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Mire Triton
Creature — Zombie Merfolk
Deathtouch
When Mire Triton enters the battlefield, mill two cards and you gain 2 life. (To mill a card, put the top card of your library into your graveyard.)
Niko9 on Is the only problem with …
3 months ago
For a long time I had a combo lifegain deck that was kind of kitchen table soul sisters, and in that context I thought that it was a snowballey deck to play that was decent but never amazing, and I kind of figured that that's just how lifegain is in magic. But more recently I started playing more incidental lifegain, purely in 60 card, but I've had pretty interesting results.
The value of something like Revitalize can be kind of deceptive against an aggro or tempo deck. If I'm mitigating some of the early damage while also digging to a combo or a set up, that's extremely valuable. The way I see it a lot of the time is, my opponent attacked with some small creatures for a few turns and I gained the life back, so if I have a good late game plan, that lifegain buying me extra turns is kind of like having both extra ramp and extra draw.
Like, if Revitalize buys me one more turn in the game, it is kind of saying "1W- Draw 2 and add W to your mana pool" and that's an incredibly busted card.
Or something like Mire Triton that can not only delete the damage from early turn attacks but also deathtouch, that will almost always get you another turn down the road, and that's a whole new draw, land, and untap.
I don't know, and maybe it's just me, but I feel like I'm recently seeing a lot more potential in lifegain, not as an end goal, but as a value engine, or at least an engine that gets me to more value.
And I realize this doesn't work 100% of the time. If you match up against something turbo combo, or any variant of control, lifegain is going to be a bad bang for the buck.
Maybe I'm just wondering if anyone else has had this experience where at the end of the game you say, wait, did putting a pump spell on Healer's Hawk early, did that actually get my whole deck on line in the late game?
jacobpmesser on Self Mill Goyf
11 months ago
4 Stitcher's Supplier 4 Hedron Crab 3 Satyr Wayfinder 4 Urborg Lhurgoyf 4 Cruel Somnophage 4 Souls of the Lost 2 Nighthowler 3 Grist, the Hunger Tide 2 Wonder 4 Unearth 3 Brazen Borrower 1 Sidisi, Brood Tyrant 1 Glasspool Mimic Flip 1 Kazandu Mammoth Flip
That's a good base. Take what works and replace what you don't like.
Exp. I've been playing iterations of this for years now and eight one drops are important. You need to start filling your gy ASAP. These are the two best. If you don't want to go into blue, there are cards like Gnawing Vermin but for me, m2 isn't enough. The -1/-1 is helpful so there is some leeway based on META. If I dabble in other colors, Shriekhorn is my go-to.
Satyr's spot can be removed but I play a low land count due to the two modal lands (Glasspool/Mammoth). Mire Triton is another favorite because Deathtouch and gainlfie. It's also a META call. I don't like others like Skull Prophet. If I were playing The Mycotyrant I'd consider it because it 'mills over time' (MOT) but once your opp sees what youre on theyd kill it before you get a chance to use it.
So, in this list I'm 12 goyfs. Eight can self-mill (SM) and the other is useful (Souls) in getting Wonder out of your hand. You can also sac Stitcher to it if you're a T1 Stitcher T2 Souls. Every card in this deck is a permanent besides Unearth so if you fetched at all, you could have a T2 6/6-8/8 Souls of the Lost and that aint to shabby.
I have always played at least 1-2 Nighthowler. It makes those Stitchers, Crabs, and Satyrs a threat and more often than not, takes two spells to kill it (when it's bestowed).
I view this deck as a sort of aggro deck and keeping with 99% creature theme, Grist and Brazen Borrower are my interaction. You can bring in whatever you want (obviously) but it's also provides fliers for Nighthowler, Grist has a built in win-con and protects itself. I always play a Boseiju, Who Endures and if I play more, -1 Unearth for Life from the Loam and if I'm really frisky, I'll add a few more legends, play more of the Channel Lands and another Life/Loam. I've got a oops all Channel lands were all the other lands are Modal and I play Amulet of Vigor with Shriekhorn and use Emry, Lurker of the Loch as a self-mill recur piece. It's fun.
Sidisi is a MOT that can help you go wide. Every time you mill, you get a zombie. I use this in near every build when I'm in color. I've tested Blossoming Tortoise but save that for a Mosswort Bridge version I play and if I can't get that going I want to be able to cast the top end. Shigeki, Jukai Visionary, Molderhulk, Aether Vial + Dryad Arbor help get me there. But just playing the new Squirming Emergence is so much easier than playing all those other cards.
You can find a way to bring in draw, life, other interaction, etc.. it's on you. There are times were I play Jace, the Perfected Mind or Visions of Beyond for draw. Spellstutter Sprite and a few spots for other faeries like Likeness Looter (flying faerie goyfs!).
