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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
At the beginning of your upkeep, flip a coin. If you lose the flip, this deals 3 damage to you.
: Gain .
1 week ago
Yeah Mana Crypt was a lot to ask for but a fetch or shock would have been very acceptable. Also from what people are saying, aside from the 5 double sided cards, no new art on the remaining deck makes me a wee bit sad. Though I have seen some awesome full art textless panoramic cards for the commanders that look slick as hell!
1 week ago
I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):
Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.
Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.
Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.
Nykthos, Shrine to Nyx - Value with a strong board presence.
Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.
Cavern of Souls - I hate when blue counters our big angels, so this stops it.
All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.
Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.
Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light Meld to bring out Brisela, Voice of Nightmares Meld Meld
Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.
Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.
Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.
2 weeks ago
Saw a Reddit post from someone who got an email stating "will ship within 30 days (from the original 10/24 date they gave)" They better be spending all this time seeding in the very synergistic Mana Crypt in as the secret bonus card!
I just want to play the deck with all the cool new arts :'(
1 month ago
I've never been a fan of dorks personally. They are only good under the 2 scenarios you mentioned, in Turn 1 (maybe Turn 2) or with skullclamp afterwards. The issue is, neither of these are consistent. Rather than utilizing dorks, IMO, your slots would be better suited adding additional lands (or other cards you feel you need).
Swords of X&Y are a personal choice. I personally don't like them, the only one that makes remote sense is Feast and Famine as it denies them a card, and untaps all of your lands which is huge. Not to mention that Pro green helps protect against a lot of creatures and black for most removal.
Hunter's Prowess - You dont have enough creatures to make this work IMO. More importantly, the issue is that it's reliant upon combat damage. Given you are playing mono green, smarter players/your usual pod would usually hold removal for your turn, thus providing a 2 for 1 loss
Rain of Thorns - Way too expensive for what it does. Green has much better artifact and enchantment removal (namely Bane of Progress), and LD in the form of Strip mine, and others
Seek the Horizon - Used to run this but changed it to Scapeshift and 75% of the time, its the better swap given landfall triggers with field of the dead, other landfall triggers as well as tutoring. Imagine getting Yavimaya + Eye of ugin + eldrazi temple + Castle of garenbrig + whatever else you want. I understand you don't go land positive, but the benefits for the high ceiling outweigh the consistent and minimal 3 basic lands (which you might be out of once you use boundless realms)
Karn Liberated - Too much mana for what it does. You don't have enough creatures to protect it either
Vedalken Orrery - Not a reactive deck, nor can you play lands on their turn.
Planar Portal - WAY too expensive, might as well use Planar Bridge by that point, but honestly, neither are worth it.
Temple of the False God - Subpar
Sprouting Vines - Not a storm deck, nor do you have a low enough CMC to justify playing it. Lastly, you want to draw cards with Azusa, not put them into play
1 month ago
If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.
Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.
Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy
Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).
Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.
Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.
If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.
1 month ago
Some other suggestions that might be fun:
2 months ago
Okay, I'm checking out the new cards.
Gilded Drake is expensive for a reason--it's essentially a two-mana Control Magic, and that effect starts at five mana these days. I don't think a functional reprint would bring the price of Gilded Drake down, Gold Scale Drake would become another $300 card (if it were printed officially). A functional reprint of a card isn't a bad idea by itself, but if someone showed up with, say, two functionally identical Mana Crypts with different names, that's going to be the center of a lot of discussion. Tread very carefully here.
Silver Scale Drake feels like it could be a rare, but that's completely a gut reaction. I like the ability, but maybe make it a 2/3? It feels like it's right on the edge of great and overpowered. Pardic Arsonist - restriction + Faithless Looting + flying = a very active card.
Diamond Scale Drake runs into color pie issues again with its mana tap ability. I would drop that, push the stats up to 3/3, and call it good. The draw ability is more on-color than the "add three mana" ability, but it's an LED reference, so it can work.
Talrand's Sky Captain (nice callback with the name and flavor text) could use some clarification on when an additional token is created, similar to my question for Kazirak. Does it trigger on every token, or when one or more tokens are created? I strongly suggest the second option, since it's already got double evasion and can create tokens independently. And 5/8 is a powerful stat line, especially at five mana. This thing can basically win games by itself. I would dial the stats back quite a bit, maybe down to 4/6.
I like Tundra Drake. My one tiny quibble is the aesthetics of next to , but that can't be helped. Mechanically, I think this one is where it needs to be. I would test it with adding a "non-land" condition, but it may not be needed.
2 months ago
Speaking of Sagas, they're amazing in muldrotha, I run The Cruelty of Gix, Binding the Old Gods, The Phasing of Zhalfir, Phyrexian Scriptures, and I am testing out The War in Heaven. Those probably would work better than Oblivion Stone.
In my hands, Muldrotha has been running better as a combo cEDH list. I have tried to build it other ways and it was honestly either too slow or too samey to my Zegana and Miirym lists. I think combo would work better, Muldrotha loves self mill and that can act as a sort of turbo way to draw through your deck.
If you're wanting to stick to ramp, you're going to need to speed it up
A good ramp package I use in U/G and U/G/X lists, tweaked for Muldrotha:
1 drop: 1-3
sometimes Birds of Paradise and other related mana guys
2 drop: ~6
Bloom Tender: I play this in almost every 3+ color list
3 drop: 1-2
Uro, Titan of Nature's Wrath: hilarious to recur every turn
You will also want some more heavier hitters up top, generally, in ramp heavy decks I will run anywhere from 8 to 15 (depending on how well I ramp). I want to be able to have a big finisher and keep them going in Ramp lists (you can see these 2 to see what I mean: Nature's Revenge (not recognized by brackets for some reason) and Baby Dwagon Ehhhhhh?, both are very powerful and keep the pressure up, I rarely have an issue with either too many big guys and not enough ramp.
I've been loving the ancient dragons
The other Jin-Gitaxias is also pretty potent
Here is my list if it helps give any ideas to help yours: The Circle of Life
Massacre Girl= Primaris Eliminator
Noxious Gearhulk= Necron Deathmark
The Eldest Reborn = The War in Heaven
I don't think I have put the combos down in the description yet but I can explain them if you want to know. Hope this helps!