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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Flood Plain enters the battlefield tapped.
, Sacrifice Flood Plain: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle your library.
wthompson714 on Custom Commander Brew
2 months ago
Since your commander already gives evasion, I don't think you need both Swiftfoot Boots and Lightning Greaves.
The group decided Cyclonic Rift is banned in tier 3. I don't know what tier these decks are considered...
Burgeoning is less good the fewer lands you have in the deck. I don't think you will find it as helpful as you would want it to be. I think you have enough ramp to not need it, but if you want something that will ramp similarly to that, consider Carpet of Flowers or Utopia Sprawl.
I like Distortion Strike and Artful Dodge in more casual decks, but I think they are simply less good in commander. I think it would be better to have creatures that simply are unblockable. I do see the value of making anything (including your stand alone commander) unblockable, but only being able to do it twice isn't good enough in my mind. Aqueous Form is great! But some suggested replacements (with extra upsides) for the others are Invisible Stalker, Flitterstep Eidolon, Mercurial Spelldancer, Suspicious Stowaway Flip, Silhana Ledgewalker, Temmet, Vizier of Naktamun, Surge Engine. I also think these cards would be better than Wu Light Cavalry, Treetop Scout, and Nettle Sentinel (not sure why this is in the deck).
I like a little bit of additional flicker magic for value, but I think Yorion, Sky Nomad and Roon of the Hidden Realm are too slow. I like Brago, King Eternal and Displacer Kitten.
Mavinda, Students' Advocate doesn't seem to fit here. It only works with instant and sorceries that are targeting creatures you control. Yes, it works with Distortion Strike, but Artful Dodge already has flashback, and it isn't good enough to include mavinda only for Cloudshift and Distortion Strike. I think it can go along with the other two.
You have 18 instances of ramp. I think this may be too much. initial cuts: Llanowar Elves, Ranger's Path, and Burgeoning. Growth Spiral is good, but I think you need to be playing 2 more lands to include. Nature's Lore and Three Visits are great, but you need more dual lands with basic land types to make those good. Otherwise, Rampant Growth is better. Other thing to consider here: If you have fewer mana rocks, the better chance that your commander's ability will help you blow up artifacts. I guess in general, you may want to try to limit the number of card types you play.
Treva's Ruins and Flood Plain seem too slow. And again, as a midrange value deck, I think you need to be playing at least 38 lands.
I think Venser, the Sojourner is better here than Sun Quan, Lord of Wu. You can make the team unblockable for one less mana, and if that isn't helpful at the time, you can flicker stuff while you wait. Ultimating is just an insane bonus.
I gotta go, but I will try to come back and offer some suggestions on other cards you should include!
Max_Hammer on Shorikai go vroom
7 months ago
So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.
You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.
On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.
Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.
Potential Land List Show
1x Ancient Den
1x Buried Ruin
1x Mech Hangar
1x Power Depot
1x Flood Plain
Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.
For the rest, I’d say Ondu Inversion Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.
That leaves you with 109
Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.
DreadKhan on Fata Morgana
11 months ago
Not sure how helpful this would be, but you could try some Flood Plains to help with fixing, they are slow and you don't have duals, and this is the only one you'd likely want, so I'm just tossing it out there. If you take out 1 Plains and 1 Island for 2 of them, you effectively have improved your access to W and U mana. If you run 4 of it, you effectively have 2 more Plains and 2 more Islands with the same number of lands. This would let you toss in another Mountain if you wanted, and still have improved odds of finding all 3 types of mana. You don't run many 1 drops, so you could play one turn 1 I guess at little cost, but I guess it'll stink when your 5th land drop comes in tapped and you can't Desertion on time!
Really cool deck idea, the deck might be more funny if you went 'all in' on the Political Trickery/Undiscovered Paradise interaction, they'll lose the land when they tap it, you just keep their I guess, but it's hard to justify cutting cards that'll actually help you win for a combo that is mostly about trolling them. I actually might try building that some time, Political Trickery is also stapled to a body, which can be flickered I would think.
Gidgetimer on Are all fetchlands banned on …
1 year ago
That link is to the official banned and restricted list. Pioneer lists 22 cards as banned. Those 22 cards are the only things banned. However there are other cards that are simply not legal in the format. To be banned a card must first have the possibility of being legal in the format, which for pioneer means a standard legal set since Return to Ravnica. Polluted Delta was printed in Khans and is banned. Flood Plain has not been printed in a standard legal set since RTR and is not legal. Evolving Wilds was printed in M15 and is not banned, so it is legal.
