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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | 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 |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Evolving Wilds
Land
, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Juicy_J82 on
Rocks Dragon Deck
2 weeks ago
I'm glad the land changes I suggested seemed to be working! I agree with you that Evolving Wilds has always felt too slow to me. If you were considering additional ramp options in place of that or Sakura-Tribe Elder, I might suggest Cultivate. Even though it is a 3-drop, what I like about Cultivate is that it guarantees you two turns worth of land when you cast it. It really shines if, say, you get to turn four but miss your land drop. Cultivate allows you to put one land in tapped and a second into play from your hand so you lose no tempo and then are really ramped up for turn five which seems like a key turn for your deck.
RockIV on
Rocks Dragon Deck
2 weeks ago
Correcting some typing errors : forgot to put the "S" to Evolving Wilds and linked someones deck. sry for that, lol
slasherturtle on
Equip Me Daddy
1 month ago
This will be long, probably.
The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.
I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.
I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.
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Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:
-
Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor
- Sickleslicer, which just feels a bit underwhelming
- Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
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Strandwalker, which is also very steep
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There are also some cards which I think either hurt more than they help or don't do you much at all:
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Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.
- Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
- Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
- Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
- I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
- As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
- You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
- Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
- Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
- The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
- I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
- Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
- Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
- Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
- Wrath of God may be better than Vanquish the Horde. That's just my opinion though.
All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.
DreadKhan on
Korvold Sacrifice
1 month ago
There are lots of options to help fix your mana that have been printed, some of the handiest are those that can dig out a land, and lands that make more than 1 colour. Both are very useful, some effects can even dig out 2 or 3 colour lands, but these are pricier in most cases. Some budget options include Jund Panorama, Riveteers Overlook, Evolving Wilds, Terramorphic Expanse, Mountain Valley, and Rocky Tar Pit (the last two can find non-Basic lands, this includes Woodland Chasm, Highland Forest, Sulfurous Mire), Cinder Glade, Smoldering Marsh). Blighted Woodland can find other land types if you have Green already, Myriad Landscape can find Green (or another colour), finding Green is usually important because of cards like Cultivate, and Kodama's Reach, these ramp you but can also find you a needed land type. There are also even better options (arguably) like Farseek, Nature's Lore and the pricier Three Visits, these can find non-Basic lands, making them very useful. I always liked Harrow, it can find 2 different colours of land if it's helpful, there is also the lesser Roiling Regrowth. Since your Commander is at 5 mana, you might even include stuff like Skyshroud Claim or Circuitous Route, there are more but they aren't as popular due to costing 4 mana (you can get stuck on 2 or 3 lands).
A pair of random cards that might work for you are Midnight Reaper and Grim Haruspex, both draw cards whenever your creatures die, and cost very little mana. Another couple randomly useful creatures Dockside Chef, Skullport Merchant, and Mayhem Devil, which are certainly gotten pricier but is still extremely good.
Happy deck building!
TheoryCrafter on Phyrexia: All Will Be One …
1 month ago
My thoughts on this set:
Melira, the Living Cure should've been able to remove poison counters even if the ability was similar to Leeches.
All Will Be One and Soul-Scar Mage together just turned a lot of cheap cards pinging all creatures on the battlefield into board wipes. And if you happen to have Bonfire of the Damned to cast you could end up winning the game.
I know the stories explained it, but I would love to had seen cards explaining how Lukka and Nissa were compleated. Though compleating Nissa kinda irks me because the story she was in in The Brothers War implied she survived the war with New Phyrexia.
Nahiri, the Unforgiving and Bladegraft Aspirant could end up vital in Boros reconfigure decks.
I like Corrupted. A good way to take advantage of poison without directly using it to win. Vishgraz, the Doomhive is the poison Commander we deserve.
Only sacrifice to draw a card?? 5 of the Sphere lands feel underwheling compared to the rest.
If you are building a oil counter deck for an eternal format, make sure to add Nesting Grounds to the deck.
In Superfriends decks, Ichormoon Gauntlet and Kasmina, Enigma Sage together could result in multiple -12 activations in a turn.
With Vraska a primarily black Planeswalker and Tyvar also a Planeswalker, it fits that she got the monoblack card. Anyone else notice the similarities between the ultimates of Vraska, Betrayal's Sting and Vraska, Relic Seeker?
