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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Heartstone
Artifact
Activated abilities of creatures cost less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
pyyraus on
Yurlok of Scorch Thrash Mana Burn
1 month ago
The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.
I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.
Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.
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Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat
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Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?
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Regrowth: Eternal Witness is honestly just better because it comes with a body
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Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much
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Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper
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Torment of Hailfire/Exsanguinate: at least one pls :(
Tippycat on
X- Secret Agent Group Hug EDH
4 months ago
Did you consider any activated ability cost reducers to make X’s ability more repeatable? Like Heartstone, Thran Turbine or even Training Grounds?
Profet93 on
Skittles®
9 months ago
While your avg cmc is very low, have you considered Urza's Incubator for ramp or Skullclamp for draw?
Contamination is fun with reassembling skeleton and Infernal Darkness is a nicer version.
Deserted Temple - To untap coffers or be a political tool.
Thespian's Stage - To copy coffer or opposing utility lands.
Arcane Signet > Felwar stone
Feed the Swarm - Easiest answer to RIP.
Heartstone - Might be worth it with all ur activated abilities
king-saproling on
Urza's Rocking Rugs
1 year ago
Ha great concept. What do you think of these? Luck Bobblehead, Powerstone Shard, Heartstone, Five Hundred Year Diary, Victory Chimes, Lithoform Engine, Adric, Mathematical Genius, Drift of Phantasms
Craeter on
1 year ago
Creature cheats always fun. Heartstone
would br amazing in here with this commander. Agatha of the Vile Cauldron as well, especially if she can be buffed. Tutoring for these cards would also be a big plus.
Profet93 on
Ashnod, Flesh Mechanist
2 years ago
mantix +1
I'll take a closer look later but how about Heartstone?
Profet93 on
Visions of Erebos
2 years ago
Sheoldred, the Apocalypse - Offsets commander lifeloss, great against blue/draw decks. Deathtouch is nice. Synergy with Peer into the Abyss (which also goes well with underworld dreams).
MAYBE Heartstone? - I'm unsure if this works with your commander only if he's a creature or even if he's just an enchantment.
Cabal Coffers - Ramp. Cabal Stronghold is more budget.
Deserted Temple - Untap coffers + politics
MAYBE Rings of Brighthearth - Copy commander ability without paying life. Also Coffers + Deserted temple + rings = . Urborg, Tomb of Yawgmoth - Makes you need less swamps but is not budget (or needed, but helpful).
Imp's Mischief - "Counter" counterspells while redirecting targeted removal, extra turns and draw.
Necropotence - Draw
I am unsure what your wincon is, beatdown? You lose a lot of life with your commander's ability. Perhaps a The Meathook Massacre could help as a wipe + lifegain effect?
Diabolic Tutor/Beseech the Queen/Beseech the Mirror. Tutors are black's biggest strength, utilize it for consistency.
Alhammarret's Archive - Extra draw
Black's 3rd biggest strength is massive mana. Aside from coffers, Crypt Ghast, Nirkana Revenant, Caged Sun, Gauntlet of Power
Once you determine your wincon, you can start to mold the deck to achieving that goal.
EDIT: Removed the non-budget options
Nixcron on
Scepter Shenanigans
2 years ago
Thran Dynamo + Unwinding Clock untap your Iso's and their power supply's. As I don't see a Sol Ring anywhere im thinking your local group does not run them. Use a Thran instead as a single copy will power all 3 Scepters if your running Heartstone.
| Have (2) | metalmagic , Gilenborn |
| Want (0) |






