Geier Reach Sanitarium

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Legality

Format Legality
1v1 Commander 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
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Geier Reach Sanitarium

Legendary Land

: Gain .

, : Each player draws a card, then discards a card.

asparling_tappedout on Greel's Greed

3 months ago

Also where's your Geier Reach Sanitarium at?

multimedia on Alesha keys and ETB's

3 months ago

Hey, nice version. Mogg War Marshal is underwhelming, could be cut since you have other better creatures who Alesha can reanimate who can create Goblin tokens.

Vile Entomber with Alesha gives you a repeatable Entomb effect which is especially helpful with Karmic Guide. Anger is excellent haste source when playing self-discard. Thrilling Discovery, Thrill of Possibility, Bone Shards and Geier Reach Sanitarium are some of upgrades for self-discard effects. Access Tunnel is another land to make Alesha unblockable.

Some upgrades to consider:

Good luck with your deck.

forneyt on

3 months ago

Okay, thanks for the clarification haha. I think in the case of a more casual environment, Izzet Charm is great because it provides you different options, so it is rarely a dead card. Keep in mind that Izzet Charm only counters noncreature spells, whereas Mana Leak counters any spell, which is why having a couple of each is good. Mutiny looks like a fun, on-theme card, but it is very conditional, so I would suggest only doing 1 mainboard and maybe 1 sideboard. My issue with Illusory Wrappings is that if you enchant the creature and then bolt it, that is a 2-1 exchange in your opponent's favor (your enchantment [1] + your removal [1] for their creature [1]). A good replacement could be Polymorphist's Jest, which is an instant so you could swing in with your creatures then use it as a combat trick to take out more of your opponent's creatures with 1 spell. That is intensive and conditional, so that should probably be a 1-of in mainboard or max 2 in sideboard.

A couple Shocks should be plenty because it's a budget build, but no more than 2 of each because they are inefficient. Although, I think Shock would be better than Opt in this deck because you want to maximize damage, so perhaps you could push those out and replace them with Shocks and Izzet Charms. Once you have the budget for Skullcrack, the Shocks should be the first to go. I also believe that Guttersnipe, while it is undoubtedly a good card, should be replaced with Soulfire Grand Master because 3 mana is a lot when you have so many creatures in the deck. The Electrostatic Fields are cheaper, and they can be good blockers (on theme) and are resistant to opponents' Lightning Bolts, unlike Guttersnipe.

Classic Counterspell could also be good in this deck once your mana base is secure. Negate is also an amazing counterspell in the right meta, and it's cheap! One in the mainboard and/or a couple in the sideboard could prove valuable. Counterspells are important, but they are only helpful if they are applicable and castable. Make sure you have some variety and not too many with severe restrictions. So 4x Counterspell is good, but 1x Counterspell, 1x Mana Leak, 1x Negate, and 1x Izzet Charm is better. The 1x Mana Leak takes away the restriction without taking away the variety, the 1x Negate allows the mana flexibility of Mana Leak without the mana restriction at the expense of restrictive targets, and 1x Izzet Charm allows for greater variety in plays, but it's hard to beat the power of Counterspell so it deserves its spot.

That brings me to your mana base. My biggest suggestion is to avoid lands that don't tap for because almost all of your spells use in some way, and you can get mana screwed really easily if you don't have access to it. The pain lands would be perfect for your deck: Shivan Reef and Battlefield Forge. They provide you with your colors and come into play untapped, which is huge. In my opinion, Nephalia Academy is not helpful and you might as well have a Wastes instead because at least that can be tutored if a creature gets Path to Exiled. But I have some other utility lands to suggest for you.

If you find yourself building up a good board presence, Castle Embereth would be very helpful. If you find that your opponents are going wider, Surtland Frostpyre could be a good boardwipe. Geier Reach Sanitarium would be good to cycle dead draws, but it doesn't tap for a helpful color. Needle Spires and Wandering Fumarole are great manlands in your colors, and although Celestial Colonnade doesn't tap for , it can be the difference between staying behind and pulling ahead in longer matchups and is worth an include. Temple of Epiphany and Temple of Triumph are decent Turn 1 plays, as they can let you plan your next turn and counterstrike. Also, the longer I look at Soulfire Grand Master, the more I think it's perfect for the deck. If you take advantage of the lifelink it gives, the pain lands will be absolutely no trouble. It also allows you to recast your spells as you go into the late game in longer matchups, which is amazing. Keep in mind that for Mutiny, the opponent's creature is doing the damage, so you won't gain life.