As happy as I am Terramorphic Expanse got reprinted into Standard, I think Evolving Wilds would've made for a more flavorful choice.
Thrun was declared the last Troll BEFORE the Phyrexians rose. So what's with Oil-Gorger Troll?
Kaito, Dancing Shadow should be a staple in Etrata, the Silencer decks.
The_Warleader on
Brewing gross poisons
1 month ago
The Battlebond lands (such as Training Center ) are usually an auto-include for me and aren't too expensive (around 6-12 dollars each) and basically function as regular dual lands in EDH. You could use those instead of the fetch lands.
You aren't running a Command Tower.
Reflecting Pool is another powerful option (especially in 3-4 color decks) that isn't too expensive since it's been reprinted several times.
I wouldn't run Prismatic Vista at all even if you had the budget for it - there's just no reason to be fetching basics unless you're trying to fill your graveyard/or have important landfall triggers, etc. The same logic applies to the panoramas and Evolving Wilds, however if you are on a budget then it makes sense to include those as they're dirt cheap.
Another auto-include for me are buddy lands (e.g. Woodland Cemetery. They should work very well since you already have triomes and honestly they usually work fine even if you're running a lot of basics.
Temples are good but enter tapped ( Temple of Malice )
Exotic Orchard is quite cheap and is a staple in 4-5 color decks because you're almost guarenteed to get 2+ colors out of it.
If you're still looking for a lower budget, I would include the Battle Lands (e.g. Smoldering Marsh ) and just keep lots of basics and basic-fetches.
As for tutoring options - there are no good budget options really. Tutor's are often quite expensive because of their extensive use and the fact that most were printed early on in Magic's history. But you could go for the worse tutors like Diabolic Tutor and Increasing Ambition. Or Solve the Equation to look for spells that will target your Venerated Rotpriest.
Hope this helps!
TurkeyFarts on
A Journey to Nowhere
2 months ago
Removed Disciple of the Sun, Evolving Wilds, Terramorphic Expanse
Added Eureka Moment, Quandrix Campus, Shimmering Grotto
Arrzarrina on
Roon Shenanigans
2 months ago
19/01/2023 changes: There have been a few rounds of changes. Removed counterspells to attempt to make the deck to make more fun to play against, sold the Mox Diamond because it's become worth a mint in the last 7 years, added more draw and refocused the deck on creature ETB based interaction instead of something like Oblivion Ring. It's a good card but I don't get the value that I could get out of a Fiend Hunter. You know where I'm going with this. I've also added more mana fixing to the land base and adjusted colours for the new balance.
Removed:
- - 1x Akroma, Angel of Wrath
- - 1x Azorius Signet
- - 1x Detention Sphere
- - 4x Forest
- - 1x Force of Will
- - 1x Isochron Scepter
- - 1x Land Tax
- - 1x Martial Coup
- - 1x Mirrorweave
- - 1x Mox Diamond
- - 1x Oblivion Ring
- - 4x Plains
- - 1x Polymorphist's Jest
- - 1x Prototype Portal
- - 1x Pyxis of Pandemonium
- - 1x Pestermite
- - 1x Spell Crumple
- - 1x Strionic Resonator
- - 1x Treachery
- - 1x Temple of the False God
- - 1x Thran Dynamo
- - 1x Time Spiral
- - 1x Tinker
Added:
- + 1x Arcane Signet
- + 1x Adarkar Wastes
- + 1x Blue Sun's Zenith
- + 1x Barkchannel Pathway Flip
- + 1x Brokers Hideout
- + 1x Consider
- + 1x Deserted Beach
- + 1x Dreamroot Cascade
- + 1x Echoing Truth
- + 1x Evolving Wilds
- + 1x Fading Hope
- + 1x Hengegate Pathway Flip
- + 1x Joint Exploration
- + 1x Mind Stone
- + 1x Overgrown Farmland
- + 1x Preordain
- + 1x Relic of Progenitus
- + 1x Repopulate
- + 1x Stonehorn Dignitary
- + 1x Terramorphic Expanse
- + 1x Temple of Mystery
- + 1x Temple of Enlightenment
- + 1x Wilt
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