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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 |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fabled Passage
Land
: Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Then if you control four or more lands, untap that land.
TheoryCrafter on Fungus
1 month ago
My recommendation is to cut The number of colors to 2. Green and Black should be the way to go. If you must have a third, then I'd recommend White or Blue so you can play either Ghave or Xavier Zap, respectively. Even then I wouldn't run more spells of white or blue.
Either way, a Fungus/Saproling deck should be creature intensive, so I wouldn't recommend adding more instants or sorceries except for Tear Asunder-- mainly as an option for dealing with Indestructible permanents.
Once that is taken care of your next step is to decide what kind of deck to build. You'll want to build around either Mycoloth, Slimefoot the Stowaway or The Mycotyrant. Fungus and Saproling creatures should have death triggers or activated abilities with more controlling aspects like Cankerbloom.
If you insist on having Spore counters then have Thelon, but only put in any combination of Utopian Mycon, Thorn Thallid, Spore Flower, Psychotrope Thallid and Deathspore Thallid. Otherwise Thelon should only exist in your deck to pump up your creatures. If you choose to go this path I'd recommend The Ozolith so you don't lose the spore counters. In which case I'd recommend adding Heroic Intervention.
As for Lands I would highly recommend Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth. Adding any combination of Evolving Wilds, Fabled Passage, and Terramorphic Expanse should only happen if you are playing Sporemound. Bojuka Bog is highly recommended.
I hope this helps. Thank you for reading me out. Happy Hunting!
DavidSP on Brudiclad (and Magda)
2 months ago
Update 2024: 1. Lower the curve 2. Bring in Magda and some dwarfs 3. Faster Mana 4. Update some lands
- Mana Vault
- Izzet Locket
- Expedition Map
- Skyclave Relic
- Stoneforge Masterwork
- Glint-Horn Buccaneer
- Goblin Instigator
- Goblin Kaboomist
- Sharding Sphinx
- Galazeth Prismari
- Storm-Kiln Artist
- Magda, Brazen Outlaw
- Tectonic Giant
- Vault Robber
- Axgard Cavalry
- Krenko, Tin Street Kingpin
- Mirrodin Besieged
- Chaos Warp
- Kuldotha Rebirth
- Preordain
- Ghired's Belligerence
- Role Reversal
- One with the Machine
- Dwarven Reinforcements
- Temple of Epiphany
- 3 Mountain
- Scalding Tarn
- Kher Keep
- Molten Tributary
- Bant Panorama
HeadinPants on Faster game starts and smoother …
3 months ago
For the people like me who value getting as many games as possible in within the 3-4 hours I get to play magic each week, I would like to share some of the rules and tricks that my brother and I use on the regular.
1: Modification to rolling for first
It's not rolling for highest, but highest non-tie! Regardless of what dice are being rolled, this significantly cuts down on the number of times you have to reroll. Unless everyone in the pod ties, each player will only have to roll once.
2: Seeing the 8th
In multiplayer EDH, you are going to see your 8th card as soon as you take your first turn. If someone isn't sure they will have enough mana sources in their opening hand, allow them to look at the top card of their library to see if they draw into one. The odds of this working out are typically around 1/3, so that's 33%-ish fewer mulligans that have to be made. This is exceptionally useful for players who have long histories of being mana screwed (like me, even in my landfall deck >.>). If you are concerned that someone may use this to cheat for a better hand, have them reveal the top card rather than peek, and force them to mulligan if it isn't a mana source costing 2 or less.
3: Avoid tutors
Not only does this make the game more enjoyable overall, since it cuts back on people looking for combos, but it also cuts down on the number of times you will have to look through and/or shuffle your library. Now, I know some people may be thinking, "But what about my Cultivate/Farseek/Fabled Passage?" To that I say, "Avoid tutors, not exclude!" If (for example) you have 8 ramp or fixing pieces in your deck, and 6 of them involve searching for lands, consider replacing them with mana rocks or effects like Growth Spiral and increasing the amount of card advantage in the deck. Draw more cards and you will find more mana.
Rhadamanthus on Can a Evolving Wilds/Fabled passage …
5 months ago
The other players might be getting confused by a couple of recent cards that can find any land with a basic land type: Slimefoot's Survey and Sprouting Goblin are the basic examples. However, this is not the same kind of effect as Evolving Wilds and Fabled Passage. Those effects specifically get just basic lands. If a land isn't actually "Basic" on the type line then they won't work.
legendofa on Can a Evolving Wilds/Fabled passage …
5 months ago
Evolving Wilds and Fabled Passage can only find lands that have the word Basic in the type line. This is exclusively the cards Plains, Island, Swamp, Mountain, Forest, and Wastes. If a land has one or more of those land types in its type line, but not the word Basic, it's not a basic land and can't be found by Evolving Wilds or Fabled Passage.