Anyway, a solid manabase would be 4x Shivan Reef, 4x Battlefield Forge, 2x Raugrin Triome, 1x Needle Spires, 1x Wandering Fumarole, 2x Temple of Triumph, 1x Temple of Epiphany, 1x Celestial Colonnade, 3x Mountain, 1x Plains, 1x Island. About a third of these land come into play tapped instead of half as your deck currently stands, they all tap for relevant colors, and several give you some utility if your spells fall short. Some of the numbers will need to be tweaked depending on what your spells are, but this should be a great improvement! And all of these lands are around a dollar, many are less than a dollar (except for Celestial Colonnade, which is only a couple dollars, but it's really that good). Depending on the requirements, you may need to switch a Mountain for an Island, but your dual lands should cover it well.

DreadKhan on Saryth, natural partner of Fynn

4 months ago

Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!

First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.

I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).

Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.

Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.

SufferFromEDHD on Lier "Past in Waves" Snapcaster's Final Form!

5 months ago

Lhurgyof already running the upgraded Geier Reach Sanitarium but I think you are right, redundancy is important.

multimedia on Dungeon

6 months ago

Hey, nice budget upgrade of the precon.

Tortured Existence is a repeatable discard effect to trigger Sefris to venture on each player's turn for one mana each time as long as you have at least one creature in your graveyard and one creature in your hand to repeatedly loop discard/recur. Existence + Radiant Solar to venture two times on each player's turn for and Solar can put itself into your graveyard from your hand to enable Existence. Cycling creatures are also helpful to enable Existence. Existence is a reanimation enabler that you can activate at instant speed to abuse Sefris's Create Undead effect.

Viscera Seer + Reassembling Skeleton combo to trigger Sefris to venture on each player's turn for two mana each time. Can also pair Seer with Ashen Rider for a repeatable effect of Rider dying, to get Rider back into your graveyard to reanimate again with Sefris's Create Undead effect. Apprentice Necromancer also combos with Rider since Rider will die at the next end step.

Sun Titan + Apprentice Necromancer for repeatable reanimation of any 3 CMC or less permanents for only one mana. When Titan is reanimated by Necromancer it can reanimate Necromancer and Necromancer gives Titan haste when it reanimates it. Do this interaction on your turn, each time for one mana.


If reanimation is the main theme then consider a few more effects to setup? Loot is draw and then discard which triggers Sefris to venture and it gives good control over what cards you discard. Consider more loot?

Vile Entomber can search for and put any card into your graveyard to setup reanimation.

If interested I offer more advice including cuts to consider. Good luck with your deck.

hungry000 on GB Hell's Kitchen ($30)

6 months ago

Thank for the suggestions! I like the idea of running Darkmoss Bridge over Jungle Hollow. Geier Reach Sanitarium is also a great utility land.

I will have to respectfully decline some of your other suggestions, not because they're logically unsound, but because I think they aren't any better than what I have atm.

With Street Wraith, The Underworld Cookbook, and Bone Shards, the deck has ten discard outlets that cost one or fewer mana. We only need to naturally draw one discard outlet per game to cast Asmo because she finds another discard outlet in the Cookbook on her own, and we want them to be as cheap as possible so we can get Asmo into play early. Taking that into consideration, Vivien's Arkbow is a very expensive (cmc-wise) discard outlet for this deck, and it doesn't yield any additional benefit outside of discarding a card unless you pump a lot of mana into it.

I also don't think Vivien's Arkbow is a good replacement for Grisly Salvage, which has three roles: one, it finds Asmo or Street Wraith if we have an Asmo in hand; two, it fills our graveyard, which is perfect for finding Feasting Troll King, Cauldron Familiar, and Ovalchase Daredevil; three, it finds lands (the deck is very mana hungry when it has a Trail of Crumbs out). I value these things a lot more than an extra draw effect, because this deck's biggest weakness is its tendency to durdle when it doesn't have access to a payoff.

Glaze Fiend is tempting, but I think it's too susceptible to removal. All of our game-ending threats are recursive creatures, so it's very hard for opposing decks to win the long game; thus, the deck is better off playing spells that help it get to the long game rather than try to finish it quickly.

lagotripha on GB Hell's Kitchen ($30)

6 months ago

This list is great- there are a couple tweaks I'd consider - mainly be discard outlets to get unspellable name on the battlefield.

I've found Glaze Fiend to be an all-star in this kind of list. Its a big flier on any turn you are dropping a lot of artifacts, realling improving your clock.

Vivien's Arkbow is dirt cheap and gives the deck real reach - I'd consider it over salvage, as it serves much the same role, and plays almost identically to trail most of the time increasing reliability. Geier Reach Sanitarium is a solid utility land similarly- running 1 won't be a problem but I wouldn't go higher.

The high artifact counts available to lists like this make Darkmoss Bridge preferable to hollow, which also opens up Sojourner's Companion as fixing and Lifecraft Awakening for an indestructable beatstick.

I haven't managed to get Savvy Hunter to work in modern food lists, despite the obvious synergy. 3 mana is a lot.

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