Field of the Dead

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Field of the Dead

Land

Field of the Dead enters the battlefield tapped.

: Gain .

Whenever Field of the Dead or another land enters the battlefield under your control, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

MLS91 on V.2 Cauldron of Creation

3 weeks ago

Aquire Board is a s follows currently

Aquire:

Glacial Chasm

Field of the Dead

Enlightened Tutor

Scapeshift

golgarigirl on So...Gates

1 month ago

Well, if you're getting lands onto the battlefield as a main strategy anyways, packing a few large spells that are known closers (Torment of Hailfire and Expropriate come to mind, but you definitely don't have to use those exact cards, since they're expensive, but you get the idea) are a solid backup. Landfall-type strategies is another natural fit, with Scute Swarm, Avenger of Zendikar and Field of the Dead as example closers.

The biggest trick with gates is that they're nonbasic, so a lot of the traditional ramp and landfall-enabling, like fetchlands, doesn't work on them. So I feel the deck would be leaning heavily into drawing a lot of cards (something all three of your colors are really good at), and then getting extra land drops per turn with Azusa, Lost but Seeking- effects. You could even lean into self-mill (which black and blue excell at), and then recur lands with World Shaper, Ramunap Excavator, and Splendid Reclamation. That, however, is risky again from the graveyard-removal angle.

Some of the other posters mentioned a voltron angle for the commander, and I definitely see that as a possibility too! I just wanted to lay out some other options.

Decrepit_Angel on [Primer] Colored Mana is for the Weak

1 month ago

Profet93 Thanks for the recommendations.

I have messed around with Mystic Forge and it's associated combo a bit but I ended up cutting Sensei's Divining Top as I felt that it was unnecessary more often than not and not having ways to shuffle consistently made it way worse if I didn't have a way to go infinite with it. I mighy try Mystic Forge again but I felt that it was too slow in my testing. cEDH nowadays has the "turn 3 rule" where you need to be threatening a win or overwhelming advantage by turn 3 consistently by turn 3 if you want to be relevant. From my testing, cutting a lot of the random value pieces for extra ramp has allowed for a lot more turn 2 or 3 Eldrazi Titans and a lot more success against cEDH decks.

Manascape Refractor has been very good in testing. Mishra's Workshop is my personal favorite but it also copies Inventors' Fair pretty frequently. Ancient Tomb or City of Traitors makes it into a Worn Powerstone (which I already run). Bazaar of Baghdad and Eye of Ugin are useful as well, especially when I have access to Unwinding Clock and can repeatedly activate a random tech land every turn. At one point, this deck ran Candelabra of Tawnos as a way to repeatedly use tech lands but I would argue that Manascape Refractor is a much better way to accomplish that. High Market, Homeward Path, etc. are also surprisingly useful. On that topic, using it as a High Market with access to infinite mana through Rings of Brighthearth + Voltaic Key + Chromatic Orrery (also gives infinite untaps of all artifacts) allowed me to win once as I didn't have access to a different way to sacrifice and recast Kozilek, Butcher of Truth.

I had no idea that Soul-Guide Lantern even existed. I'm not sure if I would call it a strict upgrade to Relic of Progenitus but it is definitely good. I might swap out Tormod's Crypt for it so that all of my graveyard hate can be cycled if it isn't relevant.

Regarding the Metalworker combo, a lot of the primer is outdated. I tried updating it a few times but I ended up changing out 20ish cards so I figured I would wait until I had a pretty stable list to update it. The Metalworker combo is absolutely a backup option though. Typically by the time I would go for that combo, I would have access to casting Kozilek. As for Field of the Dead, I am not a fan of tap lands and roughly 1 out of every 20 games with this deck would even go long enough to get to 7 lands for it's ability to be relevant. I think Field of the Dead would be good in a casual meta but I try to play this at cEDH tables as this deck is ridiculously unfair to play at casual tables.

