|Commander / EDH||Legal|
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|Future Sight (FUT)||Uncommon|
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You draw X cards and you lose X life, where X is the number of creatures you control.
Minions' Murmurs Discussion
5 days ago
Hey N3M3S1S! Welcome to EDH. I hope you find it fun... I like this format the most. Hopefully you'll find these suggestions helpful:
Card-draw is one of the most important elements of any EDH deck -- in a format with three opponents, you typically want any source of card advantage you can get. Not being in blue means you don't have access to Windfall and friends, but Mardu has its fair share of mass-draw effects. I highly suggest Painful Truths ... You'll frequently be casting it as a three-mana draw-three, and the life-loss is more than worth it. Other draw-spells to consider: Night's Whisper , Minions' Murmurs , Faithless Looting , Syphon Mind , Read the Bones , Commune with Lava , Sign in Blood ... I'm sure there're more, but they aren't coming to mind. Permanent-based card-advantage is even better, since it's... well... permanent. Consider some of the following: Twilight Prophet , Phyrexian Arena , Arguel's Blood Fast Flip, Greed ... I love that you already have Necropotence .
Multi-for-One removal is another way to build card-advantage -- cards like Go for the Throat , Anguished Unmaking , Mortify and Path to Exile are good in two-player formats, but in multiplayer I've often found them not to be good enough. Some cards to consider instead: Fire Covenant , Grasp of Fate , Wear / Tear ... Though it's a one-for-one, I think you should include Swords to Plowshares . It only removes one thing, but it's like... REALLY efficient. Path to Exile ramping your opponent is actively dangerous.
Consider Cover of Darkness as another way to capitalize on your tribal theme. Other tribal-powering cards to consider include: Cavern of Souls , Patriarch's Bidding , Vampire Nocturnus , Bloodlord of Vaasgoth , Malakir Bloodwitch and Champion of Dusk . I suggest removing Gifted Aetherborn Paladin of Atonement , Pitiless Pontiff and/or Vampire Cutthroat for some of these.
Your artifact-ramp package has room for improvement. I like your signets... two-mana rocks are much better than three-mana rocks. Consider some or all of the following: Talisman of Conviction , Talisman of Hierarchy , Talisman of Indulgence , Mind Stone , Fellwar Stone , Arcane Signet , Prismatic Lens or even just Coldsteel Heart .
I think Lightning Greaves is probably better than Swiftfoot Boots , if you want to be able to equip frequently. If you need to get around the shroud, you can move the boots to something else, do what you need, and then return the boots to the first creature.
If you take my advice from (5), you can cut some lands. In general, if you have ramp and your curve is low, you can run 31 or 32 lands. With your current curve, I suggest 35 lands plus ramp. If you want to keep your basic land count high, you can run things like Blood Moon , Ruination , etc. Otherwise, here're some non-basics to consider: City of Brass , Mana Confluence , Prismatic Vista , Godless Shrine , Blood Crypt and Sacred Foundry .
Right. Good luck have fun!
5 days ago
So I think you probably don’t want 36 lands... frankly, I think you want 33 at most. The reason I say this is that, being green, your deck has access to the best ramp in the game. You should strongly consider running any/all of the following: Llanowar Elves , Elves of Deep Shadow , Fyndhorn Elves , Elvish Mystic , Deathrite Shaman , Birds of Paradise , Arbor Elf , Utopia Sprawl and/or Wild Growth .
You want your creatures to be synergistic with your general and be more than midrange value. I think cards like Mindslicer , which effect the board when sacrificed as well as being a body, are likely a lot better than Wall of Blood , Splinterfright , Rhizome Lurcher , etc. Other creatures to consider for these slots: Stinkweed Imp , Golgari Grave-Troll , Eternal Witness , Entomb , Kokusho, the Evening Star ...
This list could also benefit from more card-drawn. Phyrexian Arena is the classical example, but there’re other good options. I like the Shamanic Revelation in your MB; I suggest considering Night's Whisper , Blood Divination , Life's Legacy , Minions' Murmurs , Syphon Mind and Succumb to Temptation .
3 months ago
Hi, today I thought about some changes that would make your deck faster.
- Stensia Masquerade --> Changeling Outcast - this enchantment hurts more than it helps in my opinion. You're better off with "Vampire" that is unblockable so creates an early threat.
- Twilight Prophet --> Minions' Murmurs - not a vampire this time but you get more immediate draw as opposed to slow effect that requires at least turn cycle to start working.
- Metallic Mimic --> Bloodthrone Vampire - Mimic is not a vampire and it's help is minescule, I'd rather put nice vampire that can work as a sac outlet for all those Blood Artist effects.
- Vampire Nighthawk --> Olivia's Bloodsworn - best vampires for Edgar are low costed so you get the same evasion and potential to give some key creatures haste. Also it hurts less from Ad Nauseam .
- Vanquisher's Banner --> Wheel of Fortune or Dark Confidant or Night's Whisper (depending on budget you have) - I personally don't like banner for it's high cost and if you really want better card draw there are way better and cheaper (at least CMC-wise) cards.
- Sunbaked Canyon --> Caves of Koilos - just minor change, I personally think that your deck just like mine needs lands that provide first and then fixing since turn 3 Necropotence sets you up for an amazing game.
