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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 |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Premodern | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Unformat | Legal |
Vanguard | Legal |
Vintage | Legal |
Mountain
Basic Land — Mountain
: Add .
jakerman999 on
Olivia Voldaren - EDH
3 days ago
--Rakdos Cluestone ++Unstable Obelisk
Michigone on
Isshin for a Fight
2 weeks ago
Change Log 04-Mar-2023
Cut/Move to Maybe Board:
- 1x Plains
- 1x Mountain
- Ogre Battledriver
Add/Move to Main Board:
Michigone on
Isshin for a Fight
2 weeks ago
A few quality of life changes. I've been thinking about lowering my curve and what some effective cuts are to the deck in order to do that. I originally had Ardoz, Cobbler of War in the main deck, but he got cut early on and replaced with Ogre Battledriver. Ogre is a great card, and particularly useful because it gives creatures haste, which is a valuable tool in this deck. That is the primary reason that it's been in here as long as it has. BUT, and I bet you could sense that coming, so many of my creatures/effects make tokens that are tapped and attacking or just attacking (11 effects in the deck, compared to 4 effects in the deck that create tokens that are not "tapped and attacking), and specifically on the attack step, so giving tokens the benefit of haste is wasted as they cannot participate in combat. Therefore I am switching back to Ardoz, as it does the same thing for less, which definitely helps with curve reduction. If I end up missing the haste, I can always switch back
Two other small changes. I am changing out one Plains for an Eiganjo, Seat of the Empire and one Mountain for a Sokenzan, Crucible of Defiance. I used an Eiganjo in an online game last night to remove a particularly troublesome attacker, and I didn't even have to waste a card slot on it. Furthermore, I have quite a few legendary creatures in the deck, and this allows me to have reduced costs on the channeling ability for those cards.
One thing I have noticed with the deck, and it was something that Crow-Umbra had mentioned, is that I am a little mana light in the deck. Every few games or so I get mana screwed. This is more likely due to poor use of mulligans on my part rather than actual land count in the deck, but 2 more lands would feel better, but I'm unsure where to find those cuts. Anyway, that's it for now. On to lots of testing. As always, feedback is greatly appreciated!
Michigone on
Isshin for a Fight
1 month ago
Change Log 12-Feb-2023
Move to Maybe Board:
- Ardoz, Cobbler of War
- Toxic Deluge
- Sigiled Sword of Valeron
- Karlach, Fury of Avernus
- Skyknight Vanguard
- Ankle Shanker
- Kazuul, Tyrant of the Cliffs
- Despark
- Chaos Warp
- 1 Mountain
- Talisman of Indulgence
Add/Move to Main Board:
Gleeock on Twenty Years of Playing Magic!
1 month ago
Haha! I had a feeling you were a fellow dinosaur... Scaled Wurm for me :) First legit card was Mountain ice age - A sign of things to come.
Spirits on
2 months ago
Hey Zorke,
Ok based on your comment about the combo, I'm basing these recommendations on a:
Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.
-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway  Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island
--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season
--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)
--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance
--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman
--Control-- +Beast Within -Fog
I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist
Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)
Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.
Hopefully you find some useful ideas here.
immakinganezehaldeck on
Anje Reanimator (Casual CEDH)
3 months ago
11/23/22 - Madness update
I'm really low on madness cards. Needs to be far higher for an anje deck.
IN
-
Emergence Zone - adds a lot of sorcery speed options into gorger loop
-
Cloudstone Curio - infinite mana combo with Dockside + a creature iff dockside makes enough mana to cast both.
-
Revolutionist - if in gorger loop, can loop instants (and sorceries if anje is there too.)
-
Alms of the Vein - sorcery for above
-
Fiery Temper - instant for above
-
Violent Eruption - instant for above
-
Distemper of the Blood - can also get looped with Revolutionist
-
Hell Mongrel - discard outlet WITH MADNESS
-
Bag of Holding - Shadow of the Grave effect
-
Asylum Visitor - madness
-
Kitchen Imp - madness
-
Bloodhall Priest - madness and etb trigger that kills with gorger
-
Terminal Agony - madness
-
Necrogoyf - madness
-
Malevolent Whispers - madness
OUT
NOTES
Removed most end game threats + interaction that didn't have madness, since madness tech needs to be there in high density and the deck can win through that stuff mainly.
ThePrussian on Beginner Deck Advice
4 months ago
Still trying to figure out how to post here, lol.
Here's the deck list, hopefully!
1 Ankle Shanker 1 Arrow Storm 1 Bloodfell Caves 2 Borderland Marauder 1 Bring Low 1 Carrion Crow 1 Crippling Blight 1 Flesh to Dust 2 Goblin Roughrider 1 Heat Ray 1 Hordeling Outburst 1 Kill Shot 1 Lightning Strike 1 Mardu Blazebringer 1 Mardu Charm 2 Mardu Hateblade 1 Mardu Hordechief 1 Mardu Roughrider 2 Mardu Skullhunter 2 Mardu Warshrieker 8 Mountain 2 Nomad Outpost 5 Plains 1 Raise the Alarm 1 Scoured Barrens 2 Smite the Monstrous 7 Swamp 2 Trumpet Blast 1 Unyielding Krumar 1 Venerable Lammasu 1 War Behemoth 2 War-Name Aspirant 1 Wind-Scarred Crag 1 Zurgo Helmsmasher
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