But that's the base. Do what you want.. because you can literally do anything. I've got a junk list focused on recur with Unearth, Renegade Rallier, Necropanther, Athreos, God of Passage... a jund/grixis list that uses Ob Nixilis, the Adversary and Orcish Bowmasters (sac goyf to etb Ob Nix, Token Ob forces opp to draw 7 for -7 life. Bowmasters deals another 6 plus you get a 6/6 orc token (+2 more for paper Ob +1 if they can't discard). That's a 15 point swing, not including attacks. Another Grixis list that plays Kroxa, Flamewake Phoenix, Seasoned Pyromancer and Ox.
My favorite - game 1, I'm a mill deck that sideboard converts into self-mill game 2. It still deals with the gy but game 1 youre spell heavy and game 2 youre creature heavy.
Anyway, have fun.
mrweaselman on Stumbly Boys (EDH)
11 months ago
Starting with mana, you only have 44 sources. I would recommend going around 47. Sapphire Medallion and Jet Medallion are a lot better than the monuments, although more expensive. You want to avoid 3 mana rocks like Dimir Locket and Commander's Sphere, you have better options in two mana ones. Add Coldsteel Heart, Fellwar Stone, Dimir Signet, Talisman of Dominance and at least one land.
For interaction, you could add enchantment removal like Feed the Swarm. Bitter Triumph is new and may be better than Infernal Grasp here.
Since mill and discard can basically act as card draw, you can run cards like Mire Triton, Stitcher's Supplier, Undead Butler, Palantir of Orthanc, and Fact or Fiction, as well as sacrifice based card draw like Corrupted Conviction, Village Rites, and Deadly Dispute. There's also always all-stars Black Market Connections, Phyrexian Arena, and Rhystic Study if you want to go that direction.
Some card to protect your commander like Netherborn Altar, Malakir Rebirth Flip, Zombie Master or Lightning Greaves / Swiftfoot Boots may be helpful if you rely on Gisa and it keeps getting removed.
There are certain cards I am not a fan of in this deck including Master of Death, Prized Amalgam, Scourge of Nel Toth, Tomebound Lich, Dead Revels, and Syphon Flesh.
Some other cards to consider include Cryptbreaker, Geralf, Visionary Stitcher, Ghoulcaller Gisa, Lord of the Undead, Noxious Ghoul, Mikaeus, the Unhallowed, The Scarab God, Distant Melody, Buried Alive, Diabolic Intent, Liliana, Dreadhorde General. You could probably replace similar cards with these if they are better.
Gravecrawler + Rooftop Storm + Sac Outlet is infinite. I don't think you run many sac outlets. You could add Acererak the Archlich to go infinite with just Rooftop Storm.
wallisface on My zombie tribal deck
2 years ago
Dead_Blue_has already provided a great list of killspells. Fatal Push is usually the default go-to, though depending on your budget Infernal Grasp might be the most viable option.
The legacy cards there at the moment are Brainstorm, Ponder, and Bad River. I think for any kind of aggressive creature build those blue drawcards aren’t great anyway (because they’re not applying pressure).
As far as alternate strategies, Zombies usually do well in incorporating sacrifice and/or the graveyard. As an example that’s in the wrong colours and probably over-budget, my zombie list here is a good example of a zombie deck taking full-advantage of sacrifice mechanics, to give itself more options when it can’t win a direct beatdown. Your colours are a bit trickier to work around, but something like Blood Artist might help alongside the Carrion Feeder/Gravecrawler package. Blasting Station could also be useful. Blue-zombies in particular have access to Skaab Ruinator, which is a pretty efficient/chunky body, and possibly something to build your deck around - and going down that route both Mire Triton and Stitcher's Supplier might help get it out faster. Cryptbreaker is another interesting zombie that could be considered, depending on what you’re doing - it does play better in midrange strategies so if your deck ends up being one of attrition then its worth including.
Apollo_Paladin on Esper Rites (Competitive)
2 years ago
Upvoted just for seeing another Arena player on here.
I run a similar build and I've found that even with high control, you still get games where you're unable to find good creatures & get them into the graveyard in time.
You might look at Seasoned Hallowblade since the only way I can see for you to discard a big creature you draw is Liliana. He'll let you dump whatever you have in-hand to the graveyard mana-free. I also run Bone Shards since it's not only good control, but is another way to Discard if needed. I'd highly recommend looking at this option, since you have a very limited Creature pool to select from, and running 4 copies of Ulamog only makes it that much more likely he'll be in hand instead of in the graveyard. Liliana is fine and all, but she's also 3 mana , so it seems more optimal to have a couple of lower-mana options for self-discard along side her so that you can prep your Graveyard earlier (and also be able to use her abilities more strategically rather than just self-discarding all the time since that's your only option for doing so currently).
