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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Guildless Commons enters the battlefield tapped.
When Guildless Commons enters the battlefield, return a land you control to its owner's hand.
: Gain .
8 hours ago
I accidentally put those in the wrong box. The Guildless Commons are for the sideboard, assuming a game grinds long enough to cycle the Mastermind's Acquisition a few times and build a combo from the sideboard. The Bottomless Vault and Sand Silos are for the main deck to build up over time for various expenses. I fixed it. Thanks for pointing that out man.
8 hours ago
Why Guildless Commons ? It’s a pretty bad land since it enters tapped. It also LOOKS like you’re ramping, but since you are returning a land, you end up at mana parity, with a land entering tapped, putting you behind on the board.
If you have a land on turn 1 and then a land on turn 2 then you end with 2 mana that you can use. If you play a land on turn 1 and then Guildless Commons on turn 2, you still end up with 2 mana, but it’s tapped and colorless. Any basic land would be better in almost every scenario.
1 week ago
I'm not certain the Commander has enough explosive power to consistently win vs 2 decks, but I have very good results in 1 v 1 with my Rakdos deck, and it often has spare cards by the end of the game, be it wipe or removal, because the deck just runs so much of those, with lots of the removal hitting more than 1 target (I love stuff like Phyrexian Purge, Fire Covenant, Make an Example, and Volcanic Offering can each be a terror of a card, and a deck running all of them has lots of pinpoint removal that will clear lots of stuff out. Ashes to Ashes and Reckless Spite also exist fwiw, and if you aren't certain you'll have creatures out, Tergrid's Shadow can do a bit of work, as can Plaguecrafter or Demon's Disciple, cards Sedris can recur for 2B even. Another value card is Dredge the Mire, which can cheat in the 3 worst creatures in people's graveyards, note certain creatures will kill you if you control them, so check before playing! Necromantic Selection not only clears the field, it also gives you back the best thing, this is extra juicy if you use some sort of Indestructible creature(s) that won't die. If you consistently have a fairly big creature, or one with Deathtouch and Lifelink, Chandra's Ignition is one sided by definition, one of many cards that shines brightly with Basilisk Collar (which is also very good with Jaya Ballard, Task Mage or even good old Banshee, Jaya's 6 damage wipe really is amazing if you've got Collar on her, though it'll kill her too). If you expect to have multiple opponents, Goad is a very strong effect, Karazikar, the Eye Tyrant is potentially pretty solid, lots of card draw. There is also Kardur, Doomscourge that will force everyone's hand. Spectacular Showdown is a great card if you've actually got a board of your own to finish people off, keep in mind that on your next turn, you not only won't have been attacked by any pre-existing creature, everyone else will have swung for the fences with Double Strike, and they will likely have nothing left to defend with, making your Double Strikers very effective. Another Goad source that is great with a creature heavy board is Agitator Ant, which is hilarious a lot of the time. If you're using Goad effects, War Tax can let an opponent have a way around them, if there is a tax to attack Goad fails, and War Cadence is absolutely devastating with Goad, even a tax of 1 to block can make blocking impossible for weenie decks, and you can use either on anyone's turn.
As you've got access to Blue, there are a few non-Rakdos tricks you can use, the most hilarious I know of is Mass Diminish, note that it lasts until your next turn and have a good laugh. There is also Sudden Spoiling, which is powerful but lasts for that turn, or Polymorphist's Jest, which is similarly a 1 turn solution. I use Mass Diminish more aggressively, to make a player hyper-vulnerable to attackers (and make them unable to counter attack), getting two casts is just savage. Visions of Duplicity can create some chaos with it's two casts, Cultural Exchange is obscene if someone else has better creatures. Bident of Thassa is glorious if you want both of it's effects, forcing people to attack is incredibly mean, and this doesn't require you to run a weenie like Goblin Diplomats, but that's also a fun card fwiw. If you're going to run Oriq Loremage, you might slip in a huge creature to Unearth, something like Dragon Tyrant can be huge and not break the bank, Double Strike and Firebreathing are really good together, and you won't have to pay the upkeep with Unearth, he's dead before that matters.
I was looking at your land count and average Mana Value and I think you probably are running too few lands at this point, it's very tempting to cut them, but 30 is probably too few for a MV that is over 2.5. You might get away with adding 2 mana ramp, but I'd still aim for at least 36 lands (or MDFCs that count as a land, you probably already have the best two MDFCs in those colours, but people also run Malakir Rebirth Flip) to ensure you can consistently cast stuff. There is a smattering of ways you can run less lands/ramp, but these all come with downsides, but in Grixis you can run 4 solid Bounce Lands, Dimir Aqueduct and Guildless Commons should be in here as well if you want a lower land count, these let you hit another land drop when you draw them. You might also run stuff like Thran Dynamo or Worn Powerstone to help you hit higher MVs sooner, ramping by only 1 mana feels bad compared to hitting a land drop most of the time, there is also Gilded Lotus, but hitting 5 mana can be rough. Coalition Relic can charge for 1 turn, Skyclave Relic is super versatile/rugged, and Everflowing Chalice can be huge if you want, 6-10 mana is absurd but sometimes comes up. Cantrips like Ponder and Preordain are also good at digging for a land, but I know in Talrand it stings pretty bad when you Preordain and don't find a land and I needed one. As for some cards to remove, I'll take a look, but if I'm trying to build a deck that can handle attention, I look first at cards that will hurt only 1 player, unless that card will almost certainly end that player, either right away or in a few turns.
