Forgotten Cave enters the battlefield tapped.
: Gain .
Cycling (, Discard this card: Draw a card.)
|Want (2)||Scrappy , Cool_Cat|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Forgotten Cave Discussion
1 month ago
Asmoeus here are some suggestions around what I would do to improve the deck on a budget
- Remove Desert of the Fervent (enters tapped with no effect) > Add Evolving Wilds (will let you find a specific colour if you are missing one)
- Remove Desert of the Mindful (enters tapped with no effect) > Add Terramorphic Expanse (will let you find a specific colour if you are missing one)
- Remove Forgotten Cave (enters tapped with no effect) > Add Mountain
- Remove Lonely Sandbar (enters tapped with no effect) > Add Island
- Look decent. Gilded Lotus does have a high mana cost so would keep an eye on how often you cast it.
- Remove Creative Technique (with your lower mana curve odds of you revealing something really good is low) > Add Arcane Denial as a good, cheap counter spell
- Remove Fiery Encore (expensive and requires you to discard a high mana cost card to deal decent damage) > Add Solve the Equation (Tutor for the spell you need)
- Remove Charmbreaker Devils (returning spell at random will not often get what you need, and does not have a way to get around blockers) > Add Runaway Steam-Kin (Will help you cast more spells and give you mana)
8 months ago
Underworld Breach is great late game, think about it.
Also im not convinced on your slow fetches. I would either run real fetches like Bloodstained Mire Wooded Foothills , basic mountains, or alternatives like Temple of the False God , Forgotten Cave , or Blinkmoth Nexus
10 months ago
even with 3 Forgotten Cave, this deck has more lands than what is now seen as best for burn. Consider cutting down to two caves and perhaps even another mountain, and of course, as I believe is now stock, and for a very good reason, replace molten rain with Cleansing Wildfire. It can be hard to pass up the damage, but having it be two mana is so important purely because the deck can sometimes stop at that number, and drawing a card is worth 2 damage, like in the case of Needle Drop.
11 months ago
So, keep in mind I rarely play out and am not the best guy to ask about the meta. My expertise lies mainly in creativity (which most MtG players call jank, lol).
However, I do play a LOT of pauper regardless, so, I playtested in the tester for lil bit, and I feel draw is problem. I also kept wanting to cast Simian Spirit Guide as a creature. How does the deck play for you? What's your situation by turn 4-5 in most games? And then later on?
Depending on how you play the deck, I would consider putting both Cleansing Wildfire (instead of Stone Rain) and Geomancer's Gambit (instead of Roiling Terrain) in the deck. Both will cantrip themselves, and even though they both allow the opponent to replace the lands they lost, Cleansing Wildfire makes the land enter tapped, so it still slows the opponent down. Plus you should be able to just destroy those lands within a turn or two before they become a problem anyway.
I also feel like Raze should be in here. It's SO cheap that it should be considered at least. Maybe swap out Simian Spirit Guide for something like Sakura-Tribe Elder to support the extra demands on your land base?
1 year ago
The deck looks pretty nice tbh. There's probably some potential in the land base. Up to 8x fetchlands will significantly reduce your land flood risk, at a moderate life cost, but they're not budget.
1 year ago
Could also consider Stream of Thought as a mill win con. You can run Dizzy Spell as another way to get Stream. Make infinite Mana using your combo and then replicate the Stream as many times as you need to to mill them out then pass turn.
Lastly for now, You should run Neurok Stealthsuit. It keeps your CMDR from getting roasted and can be attached at instant speed. Making for fun shenanigans when someone tries to blow your League up. Just attach in response and hopefully they don't have a followup spell. I would cut Ur-Golem's Eye and add the Stealth suit.
I would change the creature base up a bit too. There are way better crits out there that you should look into.
1 year ago
I really like Mikokoro, Center of the Sea. I'll definitely make some space for that card.
I see your point with Dormant Volcano, adding this one as well.
Temple of the False God is not for me. My very first deck was the pre-constructed Faceless Menace deck with Kadena, Slinking Sorcerer as my commander. However, I always ended up not being able to use Temple of the False God since I did not control enough lands. Finally, after some games I decided to never use that card ever again.
Thanks for your help Kyle_Winter again!
plakjekaas on None
1 year ago
There's a thousand reasons to play taplands:
As I mentioned earlier in the thread: Critter lands, they wear equipment pretty well after a boardwipe, to swing in for the final points of damage
you want to win with Maze's End
you have lifegain synergies
you have landfall synergies in budget and Evolving Wilds is your way to go about it
you have a graveyard synergy deck and Mortuary Mire recurs your needed piece
cycling lands (Forgotten Cave) in the early game when you dont need the carddraw yet
you play 5 colors on a budget and therefor you play Vivid Crag and the rest of its cycle
Dryad Arbor is basically a tapland that you can use Green Sun's Zenith to search up (not really tapped, but it is summoning sick, which means you can't tap it for mana the turn it comes into play either)
Hideaway lands (Mosswort Bridge and the like)