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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
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Duel Commander | Legal |
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Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Geier Reach Sanitarium
Legendary Land
: Add .
, : Each player draws a card, then discards a card.
DreadKhan on My Vampire Deck
1 month ago
Just at a glance, if I was you I'd probably hack out Bloodthirsty Aerialist, this is too small of a payoff in a Commander game IMHO, Defiant Bloodlord is a literal mountain of Mana (unless you've got a doubler out it's hard to cast a 7 drop), he's also redundant with your Commander to an extent. I'm guessing it's a pet card but I don't like Eternal Thirst. The various and sundry Murder effects (3 mana to kill 1 creature) are pretty awful in my experience, but mono-Black makes it a bit harder to eschew cards like this. I've mentioned a few removal options below for you to consider, hopefully something will fit in!
I feel like I should mention Urborg, Tomb of Yawgmoth, it's $$$ but it's a pretty good card in a Black deck that wants to use some utility lands. Maybe Expedition Map, finding a land for 3 mana is really good if you've got Urborg or Coffers out, being able to get the other one can be helpful. With your Discard payoffs I think you could justify a Geier Reach Sanitarium, the dig can be nice if you've drawn an otherwise 'meh' hand but have enough mana to want to keep it. I feel like I'd switch out Wedding Invitation for Tome of Legends, you certainly want to cast your Commander and he can give EVERYONE Lifelink. I feel like if you've got this many 'big mana' sources in here you could switch out Diabolic Tutor for the much, much flashier Diabolic Revelation, I love it in a weird Rakdos list that often ends up with too much mana, if you can cast it for 9 or more you're just getting a bespoke hand! The other option I'd consider switching out Diabolic Tutor for is Rune-Scarred Demon, mostly because it gives you a fairly big blocker to help you survive when you find your win con, but IMHO Revelation is way more fun (it's also a gorgeous foil). You might try out Decree of Pain over In Garruk's Wake, the card draw is usually VERY good, and sometimes you actually need an instant speed -2/-2 effect to kill a token army before the opponent can resolve their Craterhoof. I'm lowkey shocked to see you're not running a War Room in here, I think it's certainly worth a look. If you're fine with combos and already have Bolas' Citadel in here, maybe Sensei's Divining Top and Aetherflux Reservoir as a back up combo? Top and Citadel are amazing, as is Reservoir with Citadel, but all 3 should win on the spot. Now that I think about it you could probably benefit from Reservoir even without the other two, if your deck is working correctly you're probably at a solid life total and can threaten to 1-shot someone with the Reservoir.
As for removal, they cost a bit of life, but you can easily afford it so maybe Ashes to Ashes and Reckless Spite? I've always liked Cannibalize, it's exile on top of everything, including being a potential buff if you need 2 more damage from a swing. I've heard only good things about Curtains' Call, it's busted in a 4 player game. Do or Die and Make an Example are both impressive cards, even if they are Sorceries they can cripple an opponent, though Make an Example is IMHO the Gold Standard of sorcery speed removal for creatures, it gets around almost any protection and always removes at worst the creature you most want gone from EACH opponent, that's insane value for only 4 mana. There is also Wicked Pact *list*, it's not a 'great' card but the art is cool on some versions, and it's still a 2 for 1. TBH I don't think I'd run more than 2 removal spells that only hit non-Black creatures, but one or two is rarely a problem in my experience. Feed the Swarm is a pretty wild colour break, this lets you blow up an Enchantment, something Black normally can't do, this can save your bacon sometimes. It's a bit of a weird card, but Transmogrifying Wand is a criminally underplayed card, removing 1 creature isn't great value, but the 2nd and 3rd creature feels pretty amazing. Just thought of one of my old favourites for any big mana deck with Black in it, Drana, Kalastria Bloodchief is removal on a flying stick that is incredibly powerful late game.
plakjekaas on Any discard payoffs on mono …
2 months ago
Geier Reach Sanitarium to make sure people keep discarding
ProgramIncomplete on The Mycotyrant
2 months ago
Sure thing!
When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.
But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora Flip as our boardwipes.
One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.
Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.
The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.
Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.
A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!
Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.
So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.
P.S. Apologies for the long winded reply, hopefully it was insightful.
SufferFromEDHD on Lier, Disciple of the Drowned
2 months ago
Attunement and Breakthrough have been neat tech in my deck.
Retraced Image is great with all those basic islands.
Cut Teferi, Master of Time. This is a spellslinger list. If you want the looting effect play Cephalid Coliseum or Geier Reach Sanitarium
Gbickel on Aurelia, the Warleader
3 months ago
Auerlia is one of my favorite commanders. So glad that you are building her. Boros has historically been terrible with ramp and draw, but there's a lot of things you can to now to shore up those problems in these colors.
I'm not sure your budget, but here are some of my recommendation. Ramp: Fellwar Stone, Oketra's Monument, Pearl Medallion or Ruby Medallion, Talisman of Conviction, Land Tax, $Smothering Tithe, and Curse of Opulence. Curse of Opulence is such a fun card to get gold token and insentivize your opponents to attack someone else.
Draw: Aurelia, the Law Above, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Mask of Memory, Faithless Looting. I love running Palantir of Orthanc. Its fun messing with opponents to get the draw or hitting them for lots of damage. I enjoy running wheel cards, but the Aurelia I play is a reanimator deck. So I have no problems with my creatures in the graveyard.
But a big weakness I see is spot removal. You do have boardwipes. They are okay, but sometimes you need to remove one problem permanent instead of resetting the board. I would encourage adding removal for different types of permanents. This is something that Boros excels in.
fluffyeel on 50 Shades of Eldrazi
3 months ago
At least formally, Emrakul, the Aeons Torn is not legal for EDH, so it's a strange decision. I would prefer Ulamog, the Defiler, Ulamog, the Ceaseless Hunger, or Zhulodok, Void Gorger as the commander, given legality issues.
Some other small thoughts:
- Field of the Dead (you can support it), Snow-Covered Wastes, Mikokoro, Center of the Sea, Strip Mine, and Geier Reach Sanitarium are all possibly handy lands.
- Memory Jar, Solemn Simulacrum, Ratchet Bomb, and Everflowing Chalice are possibly handy artifacts. Depending on the playgroup you're in, either Vexing Bauble, Chalice of the Void, and Cursed Totem could also help.
SufferFromEDHD on Dragons At A Rivcount *PRIMER*
9 months ago
Avaricious Dragon might be worth a spot.
Valakut Awakening Flip could be upgraded to discard like Change of Fortune, Dangerous Wager or Dragon Mage.
Gamble great tutor to begin with by the random discard is an upside in this deck.
Null Brooch grants Negate to colors that can't Negate.
Geier Reach Sanitarium > Mikokoro, Center of the Sea
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