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|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
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Kron on Your Opponents Compleated
3 months ago
Massive round of updates (probably some both added and removed in the same update but it's down to 100 now XD)
- Arvinox, the Mind Flail
- Anoint with Affliction
- Drown in Ichor
- Huatli's Raptor
- Park Heights Maverick
- Whisper of the Dross
- Flensing Raptor
- Skrelv, Defector Mite
- Whispering Specter
- Plaguemaw Beast
- Ajani, Sleeper Agent
- Champion of Lambholt
- Core Prowler
- Expand the Sphere
- Glissa's Retriever
- Golgari Signet
- Grafted Exoskeleton
- Mentor of the Meek
- Necrogen Rotpriest
- Norn's Annex
- Scavenging Ooze
- Venomous Brutalizer
- Vraska's Fall
- Welcoming Vampire
- Windborn Muse
- Worst Fears
- Viridian Corrupter
- Noxious Revival
- Fellwar Stone
- Nature's Lore
- Rampant Growth
- Phyrexian Swarmlord
- Weatherlight Compleated
- Blight Mamba
- Merciless Eviction
- Planewide Celebration
- Tablet of Compleation
aznb01777 on Witherbloom Witchcraft Upgrade
4 months ago
remove Greed put in Garruk's Uprising Taste of Death put in Binding the Old Gods Leyline Prowler put in Deathrite Shaman Gyome, Master Chef put in Essence Warden Nissa's Renewal put in Journey to Eternity Flip Revival Experiment put in Deadbridge Chant Paradise Plume put in Kodama's Reach Loxodon Warhammer put in Jarad, Golgari Lich Lord Venser's Journal put in Ivory Tower Elixir of Immortality put in Golgari Signet cut down your land count to 36 put in Sakura-Tribe Elder Eternal Witness Wood Elves Solemn Simulacrum
NV_1980 on So Many Spiders
5 months ago
I think you've produced an interesting deck, but there's something important that requires pointing out. Your land-count currently sits at 28. This could work, provided the deck has lots of low-cost ramp and/or rocks to compensate and/or lots of cheap draw/filtering. Problem is, it does not, which aroused my suspicions that this deck was going to act very slow.
To confirm this, I play-tested this deck 10 times. Here's what happened:
- Attempt 1: drew 6 lands in opening hand; could really start doing stuff by turn 4.
- Attempt 2: drew 1 land in opening hand; did a mulligan, again drew only 1 land, did a 2nd mulligan, again 1 land, 3rd mulligan, also 1 land (hand down to 4 by now).
- Attempt 3: drew 3 lands in opening hand but had to play 7 turns before I could cast anything meaningful.
- Attempt 4: repeat of attempt #2, although with 3rd mulligan I drew 2 instead of 1 land.
- Attempt 5: drew 2 lands in opening hand but no additional lands or ramp spells during the following 5 turns. Hand didn't contain anything useful to cast for 2 mana so was essentially stuck until turn 6.
- Attempt 6: first 'good' game; drew 3 lands in opening hand and also drew more in subsequent draws so that I could really play stuff from as early as turn 3.
- Attempt 7: second 'good' game; had Ishkanah out by turn 4 and could even use her delirium ability when casting her.
- Attempt 8: No lands on initial draw. Mulligan 1 yielded 3 lands. Couldn't cast anything until turn 5 though.
- Attempt 9: No lands on initial draw. Mulligan yielded two forests but drew no additional lands for next 8 turns and couldn't cast anything with two mana I had.
- Attempt 10: Repeat of attempt #9, only this time I couldn't cast anything until turn 7.
I don't know about you, but in my meta this kind of average speed would get me slaughtered. My advice to you would be to increase your land count to anywhere between 32 and 35, add some more cheap rocks (Arcane Signet, Fellwar Stone, Golgari Signet) and/or ramp spells (Rampant Growth, Three Visits, Cultivate/Kodama's Reach and maybe also add some more card draw opportunities like Beast Whisperer or Phyrexian Arena.
Local_Hethen on Green/Black commander deck
7 months ago
I'd recommend starting with the foundation, your lands and mana base. It's what allows you to cast spells and ultimately do all the things you want to do. Expand your options of dual color lands (Command Tower or Temple of Malady) and find some affordable mana rocks. Sol Ring, Arcane Signet, or Golgari Signet would do nicely. Mind you these are affordable options that can be easy upgrades.
As you play your deck in games you'll figure out a direction that suits your play style.
8 months ago
Welcome to the club, JHM921!