5 months ago
Funkydiscogod good point about losing species identity.
cdkime good eye on the druid; I didn't do the math on that. At 3 it's more comparable to a Far Wanderings with threshold, which on turn 2 is downright abusive. As for the blue one, remember it's draw+discard so copare to a Merfolk Looter which is perpetual, I don't think 5 is too high.
As for the green card drawing, to be sure all colors 'ought' to have card drawing. That blue has grown to have a de facto monopoly on card-drawing is a travesty IMHO; not only does it give the color pie imbalance but it also doesn't make sense flavor-wise. Black gets card drawing because it trades anything for power a la Necropotence , Dark Confidant , Minions' Murmurs and the like. Red being the color of power, chaos, and resources has its own mechanics like Wheel of Fortune and Browbeat . White 'ought' to have its own if it reflects the idea of patience being rewarded with blessing or soemthing to that effect. Green has traditionally had its own in cards like Natural Selection , Sylvan Library , Wall of Blossoms , Recycle , Ohran Viper and even Harmonize . The idea being the abundance of resources, renewal, refreshing, and regrowth. It does fit. As for the farmer, I patterned him after Merfolk Looter but I do see your point about the shuffling. Perhaps bottom of library instead.
I forgot about Imperiosaur . It's been a while.
Yes, I agree with you Gleeful Pyre is a terrible way to showcase the design mechanic.
The issue with the book, now that I think about it, is that thi scard doesn't reflect what the thing actually does, from a flavor perspective. The Book of Knowledge was held in the City of Hoffu after the great uprising in which the demon Onawantue was imprisoned and mortals won their freedom. Shortly thereafter, it became lost and at the same time, the Guild grew seemingly out of nowhere. The way it works is that when you read a page, you gain knowledge but you also imprint a page of knowledge onto it, so that anyone who reads the book after you can gain your knowledge. The Guild initially consisted of the Guildmaster and the six Guild Wizards. But they shared the book among themselves and in so doing grew extremely powerful. Too powrerful for the Guildmaster to control and so he sparked division among them that tore the region apart. The most powerful of them all was Meekay (, but he was also profoundly schizophrenic. Meekay had discovered the Guildmaster's plan: to use the Book of Knowledge to gain the key to unlocking Onawantue, the evil nasty demon that he secretly served so that she could re-enslave the mortal world. And so, the Guildmaster destroyed Meekay's thought receptacle which had previously allowed him to function more or less normally.
Centuries later, the original six became known as gods: Raojan the god of Fire, Norina the goddess of deception, you get the idea. The Guildmaster still needed minions to carry out his whims, but instead of talented mages he chose common folk with a propensity to greed and kept their knowledge on a tight leash---allowing them just enough knowledge to spark but not enough to challenge his control.
Boza if the requirement is that the card will eventually see print else don't bother why do we even have this forum? Is this a secret wotc R&D lab that I don't know about? The point is as with anything else with this game: to entertain and have fun.
As for being unreceptive to criticism, please understand that I thank all of you for your feedback. Thank you. Sincerely. If I come across as aggressive that's because I'm an asshole in general and I'm too old to apologize for that.
8 months ago
Great to see your still updating this list once in a while!
I personally don't like single target discard in multiplayer formats. It can hit only one of 3 players so you’re never going to hit all the mass removal that you want. Also picking the right player at the right moment is hard. Mind Slash might hit all the cards you need, but sacrificing half the board in order to get rid of all the mass removal doesn't feel like a solid plan (and the amount of black mana this card requires is just irritating). I think I just accepted that mass removal is going to be annoying and figured the best way to deal with it is just more card draw!
Found two new cards for you to consider:
Scapegoat requires only 1 mana to sort of save you board. Way easier to keep up one white then three mana! Also when you have nothing to do you can bounce some creatures to get you some more tokens!
I must admid I just orded them and have yet to try them out though.
Also I thought you were running Adanto Vanguard because of mass removal or am I mistaken?
Love to hear your thoughts on this!
9 months ago
Thanks for the suggestion Scion_of_Darkness, that is an amazing card! This deck should win by turn 4 or 5, but if not Marrow-Gnawer will double the number of rats you control to ensure victory. I am going with 1 instead of 2 because this deck is budget and that card is pricey. As for rewsifer, I think 20 swamps is as low as I will go for this deck. Throne of the God-Pharaoh might help, but I don't find it necessary. I will add it to the maybeboard in case anyone prefers it over another card in this deck. I believe Dark Tutelage is a better card than Sign in Blood for card draw, but thanks for showing me the flaws in Minions' Murmurs! :)
10 months ago
1 year ago
go up to 36 lands. You dont need any of those planeswalkers. Take out: Tainted Strike, Tragic Slip, Black Market, Ancestral Vengeance, Glistening Oil, In Garruk's Wake, Nylea, God of the Hunt, Primordial Hydra, Hex Parasite. Add Read the Bones, Essence Warden, Harmonize, Merciless Resolve, Minions' Murmurs maybe, Night's Whisper, Ambition's Cost, Ancient Craving, Cultivate, Blight Sickle, Cauldron of Souls, Diabolic Revelation, Increasing Ambition, Fevered Convulsions, Obelisk Spider. Add the following combo: Devoted Druid +Ivy Lane Denizen = inf mana and sneks. Cinderhaze Wretch + Ivy Lane Denizen = inf sneks and fuck yalls hands.
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