While you are getting used to what was printed when it is probably going to be best to just use a card search engine (I prefer Scryfall) and just look at the legality of cards there if you are unsure. If you would prefer the official source Gatherer is the official WotC website, but the interface is pretty bad.
LoliTron on Are all fetchlands banned on …
1 year ago
First of all, i am new to the game, so i get a bit lost sometimes. But hear me out, the thing is, there is a small amount of people who play magic (non digital version) here where i live, and the format everyone here plays is pioneer, so here is my problem: I have been having this argument with a friend who plays with me, he says (and other players back him up on it) that all fetchlands are banned from pioneer, things like Evolving Wilds. That are, in fact, some fetchlands banned from pioneer, like Flood Plain, but every site i looked into says that evolving wilds is not actually banned from pioneer, and the same goes for other fetchlands, such ass: Blighted Woodland and Fabled Passage. I recently went and did some research. when wizards announced the pioneer format back in 2019, the format actually came with 5 cards banned initially, all of them fetchlands (from Khans of Tarkir).
So, the thing is, these guys i play with are thinking that those bans meant all fetchlands that got released during that time or any fetchlands that were released after the format began, are banned. I do not know what to believe, being a new player and having so much info and so many rules thrown at you is already too much, but now i can't even be sure of which cards are banned or not? What should i believe? What is the truth here?
Thanks for your atention, sorry for such a big question.
Mortlocke on The Queen's Egg
1 year ago
Indeed it’s been awhile since you commented, glad to hear from you. Thank you for bringing these cards onto my radar, let’s discuss them - I can easily tell that Survival of the Fittest would dramatically change the way the deck plays – with Survival of the Fittest + Dregscape Sliver on the board, access to at least 3 mana, 1 creature in hand, and at least an additional I can combo out and win the game on that turn. The only drawbacks I can see here are the mana requirements coupled with the more than likely opponent interaction that would be coming my way. Given that Dregscape Sliver’s ability is only sorcery speed – that only solidifies my concern as A simple Bojuka Bog could wreck me If I do not populate my graveyard with care and proper timing. This makes me wish that Paradox Engine wasn’t banned – I really miss that card. The verdict is out on Survival of the Fittest, I want to like to this card but I can’t help but feel hesitant in including it (let alone the investment). I think I’ll maybe proxy it in and see where that takes me. Speaking which, check out this really awesome alter:
Survival of the Fittest Sliver Alter Show
Dregscape Sliver on the other hand I’m considering including. Maybe cutting Patriarch's Bidding, as I do not like the mana investment and the potential added bonus of assisting opponents. In the metas I play in there are a lot of tribal decks – I’m sitting across from at least one or two other tribal decks every game. I’m ordering a copy today, so thank you for mentioning that card again.
Hi Sneuxfox (death by Snu snu?),
Welcome to my deck page! Thank you for posting. I’ve always wanted to work Magma Sliver into this decklist, but I don’t think it would be a good fit – Magma lends itself toward a Sliver deck that compliments a more Aggro strategy where the goal is to hit a “critical mass” of creatures and abuse enough evasion keywords to get a single creature to knock an opponent out. First Sliver's Chosen would be an absolute must include alongside Magma Sliver, as it would solidify a Voltron strategy by stacking Exalted triggers alongside Magma’s ability. I definitely agree that the aforementioned can get out hand when you have just one Sliver be the target of multiple triggers.
