
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Haunted Ridge
Land
This enters the battlefield tapped unless you control two or more other lands.
: Add or .
jakerman999 on
Olivia Voldaren - EDH
2 months ago
--Rakdos Cluestone ++Unstable Obelisk
Rebullet on
Counter Deck
9 months ago
yea pioneer would be much easier for this deck to handle. check lands (Dragonskull Summit) are fine in pioneer, i wouldnt run more than 4 however. you might want to put in some either fast lands (Blackcleave Cliffs), slow lands (Haunted Ridge), or pathway lands (Blightstep Pathway  Flip, Searstep Pathway  Flip). then fill out with a lot of basics.
multimedia on
Bloody Box Social
9 months ago
Hey, I'm not familiar with MTG Arena, but is it difficult to get 4x of a card? I ask because you're entire deck minus lands is 1x and 2x of cards which is not good for consistency. Playing 4x of a card means you'll have more chances to draw it in a game where as if all cards are 1x then you may never draw that card in a game.
The color pie shows you need an equal amount of black, red and white color sources and that's not really doable with a 15 basic land three color mana base. Some advice is play Rakdos Vampires and only splash white with dual lands as well as 4x Secluded Courtyard for a few cards? Other than the dual lands the rest of your deck is low budget because of this I'll give lower budget card suggestions.
When you play tribal you really want a reason to be in the tribe. For Vampires there's only two cards here that are tribal, Edgar, Charmed Groom  Flip and Vampires' Vengeance. Edgar is legendary meaning you can't have more than one of him in your control which sucks since he's a Vamp lord. Other than Edgar and Vengeance there's really no reason to be playing all Vamps and Vengeance is more of a sideboard card against aggro opponents then main deck.
4x Vampire Socialite can be a reason to play Vamps because being aggressive with Vamps then makes Vamps bigger when Socialite enters the battlefield or other Vamps after Socialite. Being aggressive with Vamps to take advantage of Socialite means playing more of one drop and two drop Vamps. Bloodtithe Harvester is 3/2 two drop making it a good attacker and Vamp to make bigger. Can also be creature removal if you need that.
Florian, Voldaren Scion has first strike as well as can be repeatable card advantage when you're aggressive with Vamps. He's good and can trigger the turn you play him if you cast him before you attack. Even though he's legendary you want to consistently cast him turn three, for that reason I would play 4x of him. Plenty of ways to discard other copies of Florian for value.
Socialite, Harvester and Florian is a nice trio of Rakdos Vamps. Voldaren Bloodcaster  Flip is a flying two drop Vamp who can be repeatable source of Blood and Falkenrath Pit Fighter can be an aggressive one drop Vamp who can be saced later if not useful to draw.
Example Vamp core for budget tribal Vamps:
- 4x Falkenrath Pit Fighter
- 4x Vampire Socialite
- 4x Bloodtithe Harvester
- 4x Voldaren Bloodcaster  Flip
- 4x Florian, Voldaren Scion
Next is Vamp support and Welcoming Vampire can be repeatable draw from a flying Vamp, reason to splash white. Being rare and expensive price might be difficult to get more of Welcoming. If you can afford more than add more. Nighthawk Scavenger has flying and other keywords making it a nice Vamp to make bigger, but it's power relies on your opponent's graveyard making it a better sideboard Vamp when you know what your opponent is playing.
Edgar, Charmed Groom  Flip can be top of the curve Vamp and a reason to splash white, but Edgar at the top means that you don't need white in the early turns of the game which is helpful to cast black and red Vamps.
- 1x Nighthawk Scavenger: more in sideboard.