DarkKiridon on Clue Tracker
6 months ago
Replaced Evolving Wilds with Fabled Passage. It's a double trigger for Tireless Tracker FYI.
fluffyeel on Help make deck good
8 months ago
Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.
- Entomb and Buried Alive are good options to get your things into your graveyard that you can later reanimate with Scarab God. Alternately, Filth and Wonder are good things to put into the grave that give you added bonuses. (If you go the Filth route, Urborg, Tomb of Yawgmoth is super-valuable.)
- For mana rocks, Thran Dynamo, Gilded Lotus, and Chromatic Lantern are all very handy and budget-friendly. If you have them, of course there's also Mana Vault, Mana Crypt, and Chrome Mox, but don't just get them for this deck. (I happen to have opened them, so they move around between decks a lot.)
- The ultimate zombie enabler, to me, is Field of the Dead. You would need to likely swap some basics for snow-covered basics to make it work more, but the condition (7 lands with different names) is incredibly easy to meet. You can also go the route of some fetching (Terramorphic Expanse and Evolving Wilds, Fabled Passage, Polluted Delta, Prismatic Vista...). Watery Grave is also highly advised, along with Contaminated Aquifer, Ice Tunnel, Underground River, and Drowned Catacomb. Port of Karfell might also be worth considering.
- The best mill payoff from your opponents is Rise of the Dark Realms. Alternately, Reanimate, Animate Dead, and Extract from Darkness are great for bonus reanimation. Junji, the Midnight Sky is another possible option. Desertion and Aethersnatch are also good to take your opponents' things before they knew what hit them.
- More tutoring. Expedition Map will help for lands; Vampiric Tutor, Demonic Tutor, and Diabolic Intent are good in general; Lim-Dul's Vault is, I find, underappreciated and very handy. Fact or Fiction is also handy to get through your deck and get fun things into the graveyard (or make your opponents wonder what's happening).
- The Meathook Massacre, Damnation, and Cyclonic Rift are extremely handy for removal. The first is also a bonus payoff if your zombies die in the process! Yawgmoth, Thran Physician is also super-useful when it comes to removal, turning your zombies into both extra cards and weakening your opponents' creatures.
- High-cost things: Force of Will, Force of Negation, Mana Drain, and Commandeer are useful for control and making sure things don't stick and Memory Jar for filling up graveyards.
fluffyeel on I will have no friends anymore
8 months ago
Ooh, wheel punishment fun. Here are some thoughts of varying budget levels:
- Memory Jar is a great wheel effect, and comboing with Sheoldred means 14 damage right off the bat. You could also think about Teferi's Puzzle Box, cheaper-price wise and is effectively a wheel every turn. (I use this to great effect in my Nekusar, the Mindrazer EDH.)
- Wound Reflection and/or Archfiend of Despair will multiply damage and life loss, and not just from Sheoldred. (Use them both for extra fun!)
- In terms of board wipes, The Meathook Massacre, Toxic Deluge, Damnation, and Oblivion Stone are all within color and all very brutal. Living Death is a bit of a strange boardwipe, but can be quite handy. Murderous Rider is also good for pinpoint removal with an upside., and Aether Snap might also be useful depending on your playgroup.
- Tutors are good things to get your stuff, but many that I would recommend (Demonic Tutor, Vampiric Tutor, and Imperial Seal) are price-wise quite high. Diabolic Intent and Grim Tutor, however, are much less expensive, though, and recently reprinted, so maybe worth a thought.
- If reanimating is a thing you want to do, The Cauldron of Eternity is maybe worth a thought.
- Field of Ruin and Demolition Field are good pinpoint land removal tools that don't really cost you anything. (Because there are some lands that need to die.) You could also use Fabled Passage, Prismatic Vista, Evolving Wilds, and Terramorphic Expanse as other land fetches to also load up your graveyard for whatever shenanigans you plan (and for deck thinning).
- Snugglemuffin–er, Phyrexian Obliterator is great in any mono-black deck. Not only is it cute and adorable, but it's very hard to deal with.
- If you can have a reliable source of sacrificial victims (eg. Reassembling Skeleton or Bloodghast, for instance), Contamination is maybe worth a thought. Your opponents will "love" you forever when their lands only tap for one black mana at a time.
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