Reliquary Tower is a good budget option but it might as well be a Wastes with the way the deck runs most games. I typically mulligan for some form of acceleration and try to immediately get to 10 mana which usually empties my hand. Kozilek will get me a new hand, but very rarely will I pass with more than 7 cards in hand, and if I do, I haven't had the scenario yet where I had to ditch anything useful.

The main form of drawing power in the deck is my commander. Mikokoro, Center of the Sea, War Room, Ugin, the Ineffable, sacrificing Mind Stone, Hedron Archive, or Dreamstone Hedron are the only other ones I have for card advantage. This deck is basically an all or nothing deck intent on playing really early Eldrazi Titans, going infinite, or playing stax to slow everyone else down (usually some combination of the 3). As colorless does not have access to particularly great interaction, I have tuned the deck to be about as fast as physically possible. Most games I am able to cast Kozilek, Butcher of Truth on turn 3 or earlier (admittedly almost always at least 1 mulligan for fast mana). Although some times people will have answers, that early in the game is enough to cause problems for most decks. The plan from there is to either just kill my oponents or do as you said where I cast Kozilek, draw some cards, ramp some more, and repeat. Although the situation will occasionally show up where the game goes long, this deck absolutely shines when it is doing terrifying things really early.

If you have any other questions, feel free to ask.

Profet93 on [Primer] Colored Mana is for the Weak

1 month ago

Decrepit_Angel +1

Mystic Forge + Top + Cost reducer (ex: semblance anvil, ugin ineffable Cloud Key, etc...) = Draw your entire deck. Given that over 50% of your deck is artifacts, its good on it's own. Top allows you to ensure it works even more effectively. Don't sleep on mystic forge.

Manascape Refractor - What it's purpose here, copy opposing coffers or something? What lands of yours have activated abilities that you need redundancy for?

Soul-Guide Lantern > Relic of progenitus

You mention for the metal worker combo, lightning greaves needs another creature to latch onto afterwards. How often do you have another creature given you have few in the deck. I feel this would be mitigated by adding Field of the Dead - Provides blockers for those times your fast mulligans fail and you're left in the wind waiting to ramp while your opponents are developing a board state. Turns on consistently given your land diversity.

Reliquary Tower - Not needed, but worth mentioning. How many forms of draw do you have in the deck, or are you mostly reliant on casting commander, draw cards, ramp recast and repeat?

Guerric on Varina

2 months ago

I think I can help with this deck! I've built a lot of tribal decks and have pondered building Varina myself. I like to help thoroughly, so I am going to give a bit of feedback, and might separate the posts out for convenience. I'll also upvote it and draw some others to this page to provide feedback as well!

To begin with, I commend the choice of avoiding infinite combos. Though Varina has a few, she can be plenty powerful without them and while I play a lot of combo decks myself, it gets boring sometimes. I guess we'll start with cards to cut, and then we'll get to direction and cards to add! To begin with, the first thing to cut is lands. 43 is way too many for any deck that isn't a landfall deck. I realize that you are playing Field of the Dead and that lands help it, but you won't see that card every dame due to no tutors, and its potential is limited without access to green. Playing Field is fine, and you may even want to play Crucible of Worlds so you can just discard your lands and play them from your graveyard and for synergy with Field, but don't get too excited about it. 37 is the golden mean for most decks in EDH, and with an engine commander like Varina I'd play 35 personally, though 36 could be a compromise. I also don't think you need Flawless Maneuver. When your zombies die you can just bring them back! I don't think you need Reconnaissance either. Your Zombies are fodder for the horde, and you can just bring them back. Just don't attack with Varina and you have nothing you need to worry about protecting. Lazotep Plating is fine, but you'll mostly use it to protect Varina, so I'd think of it as a protection spell. Void Rend's mana cost is prohibitively highly (3 colors is too much). I'd just play Generous Gift instead. Smothering Tithe is a great card that I play in three of my decks, but I wouldn't play it in Varina. Its a slow grindy card more suitable to control and combo decks, and you'd rather be casting Varina on turn 3 and Zombies or Zombie spells every turn after. I'm not sure if cEDH is what you usually play, but cards like Stifle and Songs of the Damned are often a bit one off and limited for standard EDH. The latter could maybe be fine for flavor, but I'd definitely cut the prior. If you want a more flexible spell play Disallow which will be a lot more flexible. Nykthos Paragon is a neat idea because it does something with your life gain, but it is pretty high costed at six and isn't a Zombie, so I might not play it, but it will bring slow value if it isn't killed.