- 1x Welcoming Vampire
- 2x Edgar, Charmed Groom  Flip
Example of Mardu with heavy Rakdos Vamp base:
- 4x Falkenrath Pit Fighter
- 4x Vampire Socialite
- 4x Bloodtithe Harvester
- 4x Voldaren Bloodcaster  Flip
- 4x Florian, Voldaren Scion
- 1x Nighthawk Scavenger
- 1x Welcoming Vampire
- 2x Edgar, Charmed Groom  Flip
Deadly Dispute is a good card in Standard especially when you're playing little creatures and Blood tokens. Infernal Grasp is more unconditional instant creature removal and being black is easier to cast then white removal.
- 4x Deadly Dispute
- 3x Infernal Grasp
- 2x Fateful Absence
Dispute, Florian, Welcoming, Fighter and Blood is a lot of main deck draw which can really help gameplay. This example needs red or black mana in the early turns for Vamps making 4x Secluded Courtyard very helpful because it enters the battlefield untapped and can also cast white Vamps.
- 5x Swamp
- 4x Mountain
- 1x Plains
- 4x Secluded Courtyard
- 3x Haunted Ridge
- 3x Shattered Sanctum
- 3x Sundown Pass
DreadKhan on
Isshin, Two Heavens as One
1 year ago
If you want a cheaper $ option than Grand Abolisher (or would like another card that can do similar work), Wandering Archaic  Flip is a substantial tax on all opponent's instants/sorceries, but that tax matters most with countermagic, making everyone else's counters either very good (if you want the same thing countered for example), or very expensive (people usually consider Cancel unplayable for costing 3 mana). Archaic isn't as good at protecting your own stuff, but it's a way bigger effect generally.
You might also like Generous Gift over Disenchant, and I prefer Vanishing Verse over Fracture, but Verse is more of a competitive card maybe. Slayers' Stronghold might be nice, vigilance and haste are useful for WR.
For (potentially) untapped duals, there are a few cycles worth a look. Pathways are good (but no longer cheap unfortunately, they might go down after they rotate out of Standard though), Blightstep Pathway  Flip, Brightclimb Pathway  Flip, and Needleverge Pathway  Flip are all solid cards to keep an eye out for. Luxury Suite, Spectator Seating, and Vault of Champions are duals that usually come in untapped when it matters, and are considered among the best non-fetchable dual lands. You could try the new cycle from Innistrad, Haunted Ridge, Shattered Sanctum, and Sundown Pass are good as long as you're not running a low land count, 35 should probably work. While Sulfurous Springs is pricey, Caves of Koilos is cheap, Battlefield Forge isn't bad either, they're always untapped and by mid game you usually just use them for colourless and they have no downside. Concealed Courtyard, Inspiring Vantage, and Blackcleave Cliffs are very good, some are really expensive once again. Urborg, Tomb of Yawgmoth is a great way to make all your lands Swamps, handy for stuff like Cabal Coffers as well as just to fix your mana. Shadowblood Ridge is an untapped source of RB, which isn't a bad, but there is only the 1 in your wedge of colours, this land might be handy if you run a cycle where the RB land is really pricey.
Hope some of this is helpful, the deck seems pretty decent.
Omniscience_is_life on Edgardxcore
1 year ago
Hey there! Thanks for reaching out.
My main suggestions for making any deck smooth are to run at least 10 sources of cheap ramp (stuff like Rampant Growth, Birds of Paradise, Farseek, etc.), at least 10 sources of strong draw (stuff like Pull from Tomorrow, Harmonize, Return of the Wildspeaker, etc.), around 10 sources of interaction for your opponents' scary stuff (Beast Within, Path to Exile, Austere Command, etc.) and around 37 lands (try and keep the amount of lands that enter tapped 100% of the time to a minimum, like 5. Stuff like Game Trail, Prairie Stream, Haunted Ridge, etc. plus the Zendikar Rising MDFCs like Tangled Florahedron  Flip, Valakut Awakening  Flip, and Sejiri Shelter  Flip). Of course, trying to make your removal and card draw have as much synergy as possible is ideal, but that can be hard. Don't worry if you need to throw in a few cards that are just good on their own. And the rest of the cards can just be scary Eldrazi and fun ways to break them!
