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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Choose one - Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn.
2 days ago
What's the intent of the first ability? I don't know Supernatural at all, so it might be a flavor thing I'm missing. It also feeds the token creation ability a bit too well, especially with the second ability.
The second ability should be worded as a replacement effect: "If Strong-Souled Loxodon would deal combat damage, you may have it fight target creature (you don't control?) instead."
The token creation ability is too much. Turn 1, target yourself with Funeral Charm or Cry of Contrition or Putrid Imp or Entomb or Tome Scour or Careful Study or Faithless Looting or Burning Inquiry... A turn 1 13/13 with no card disadvantage and minimal setup, available in multiple colors, would break the game. The last clause helps a little bit, but it's still overpowered--Death's Shadow with zero risk and reduced color requirement.
Overall, this card might be accurate to what Supernatural has, but in M:tG, it's just overpowered.
on MBC: 8-Rack
2 weeks ago
oh that's sick! I always disregarded Funeral Charm thinking it was sorcery speed jank... that certainly makes it a lot more interesting now that I look closer at it (I blame the retro boarder lol)... I am coming around to the idea that if not mainboard I will NEED to have some number/combination of Waste Not/Liliana's Caress in the sideboard to bring in for either the opponents artifact hate or Leyline of Sanctity (does anyone run that anymore?).
on MBC: 8-Rack
2 weeks ago
Liliana's Caress actually could be a decent idea. I know that you mentioned not knowing of any instant speed discard, so I will be happy to show you Funeral Charm. While the other two modes aren't great, running a copy or two along side Caress could be another viable strategy.
2 months ago
So to flesh out the mana base, in essence I would recommend: - increasing the number of dual lands over basic lands and the quality of the dual lands, i.e. Verdant Catacombs, Woodland Cemetery and Nurturing Peatland. (Having perfect fixing often is the difference between winning and losing.) - and just bumping up the number of lands to something like 21, I know it would feel weird in a deck with so many mana dorks, but in the outlandish event you face a deck playing Fury or Fire / Ice, I think you'll be happy to have land-drop number four over mana dork number four.
Secondly, since you fancy playing Devoted Druid in the main deck, maybe you could take advantage of her combo potential or at least her synergies with cards like Tyvar, Jubilant Brawler especially in place of Tyvar Kell who I don't seeing being a very impactful four-drop. Or alternatively, you could just cut a few mana-dorks for a playset of Waste Nots who would help get you some advantage off of the opponent's discard. And while on the topic, I would suggest playing more just strict "target opponent discards a card" like Funeral Charm over the hand-hate like Inquisition of Kozilek and Dread Fugue since a.) you don't really care about hating on the opponents pieces as much as just making them discard, b.) instant speed discard is always better than sorcery speed and c.) it scales better into the late game.
As well, side note, Harmonize over Beast Whisperer just seems a little too low-impact for the modern format, sure it's a guaranteed one-for-three, but at four-mana it doesn't touch the board and beast whisperer is probably a better investment with all your small creatures that ramp you into more small creatures ramp imo.
Lastly, you asked for some sideboard suggestions, I might play one or two Crippling Fear as one-sided board wipes. As well, pioneer sideboard all-star Go Blank might be good in this shell with some more main-deck discard synergies. Also, just general good green and black sideboard cards are like Veil of Summer, Force of Vigor and Fatal Push
Thats all that I have for how I might build this list, and I hope this was even mildly helpful! Overall, this is an interesting list! A solid idea that I find very similar to The Rack strategies in modern!
4 months ago
Sounds like your friend has great taste, CrunchyDragon!
Thanks to your advicr I'm going to swap in a playset of Hymn to Tourach to replace Wrench Mind, and also got a playset of Funeral Charm and Inquisition of Kozilek I plan to play around with between mainboard and side
8 months ago
I actually really like the inclusion of 4 Voidwalkers since it gives the undying cards another target besides Grief, especially since one voidwalker can cast cards exiled with a different Voidwalker (or its past dead self).
Having so many fetches in mono B for deck thinning is probably not necessary imo. I would probably put like 2-3 Urborg, Tomb of Yawgmoth along with 3-4 Urza's Saga. Urborg also goes pretty well with a couple horizon lands like Silent Clearing. Force of Despair is a cool card that a lot of 8rack players were excited to test out when it got spoiled, personally I don't think running 3 copies is a great idea in a deck already pitching cards to Grief but you could maybe run 3 combined between mainboard and sideboard.
Path of Peril is a really funny boardwipe since a) you can sack your Dauthi anyways and b) it doesn't hit Grief. Obviously some antisynergy with Saga but its probably fine if you sequence plays correctly.
This is definitely a deck where I would put some copies of Surgical Extraction in the sideboard.
20 lands is probably on the low side, although you aren't running any Raven's Crime. Need testing for that one.
The tweaks I'd make before playtesting would probably be:
Reasoning: with Saga, you can cut on Afflictions since you can tutor racks more consistently, Needle and Spellbomb are just mainboard saga target staples, and then some other removal to replace Force of Despair. Funeral Charm can let a big construct through with Urborg. What removal you choose to run is probably meta dependent.
This is definitely a lot more meta dependent so I can't comment as much.
Go Blank is decent grave hate but can be replaced with extra Nihil Spellbomb or 4 Leyline of the Void, personal preference. Also good to note that Go Blank can sometimes be too slow (vs grinding breach) and also doesn't shut down some decks as effectively as leyline like Murktide, Scam, Grinding Station, Yawgmoth, Living End, etc while Leyline stops all of those in their tracks.
You can also move the Spellbomb + Needle package to the sideboard if you think mainboard is too crowded with the scam package.
1 year ago
Lilli really is a must in the deck, I’ve played a lot of 8Rack but not in the current meta as I’m just returning to magic but I’ve found the red version just not worth it. You’re still susceptible to enchantment hate& if you’re going to run red the Rix Maadi, Dungeon Palace is pretty much the best reason to. Just echoing what has already been said, Funeral Charm is great, discard at instant speed that doubles at removal Is extremely powerful. I find there’s not really room in the deck for flavor cards but if you do want flavor Waste Not Bitterblossom or Nyxathid are excellent choices. Also you may want to trim Raven's Crime. It’s one of the best cards in the deck but multiples of it are useless and you absolutely have to run Dakmor Salvage with it as it completes the engine.
1 year ago
Seems fine at first glance, although I admittedly don't have a ton of experience with rack-type strategies. Some thoughts, though:
-why not the full playset of Shrieking Affliction? It seems like you'd want as much consistency as possible for a deck that needs critical mass as a win condition
-alternatively, you could run some Urza's Saga, which would essentially give you 4 extra copies of The Rack to draw. You could then also have some one-of artifact hate cards like Pithing Needle or Nihil Spellbomb
-I've always been a fan of Funeral Charm because it gives you options -If you're having trouble with card draw, it could be worth just running Ensnaring Bridge instead; you'd turn a disadvantage (no more cards in hand :( ) into an advantage - creatures can't attack you, which is good because most of your win conditions don't do anything to effect the board state.
-I do like Sign in Blood from a nostalgia standpoint, as I've definitely burned some people to death with it in casual play. But I'm not sure how well it still holds up in Modern.
Just my 2 cents, feel free to take it or leave it