For this deck, I see a focus on getting Sarevok, Deathbringer as big as possible, but I also see some bits and pieces that I think can be switched out. Cards like Butcher of Malakir and Grave Betrayal would work better in a more graveyard-focused deck than what I think this deck wants to be. There's some ramp and mana modification, with Nature's Lore, Sakura-Tribe Elder, and similar cards, but I think some more early cards like Elves of Deep Shadow, Golgari Signet, and Elvish Mystic would help accelerate early game into mid game.
Virus Beetle, Ravenous Rats, and Festering Mummy are all kind of underwhelming in this deck. If you want to force discard, you either want to affect every opponent or choose the discard yourself, and Festering Mummy just has too small of an effect that the deck doesn't really have ways to capitalize on. I recommend adding some more targeted permanent destruction. Depending on how much money you're willing to spend, Nature's Claim, Maelstrom Pulse, Abrupt Decay, and Assassin's Trophy are all viable.
Since your commander is a big part of your win condition, you need to be able to protect it. Regenerate effects like Golgari Charm or Wrap in Vigor, indestructibility from Tamiyo's Safekeeping or Heroic Intervention, or simple unkillable-ness from Supernatural Stamina or Undying Malice will help keep Sarevok fresh and deathbringing.
Look through your deck, and for each card, ask yourself, "Why is this card in here? Does it advance my win condition? Does it remove an opponent's specific threat or problem? Does it protect my board?" If the answer to any of these is no, then it can probably be replaced with something more directed to this particular deck.
For some more specific suggestions, I assume Cloak of the Bat is to make Sarevok harder to block. I would switch that for something like Whispersilk Cloak. You don't have a solid Vampire base for Indulgent Aristocrat, and the Vampires you do have don't contribute much to your winning strategy, so I would save the Vampires for another deck.
I think if you tighten up the focus, this deck will become very solid. Happy brewing, and above all, have fun!
multimedia on Meren Current
9 months ago
Hey, good start on a low budget. I think you can optimize what you currently have even more since there's 16 high mana cost cards here.
Some advice to consider, fill the rest of the deck spots with one, two or three CMC cards since the high end part of your deck is done? One drop budget creatures who can sac themselves are excellent support with Meren.
Viscera Seer and Carrion Feeder are sac outlets which could use more of those to get experience counters. There's not much draw here that Meren can take advantage of. Consider more repeatable draw when you sac creature/creature dies?
- Fell Stinger: can sac itself.
- Grim Haruspex
- Midnight Reaper
- Morbid Opportunist
- Body Launderer
Morbid Opportunist can trigger on an opponents turn if any creature dies not just your own creature. Body Launderer loots each time a creature you control dies, helps to setup Meren reanimation. Can also get more draw from single effects.
Budget one drop mana dorks can be ramp who can be saced/die later on for experience counters.
Arcane Signet is an upgrade for Golgari Signet and Talisman of Resilience is another Golgari mana rock. Some budget lands to consider adding/upgrades:
Woodland Chasm gives Wood Elves a Golgari Forest land to search for.
Good luck with your deck.
thefiresoflurve on Cheapo Super Skullbriar
11 months ago
Looks overall okay. There are also a couple good Trample sources I see missing: Rancor - great because it comes back to your hand Cartouche of Strength - doubles as sorcery speed creature removal
Forced Adaptation feels too slow for me in a deck like this. Compare to Hydra's Growth - you're not going to be casting either til turn 3 at least anyway (as you have no targetable 1-drops). On turn 3 with Hydra, you'll swing +1 counters, then turn 4 you'll swing with +2, then +4.... I know the point of Forced Adaptation is that no one can ever take those counters away from Skullbriar, I just would prefer running some form of graveyard recursion akin to Phyrexian Delver, rather than simply turning your commander into an even bigger removal magnet.
The deck also looks a bit lacking in mana ramp, which you'll very much need since you're going to be racking up commander tax. A few good budget options - Arcane Signet Rampant Growth Coldsteel Heart is an upgrade over Moss Diamond Golgari Signet Talisman of Resilience Gyre Sage
As far as draw goes... I love the Colossal Majesty type effects. Garruk's Uprising, however, seems like a weak choice to me. There are only 5 creatures (6 if you buff your commander a little) that will trigger its third ability, and likewise its first ability has a decent chance of being unusable when you draw the card. Its trample ability is great, but I think there are probably better ways of accomplishing that in the deck already. I would honestly cut this for something like Deeproot Champion, which would be awesome with how many non-creature spells you have.
DukeBazaar on Tools of the Trade
1 year ago
Gruul Signet, Golgari Signet, Rakdos Signet, Mind Stone, Chromatic Lantern,
|Have (2)||orzhov_is_relatively_okay819 , reikitavi|
|Want (4)||trbray , Amaterasu312 , mflint , C0LDE|