Golgari Signet

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Golgari Signet


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Azoth2099 on Anikthea, Hand of Erebos is Graverobbing

10 months ago


OK here we go lol

Creature cuts: Archon of Sun's Grace, Composer of Spring, Courser of Kruphix, Doomwake Giant, Dryad of the Ilysian Grove, Nessian Wanderer, Nyx Weaver

Artifact cuts: Mesmeric Orb, Whip of Erebos

Enchantment cuts: Battle for Bretagard, Boon of the Spirit Realm, Cast Out, Exploration, Familiar Ground

Sorcery cuts: Extinguish All Hope, Kodama's Reach, Rampant Growth, Skyshroud Claim

Instant cuts: None! Add things like Veil of Summer & Silence, though

I'd recommend that you replace all of those lands ramp spells that cost more than 2 with more mana rocks instead! Your guild signets (Selesnya Signet, Orzhov Signet & Golgari Signet) & talismans (Talisman of Hierarchy, Talisman of Resilience & Talisman of Unity) are all better options since this isn't a Landfall deck.

seshiro_of_the_orochi on Green/Black toxic/proliferate need recommendations

1 year ago

You rang? ;D

I'll see what I can suggest here. Looking at what Azoth2099 said, that makes a lot of sense. For my own decks, I'm trying to not "bite the bullet" and rather avoid really expensive cards unless I happen to hahe them already. But this obviously is a question of ones willingness to and/or capability of spending the money. Just trying to show another perspective on that.

Regarding cuts, I see some cards that don't provide that much here.

Bortuk Bonerattle is, politely, pretty bad. There are more efficient ways to reanimate creatures. Definitely not worth 6 mana for that effect.

Next, you have a handful of stompy cards like Goreclaw, Terror of Qal Sisma. As much as I love the big green, they don't help you all that much in this list. You could basically cut most of these. A big problem with Infect cards is that they are pretty all in. They give poison, but they deal no actual life damage. So playing them side by side with creatures dealing actual damage to life totals makes either of the types of cards worse. You are basically hitting two different life totals. Toxic is better in that regard, but if you want to keep the high amount of infect cards, you should minimize the number of creatures without it or any ways to deal poison.

As for cards to include, you definitely need to include enough ramp, card draw and interaction. I'm usually going for roughly ten cards for each category, plus about two to three boardwipes. For ramp, Sol Ring is a given at this point. Arcane Signet is great, as well, and you could easily include six of the ten guild signets (like Golgari Signet) from og Ravnica. As you're in green, Rampant Growth, Cultivate and Kodama's Reach would be very useful. Maybe try a 5/5 split of the mana rocks I mentioned (like Sol Ring) and spells that get you lands into play (Sakura-Tribe Elder is awesome for that). As you're playing four colours, maybe give Faeburrow Elder a shot.

I'm a little short on time. If you need more ideas for card draw and removal, I can return later. Would that be helpful?

NV_1980 on So Many Spiders

1 year 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:

  1. Attempt 1: drew 6 lands in opening hand; could really start doing stuff by turn 4.
  2. 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).
  3. Attempt 3: drew 3 lands in opening hand but had to play 7 turns before I could cast anything meaningful.
  4. Attempt 4: repeat of attempt #2, although with 3rd mulligan I drew 2 instead of 1 land.
  5. 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.
  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.
  7. Attempt 7: second 'good' game; had Ishkanah out by turn 4 and could even use her delirium ability when casting her.
  8. Attempt 8: No lands on initial draw. Mulligan 1 yielded 3 lands. Couldn't cast anything until turn 5 though.
  9. 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.
  10. 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.

Good luck.

Local_Hethen on Green/Black commander deck

1 year 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.

legendofa on

1 year 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

1 year 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?

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.

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