A few to consider removing (I may be missing why you have them in, so user discretion is advised or something): Archive Trap, Outpost Siege, Palace Siege, Ponder, Preordain, Haunting Echoes, Cruel Ultimatum (this seems insanely hard to cast, and hits only 1 player, unless you can copy it I'd run Captive Audience if I want to hose one player hard), Cranial Extraction, Cormela, Glamour Thief, Kess, Dissident Mage, Kroxa, Titan of Death's Hunger, Lobber Crew, Loyal Subordinate, Nekusar, the Mindrazer, Obeka, Brute Chronologist, Phenax, God of Deception, Runo Stromkirk Flip, Spear Spewer, and Thermo-Alchemist.Some maybe cards include Angrath, Captain of Chaos, and Cryptolith Fragment Flip (for another land, maybe a better rock, there is Thought Vessel, but fixing is sweet in Grixis).
Hope some of this is helpful!
1 month ago
Treetop Ambusher. Cast for the Dash cost and get a landfall trigger. You don't need to attack, just pop her back into your hand and cast her again next round.
1 month ago
2 months ago
Hey, play more budget lower mana cost ramp that has interaction with Aesi? That way it can potentially be cast before Aesi to help to cast Aesi, but if it's cast after Aesi then it gives you draw.
There's a budget combo you could play with Aesi to draw as much of your library as you want.
- Scaled Herbalist or Llanowar Scout + Retreat to Coralhelm + Simic Growth Chamber or Guildless Commons = infinite land triggers.
Scaled Herbalist taps to put Simic Growth Chamber onto the battlefield, then Retreat to Coralhelm untaps Herbalist. Chamber bounces itself back to your hand and repeat. You can do the combo at instant speed on an opponent's turn as long as Scaled Herbalist or Llanowar Scout can tap and you have Simic Growth Chamber or Guildless Commons in hand. With Aesi draw cards on an opponent's turn and then cast those spells on your turn.
3 months ago
Harrow is worth a look, it'll net two landfall at instant speed. In a pinch, you could ramp while finding two islands to cast a counter, not many ramp spells let you 'catch' someone like that. There is even Dreamscape Artist, which I like. Parcelbeast is not bad value, but it's better with a higher land count. Abundance is a fun card in a Tatyova deck like this, if you've got access to extra lands per turn, you just keep playing them out. You could pull stuff like Brainstorm IMHO, I don't think you want cards like this, I'd run a land over it even. I'd also run a land like Simic Growth Chamber over a basic, and if you have a really high number of basics, you might even look at the Karoo lands, Jungle Basin and Coral Atoll. Guildless Commons is another land you can play that will net you an extra land fall, which is good even if it's a colourless land. You could run lands or land ramp over mana dorks, other than 1 mana ones, there are 2 mana ramp spells you could run over mana dorks, and these don't generally die to wipes. If you ran more lands, I'd suggest Sakura-Tribe Scout and Skyshroud Ranger, but at 36 I'm not sure it'll come up.
I think Molimo is a fair bit worse than Multani, Yavimaya's Avatar. There aren't many better beaters in a land ramp deck.
If you want, I could link you to my Tatyova deck, you could take a look at the manabase, it's designed to get Field of the Dead out and online quickly, while also letting me utilize Mystic Sanctuary as a potential combo piece with an extra turns spell. Field and Sanctuary are both really good cards, you do need a way to get Sanctuary to ETB, I use land bounce. The rest of the deck is a huge pile of combo, but Field is a great card if you can turn it on reliably.
4 months ago
You mentioned running dry on mana, as well as not having defenses. With your concerns in mind, I have a couple more cards to suggest. For start, a few more reimbursable defensive spells that give you back land taps after you cast them. Additionally, more dual-mana lands. Dual mana lands, once out, can be untapped for 2 mana, making them greatly beneficial for the reimburse spells.
- Rewind (Counterspell)
- Snap (Creature Control)
- Geistlight Snare (Cheaper counterspell with Spirits, Enchantments)
- Coral Atoll
- Guildless Commons is colorless but having numerous 3 CMC cards means you don't need all colored mana.
- Path of Ancestry is very useful to Scry in your deck, as most of your creatures are Human/Soldier/Spirit.
- Cloud of Faeries is a reimburse flying creature that also has cycling. Many options for you there.
Excited to see how this deck works for you, and where you take it!