I'd also cut down on your card draw pieces. I never say this, but with Varina you'll see lots of cards, and can play a lot from discard or the graveyard, so I'd focus on the highest impact one and cut some of the bad ones like Plumb the Forbidden. Cards like this have limitations because you have to sac them (versus letting them die in combat), and you won't always want to do that. The best ones are the high impact ones like Teferi's Ageless Insight and Alhammarret's Archive. I'd also cut Bontu's Monument. The ramp isn't very good and the aristocratic effect isn't as good as you think its going to be.

Now for what's great here- all of your Zombies. Seriously, it's a great list, all of them! You also really want to play a few cards from your maybe board too. Syr Konrad, the Grim is a must play. Seriously, it'll be the best card in the deck bard none. It's not an infinite combo, but he's amazing with recursion cards, board wipes, and death (more on that below). You also need to play Haunting Voyage and Patriarch's Bidding. They are in your maybe board and are must plays!

kikimaki on Azusa High Power

2 months ago

Hey artaud21 first of all thanks for the comment!

Your suggestions are all great. Reshape the Earth i have considered include, but the thing i don't like about it in this deck is that a big 9 drop that just bring more lands is a little redudant. I've tried to include similar cards that generate mana like Forsaken Monument, Tireless Provisioner, Boundless Realms, Lotus Cobra, but in the end of the day those cards sometimes don't perform very well because the main issue with this deck is not mana (we have plenty), it is the card advantage. Also, you have to remind that we get just 40 slot for all nonland cards and is hard to include everthing we want to include.

That been said, i do think is a good card combined with Field of the Dead and i intend to test it in the future! About the rest of the lands you mentioned, Ancient Tomb i don't use because of budget issue (like other powerful lands), and the other two definitely will test it out! Thanks again for the suggestions!

P.S.: Just so you know, this deck performs VERY well, it is very powerful and wins lots of games in my table. It is consistently explosive. If you like the theme, you should try it!

artaud21 on Azusa High Power

2 months ago

How about Reshape the Earth? You can make enormous board presence tutoring for Field of the Dead and any 9 other lands. Speaking of lands kudos for using 60 of them but I don't see some crucial ones like Ancient Tomb, Hickory Woodlot and Eye of Ugin. Getting Turn 2 Azusa is also important and I don't see any tools to help with that.

MrHuffle on KonoSuba: Crimson Magic of Explosion (Omnath)

2 months ago

Hey Profet93!

Thanks for the +1 and the awesome comment!

Field of the Dead - A fantastic card and while it is a bit out of budget, the main reason I don't play it is because it doesn't make elementals. Although, it will make the maybe board for my Omnath, Locus of Creation build.

Nylea's Intervention - I mainly it use for grabbing fetches and Homeward Path, but your suggestion of Realms Uncharted will probably replace it the next time I order cards :)

Tempt of Discovery/Vengeance - My playgroup is pretty greedy when it comes to lands so usually they tutor, especially in the early game. And even though opponents usually don't choose tokens, it's still worth having for me alone.

Abundance - Funny enough I added this card two days ago, so I haven't had the chance to test it out yet unfortunately, so I'll have to find out.

Blighted Woodland - Is good but I just took it out for Ghost Town. Usually, I have more efficient ways of getting lands than a 2 for 4 rate.

Castle Garenbrig - More ramp, I like

Cryptic Caves - Wish I thought of this earlier, going in

Sol Ring - Again a great card that would improve the deck, but artifact ramp just isn't on theme.

Life from the Loam - Definitely an eventually addition.

Thanks again for checking out the deck!

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