Let me know if I can help with anything else!
Gleeock on How Good are the New …
1 year ago
I really like them. I think there is alot of cEDH feedback on here. To me they have a pretty high floor to them. If you are keeping 2 land hands then I don't see why you wouldn't play this tapped turn 1. I have really yet to actually play them in a circumstance where I even had to play one tapped yet in MANY games playtesting. More often than not I am more annoyed by the ones that want you to have <2 as turn 4 & later is a more important time to be on-curve in my playgroup. With playtesting they have been just below the Battlebond lands which is saying something. Considering my Luxury Suite is worth $40 yet my Haunted Ridge has playtested functionally just as well... I'd say they are being underestimated on here.
Lord_Grimm on
Hell Boy
1 year ago
EJ!! Let's do this! This build is already tight, but here are my thoughts\suggestions...
Cards I'd consider cutting: Seize the Spoils, Reckless Endeavor, Daretti, Ingenious Iconoclast, Poison the Cup, Vengeful Reaper, Dream Devourer, Replicating Ring, Ward of Bones, Darksteel Forge, the flip tibalt guy, Ash Barrens, Cryptic Caves, Darksteel Citadel, Foreboding Ruins, Mortuary Mire, Zhalfirin Void
Cards I'd consider adding: Light Up the Stage, Chaos Wand, You Find Some Prisoners, Reckless Fireweaver, Valakut Exploration, Rakdos Charm, Murderous Rider, Praetor's Grasp, Rakdos Signet, Bojuka Bog, Luxury Suite, Blood Crypt, Haunted Ridge, Smoldering Marsh, Dragonskull Summit, Bloodstained Mire, Temple of Malice
I would also suggest swapping Red Elemental Blast for Pyroclasm... seems silly, but pyroclasm can be cast even if there are no blue targets. So may not be relevant, but could be randomly at some point.
multimedia on
Vast of Vanity
1 year ago
Hey, good first version, nice Avacyn, Angel of Hope.
Having some backup plans to cheat big creatures onto the battlefield can be helpful because you will not always control Kaalia. Reanimation and ramp are two straight forward backup plans to consider expanding on.
- Rakdos, Lord of Riots: Demon who can reduce the colorless cost of creatures you cast.
- Emeria Shepherd: repeatable reanimate any nonland permanent in your graveyard if you play a Plains or if you play any land then put that permanent into your hand instead.
- Karmic Guide: Angel who can reanimate any creature in your graveyard.
- Nahiri, the Harbinger: all her loyalty abilities are good, her -8 can tutor for any creature and put it on the battlefield.
- Wayfarer's Bauble: land ramp that has interaction with Emeria Shepherd since it can get a basic Plains, repeatable with Shepherd for two mana.
Some changes to consider:
- Rakdos, Lord of Riots --> Hoard-Smelter Dragon
- Emeria Shepherd --> Akroma, Angel of Wrath
- Karmic Guide --> Tariel, Reckoner of Souls
- Nahiri, the Harbinger --> Descend upon the Sinful
- Wayfarer's Bauble --> Darksteel Ingot
Some other upgrades to consider:
- Profane Tutor --> Ruinous Path
- Boros Charm --> Leave No Trace
- Dragon Tempest --> Fervor
- Chaos Warp --> Wrecking Ball
- Generous Gift --> Unmake
Some lands to consider adding to improve the manabase in place of some basic lands, the three Bounce lands, Wreckage and the two Scry lands.
- Exotic Orchard
- Arid Mesa: can get Godless Shrine.
- Caves of Koilos
- Battlefield Forge
- Vault of Champions
- Spectator Seating
- Rogue's Passage
- Tyrite Sanctum
- Haunted Ridge
- Fabled Passage
- Evolving Wilds
- Terramorphic Expanse
If you choose to add Emeria Shepherd then some Fetch lands that can get a basic Plains are helpful because they give you two triggers of landfall.
Good luck with your deck.
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