch of great cards that could work well with Archelos!
- Amulet of Vigor: If Archelos isn't out yet and you have a ton of tap lands, this guy could be of great use, especially for just a single mana.
- Root Maze: SUPER amazing card, this guy can tax everyone but you! On your upkeep untap archelos, have everything come in untapped, then tap him before your next turn and boom now everyone's artiafcts and lands come into played tapped for one mana besides yours.
- Coldsteel Heart: Basically a 2 mana, untapped mana rock with Archelos
- Cryptolith Fragment Flip: This guy can perform your goal of whittling away peoples health, as well as coming in untapped with Archelos. The flip side can also perform that whittling quite efficiently.
- Manascape Refractor: Comes in untapped- could be pretty fun to see how that works out!
- Arcane Signet: You should run this no matter what
- Orb of Dreams: Similar power and ability to root maze mentioned above, this can tax everyone else except you with Archelos
- Renegade Map: Basically 1 mana get a basic land if you have Archelos out
- Sphere of the Suns: Great with Archelos out and coming in untapped
- Terrarion: Seems pretty solid if it doesn't come in untapped
- Worn Powerstone: Like the rest, pretty sweet if it doesn't come in tapped and can be immediately used.
- Moss Diamond/Charcoal Diamond/Sky Diamond: Untapped ability again
- Honor-Worn Shaku: Allows you to tap archelos and get something out of it
- Urborg, Tomb of Yawgmoth: It's amazing why not run it
- Retreat to Hagra: Can be a great way of slowly ruining your opponent's health, especially with the extra land triggers I mentioned before
- Stasis: If you already have the things you need to slowly remove your opponents health, this can pretty much ensure victory.
- Verity Circle: SUPER amazing if I'm understanding it correctly, basically whenever your opponents play a creature since it comes in tapped with Archelos you draw a card, and has the second ability if you are ever in need of it
- A great way to slowly get rid of your opponents health is with recurring triggers that happen every turn, such as curses. Here are some that I found: Trespasser's Curse, Torment of Scarabs, Cruel Reality, Curse of Thirst, and Curse of Fool's Wisdom
- ANY COMBO WITH RETREAT TO CORALHELM. Edhrec names 1000+ combos with this card, so I'd recommend looking through it and seeing if you find anything that would work if you haven't already!
That's all I have, sorry it probably wasn't too much regarding the lands, but I hope I gave you some good stuff to think about! I honestly love the deck it has a super cool theme, and seems like it could work very well! That said though, hope this helps, and have a wonderful day!
6 months ago
6 months ago
Hey, nice version of Anowon. You have several good cards, but what's with the manabase? Compared to the rest of your deck the manabase with 29x basic lands looks like it's for a $100 Commander deck not a $400+ deck. It's the main area to consider upgrading with more Dimir dual lands.
- Watery Grave
- Underground River
- Darkslick Shores
- Sunken Ruins
- Drowned Catacomb
- Sunken Hollow
- Choked Estuary
- Path of Ancestry
Consider other Rogues?
- Ghostly Pilferer
- Thieves' Guild Enforcer
- Zareth San, the Trickster : can be a repeatable effect to reanimate your opponents permanents from their graveyards after they mill them.
- Nighthawk Scavenger
- Enigma Thief : consistently it's four mana for a 5/5 flying Rogue with a strong ETB ability.
Anowon can be repeatable draw if the attacked opponent mills a creature, but this can miss/will miss a lot. Other repeatable draw options to consider.
Cards to consider cutting:
- Feldon's Cane
- Trepanation Blade
- Mind Grind
- Torment of Hailfire
- Dreamscape Artist
- Balustrade Spy
- Keymaster Rogue
Good luck with your deck.
7 months ago
Very nice. Just before I start talking about cuts and edits, I want to say that your land count is WAY too low. I usually play 35-36 lands, with about 5-10 other mana producers. Only CEDH decks run such a low land count, because they need to play fast with cards like Mana Crypt and such. Add more lands to the deck.
I will start with talking about cuts, because there are a few cards that I feel shouldn't be in the deck.
Jace, Wielder of Mysteries is known for being a wincon in CEDH and strategies that want to mill themselves out. However, it's not right here. There is no real upside to adding it to the deck, so this is an obvious cut.
Thirst for Knowledge: I'm not sure why you put this one here. It doesn't work well due to you having such a low artifact count. Also, it's only a one time card draw, which isn't too good in commander. I guess Chemister's Insight goes in this section as well.
Finale of Revelation can be a good card, but it's mainly used as an infinite mana sink. I would not recommend this in a deck that doesn't go infinite and focuses on creatures.
Nyx Weaver is getting worse and worse. It has gotten to the point where it's nigh unplayable. Cut.
Clone, despite being the original clone, is considered to be one of the worst. I would definitely cut this one out.
I know Nascent Metamorph is a fun card, but people overestimate what this card can do. Don't play it in any non-chaos build.
Mirror Shield? Just don't run it.
Ok, so those are the 10 cards I would cut. Now, adding cards is a bit harder. In my suggestions for the forum for this deck, I suggested a reanimator theme, but it looked like you didn't take it, so I won't add too many cards from reanimator strategies. Also, it looks like you are working on a "budget", so I won't suggest anything over ~$20.
Just a quick note; When people are making these clone strategies, they often forget to put enough creatures to copy. This is a common deck building mistake, but something that will cost you games.
As Jimmy showed in the latest "Game Knights" episode, Solemn Simulacrum is crazy in clone decks, and seconds as ramp and card draw.
Finally, speaking about ramp, Rampant Growth is still one of the best ramp cards in the game.
Now, you may have noticed I only suggested 5 cards when I cut 10, and that's because you need to raise your land count. Below are some budget but good lands you should work with. Also, try not to work with too many tap lands, as they slow your game down.
Zagoth Triome: A bit pricy but it's fetchable or can be used to dig through your deck.
Finally, I will recommend my favorite cycle of lands, the pain lands. Llanowar Wastes, Yavimaya Coast, and their more expensive sibling Underground River enter untapped and add any of the two mana you need.
Just cut some basics to add these lands in. But don't cut too many basics! You need about 12 basics at minimum in a casual deck!
If you want to look any further into the clones strategy, take a look at EDHREC's page for clone strategies. (https://edhrec.com/themes/clones)
I like how you chose some interesting cards I have never seen before, and this deck looks fun to play. I hope these suggestions were of some help to you.