There's also self-mill creatures like Stitcher's Supplier and Mire Triton, both of whom give good value once in play as blockers (which saves you needing to use other control all the time). This can help for games where you draw loads of reanimate cards, but no creatures.
Finally, Ascent of the Worthy is another really good way to pull out a big creature reliably. This combo's especially well with the Seasoned Hallowblade, since you can keep her indestructible if you need to on the first 2 triggers (plus you fill the graveyard with targets for the 3rd ability on Ascent of the Worthy while doing so by discarding to her ability). Unburial Rites is another one I use as well, but I don't like that I have to discard it first in order for it to be a 4-mana option. This often just adds an extra unnecessary step to the build if it's the only reanimate option I've found.
Either way, good luck, +1, and I hope some of my suggestions help -- Cheers!
legendofa on I'm gonna cleave you
2 years ago
Maybe some more big mana enhancements, like Crypt Ghast, High Tide, Dark Ritual, or Burnt Offering. You have a lot of 5-7 mana spells, and Rise of the Dark Realms is up at 9 mana. TheJerryCan's suggestion of Ashnod's Altar is solid.
Right now, this deck has only nine permanents below 3 mana. This might be contributing to the feeling of having no board presence; I would expect this deck to start establishing a solid board at turn 4 at the earliest. Gravecrawler, Champion of the Perished, Bladestitched Skaab, Nightscape Familiar, Stitcher's Supplier, Mire Triton, and Undead Butler are all low-mana options, and the last three help kickstart your milling.
Geo67 on “Infect is Back”
3 years ago
I will say, Vengeful Reaper on Foretell, flip and attack with Fynn, the Fangbearer out is hilarious.
It's a bit clunky, and I'm not a huge fan of Mire Triton tossing value into the GY.
The infect kill is bonus.
77hi77 on
3 years ago
abby315 thanks so much! That's really helpful and gives me a lot to think about.
Noted for the removal suggestions, I'll toss those Fractures.
As for number of cards, this is a deckbuilding exercise for my noob self so please bear with me, I'm going to try and reason out why I picked certain cards (because I don't know that I have an exact reason for each card being there).
For most of the 1-3 mana creatures, I was thinking about food for Call of the Death-Dweller. Cards that could help me flood the board and do damage.
Thieves' Guild Enforcer I got excited by the idea of a 3/2 for 1 mana. Granted, by the time my opponent has 8 cards in their graveyard, I have more land and bigger weapons to pull out. I guess the milling can be considered part of the toolbox, but milling the opponent's deck probably needs a much more dedicated deck than just a couple of cards to cycle on and off the board. You're definitely right, Mire Triton offers me more immediately, and I'll have other things to play by the time Enforcer gets up to 3/2.
Eye Collector I think I just went "Ooh! Flying!". Then again, it's only a 1/1 and it's not that good at milling.
Drana, the Last Bloodchief I'm asking myself questions about. That effect is incredible, but I never actually use it. It tends to just live in my GY all game. I feel like it'd be better in a control deck than something as aggressive as this, does that sound about right? If I need a big hitter, I'll bring out Demon of Loathing. If I need to clear the board, I'll bring out Massacre Wurm. I might rethink Drana for something. Maybe another niche effect to handle specific situations, or maybe another Wurm.
Scourge of the Skyclaves is an interesting one. The deck is not built for him, there's a bunch of Lifelink in there and Mire Triton would add more. I think he's nice to have, again, for the toolbox. The one game in six when he's useful, he ends up changing the game.
Liliana, Waker of the Dead in theory is perfect for this deck, but it's her ult I'm after and that never actually goes off. I'll just have to get better at using her.
Now I'm also asking myself if I have the right number of Fiend Artisans and Nullpriest of Oblivions. Fiend Artisan is a key part of every game I play, I don't know if more would just suffocate the deck. Nullpriest isn't usually a big factor unless I have Lurrus of the Dream-Den out, so maybe Lurrus is the one whose numbers I need to think about.
As for Nyx Lotus, I find that every time I play it, it changes the game for me. I start pulling off huge plays with only 5 or 6 lands. Just so I understand your advice, with a card like Nyx Lotus, because I have no way of searching for it, either cut it completely or take 3-4? I was hoping to drop it and a few Swamps for Nykthos, Shrine to Nyx but it doesn't seem to be legal in this edition.
That is the biggest difference I've noticed between competitive decks and casual or fun: competitive decks never hope for any cards, they always seem to have the cards they want at the right time.
Thanks again, this was awesome!