I agree that it's criminal that Magma doesn't make it's way into alot of lists, maybe it's due to most decks wanting to lean into the Mid-range Sliver tool box? Or maybe it's because the deck would need to be more Voltron centric? I decided to throw together a quick decklist as an example of what I think the average deck running Magma Sliver would look like:
Budget Aggro Sliver Decklist Show
- Sliver Hivelord CMDR
- Magma Sliver
- First Sliver's Chosen
- Bonescythe Sliver
- Brood Sliver
- Cloudshredder Sliver
- Crystalline Sliver
- Galerider Sliver
- Gemhide Sliver
- Harmonic Sliver
- Heart Sliver
- Hibernation Sliver
- Horned Sliver
- Manaweft Sliver
- Necrotic Sliver
- Quick Sliver
- Sedge Sliver
- Sentinel Sliver
- Shifting Sliver
- Sliver Legion
- Syphon Sliver
- Striking Sliver
- The First Sliver
- Venom Sliver
- Dregscape Sliver
- Synapse Sliver
- Hollowhead Sliver
- Homing Sliver
- Spiteful Sliver
- Arcane Signet
- Shared Animosity
- Chromatic Lantern
- Demonic Tutor
- Eladamri's Call
- Phyrexian Reclamation
- Grim Tutor
- Urza's Incubator
- Herald's Horn
- Nature's Lore
- Patriarch's Bidding
- Vanquisher's Banner
- Sol Ring
- Sylvan Library
- Three Visits
- Winds of Change
- Sylvan Tutor
- Worldly Tutor
- Skyshroud Claim
- Growing Rites of Itlimoc Flip
- Anguished Unmaking
- Assassin's Trophy
- Beast Within
- Cyclonic Rift
- Mystic Confluence
- Dovin's Veto
- Merciless Eviction
- Path to Exile
- Ruinous Ultimatum
- Nature's Claim
- Blasphemous Act
- Swan Song
- Swords to Plowshares
- Spectator Seating
- Smoldering Marsh
- Indatha Triome
- Rocky Tar Pit
- Breeding Pool
- Training Center
- City of Brass
- Command Tower
- Flood Plain
- Gemstone Mine
- Hallowed Fountain
- Llanowar Wastes
- Mana Confluence
- Vault of Champions
- Rejuvenating Springs
- Savai Triome
- Bad River
- Canopy Vista
- Scalding Tarn
- Prairie Stream
- Steam Vents
- Cinder Glade
- Zagoth Triome
- Raugrin Triome
- Underground River
- Sunken Hollow
- Verdant Catacombs
- Ketria Triome
- Watery Grave
- Mountain Valley
- Yavimaya Coast
What're your thoughts on the list, Sneuxfox ?
enpc on Improving Budget Atraxa
1 year ago
With the release of the new snow dual lands from Kaldheim, you have access to comes-into-play-tapped-always fetchable lands on a budget. Glacial Floodplain and the like.
By combining these with cards like Wood Elves , Nature's Lore , Skyshroud Claim , Farseek , Into the North , as we ll as the set of bad fetches ( Flood Plain , Bad River , etc.) then you have an ok mana base which you can eventaully directly swap shocks into (though you may have to swap in some snow basics or drop Into the North ).
In general though, part of the reason that the deck is a bit slow is that you're lacking ramp. you have 8 pieces that I counted and typically you want double that. Additionally, the higher the overall curve or the more complicated the mana base (and Atraxa isn't an easy one) then the more ramp you want to pack. I know you run a high artifact count however you still have a lot of coloured mana symbols to deal with.
You also don't have a huge amount of draw-card either. Given that the majority of your draw is cantrips (which work much better whne you have lots of them or in conjunction with a bunch of other draw), you may want to look into a few repeatable draw engines.
DemMeowsephs on Obuun, Mul Daya ancestor
1 year ago
Hey there! Here are some suggestions you might like:
- Animist's Awakening (allows for a ton of landfall triggers)
- Boundless Realms (tons of landfall triggers again
- Courser of Kruphix (lifegain, more triggers, hitting landdrops)
- Sacred Foundry : Consitency, powerful, and good with fetches mentioned later
- Elfhame Sanctuary (hit landrops more often, more guaranteed landfall triggers if you prefer lands that turn, so you don't have to just hope you draw a land)
- Mountain Valley / Grasslands (more fetches in your colors, gives you double landfall triggers since the fetch and land you fetch for both cause one, can search for shocks like Temple Garden , good with lotus cobra)
- Flood Plain / Rocky Tar Pit (fetch lands that provide 2 landfall triggers, and while not both are in colors you can search for shocks and thus get any color you want from them, as for example if you had flood plain, you could use that to search for Temple Garden or Sacred Foundry , good with lotus cobra)
- Emergent Sequence (ramp, landfall triggers, synergizes with cards that allow multiple landrops per turn)
- Reshape the Earth (insane amount of landfall triggers, can be a win-con)
- Explore : ramp, more landfall triggers
- Ramunap Excavator / Crucible of Worlds / Wrenn and Six (last two may be high budget but all allow you to play fetch land from your graveyard continuously giving guaranteed 2 landfall triggers per turn with just 1 fetch)
- Nature's Lore (can search for shocks, comes in untapped, landfall trigger)
- Bear Umbra (untap, replay, Obunn protection + buff)
- Bloom Tender (adds 3 mana with Obunn out)
- Burgeoning / Exploration (more lands so more landfall triggers, up to 4 lands our turn 2)
- Dryad of the Ilysian Grove (play more lands, add any colors)
- Land Tax (guaranteed lands in hand to play, costs little mana)
- Mirari's Wake (buffs, great if you can make your lands creatures, doubles mana)
- Scapeshift (insane amount of landrops)
Hope this helps! Good luck on your deck and have a wonderful day! Feel free to check out some of my decks.