Murktide Regent

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Murktide Regent

Creature — Dragon

Delve (You may exile cards from your graveyard as you cast this spell. Each card you exile while casting this spell pays for .)

Flying

This enters with a +1/+1 counter on for each instant and sorcery card exiled with this.

Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on this.

MontaukMonster on Saprolings to Kraken

1 month ago

Good morning.

I ran a test of this deck against UWr Control Vol 2.4.9 and wanted to let you know how it went down.

Both decks drew plenty of mana. I gave 8 life to the Sylvan before it got killed, and resolved an Evolution Sage. He started eating three a turn while anything and everything that might have actually had a counter on it got countered or blasted. This went on until he resolved a 7/7 Murktide Regent and ate me up. Looking at the top six or seven cards, the deck had no answer whatsoever. He had a sideboard, but yours didn't so I couldn't do a proper best-of-three.

wallisface on Grixis Counter Burn

3 months ago

I have to agree with what psionictemplar is saying. And i'll add my own thoughts about the deck below:

  • Your suite of counter magic feels incredibly lacking. In particular, running 3-mana counterspells (i.e. Ionize) is generally a really bad idea. Even Invert Polarity, which is better that Ionize in every way conceivable, doesn't see any play in Modern. Psychic Barrier and Countersquall feel incredibly narrow/weak for 2-mana counterspells when there is just a lot of better options out there.

  • As psionictemplar already mentioned, mixing counter-magic and hand-disruption is generally a really bad idea. One plan is reactive, and the other is proactive - and mixing the two almost always leads to the deck tripping over itself. In the early game, you'll only have the mana to either hand-disrupt or counter... and if you choose to hand-disrupt then you leave your shields down and the opponent can do what they want. Later game when hand-resources are low, top-decking a hand-disruption spell means you lose your ability to control what the opponent does - i.e. they can play their topdeck without being countered. Decks generally want to be geared towards being either reactive or proactive, but not both.

  • Delver of Secrets  Flip is just such a bad card in 2026, and there are just much, much better options (why not just run Tamiyo, Inquisitive Student  Flip??). At absolute best Delver is going to deal 3 damage before it dies. More likely than not the opponent will just killspell it (which you have far too limited resources to justify defending. Modern has sooo much interaction that there's just no way this lives if the opponent wants it gone). The only reasonable reason for this to deal more than 3 damage (outside of a late-game-grind) is that the opponent doesn't care, because they're pushing for a win before that damage is relevant.

  • Your opponent is going to resolve spells - there is no way around that (even the strongest control decks accept this reality). Your deck has almost no way to deal with threats once they're in play, and that is a massive issue. several turn-1 or turn-2 threats could just win the game on their own unanswered, and your ability to deal with them seems close to zero once they get past your counter magic.

  • With your deck trying to focus on reactive plays, as psionictemplar has mentioned, the amount of actual threats you need to play is very low. The more important factors are that those threats need to be very hard to remove (not the case here, except for kindof the Terror), and that you need the inevitability to be able to reach those threats in your deck (also not the case here, as your deck has no way to gain card-advantage, you'll inevitably get overwhelmed). Moving outside of dedicated control, tempo decks often run between 8-12 creatures, though those creatures usually have a lot more immediate board-presence in that they create a lot of pressure/value (e.g. Murktide Regent, Psychic Frog, Dragon's Rage Channeler).

I would suggest looking at how old (pre-mh3) Murktide lists were built. That deck is the closest in concept to what you are doing and should be a solid starting ground to work from when trying to figure out this brew.

CommanderNeyo on Lord Tiago, Forsaken Spellbinder (Updated Again)

1 year ago

Personally, I would remove the following:

I would put 2 or 3 Murktide Regents in the mainboard, as the card is a powerful wincon.

Psychic Frog should probably come out of the maybeboard, as it works well with Murktide and is a powerful card draw engine and wincon in its own right.

You might also consider cards like Duress, Thoughtseize, or Inquisition of Kozilek to rip apart your opponents' hands.

While you may not want to net-deck, you may want to check out what are popular decks so you can tune your sideboard to match (or just go to your LGS and see what they play there).

trippy_mcfly on Cumly Cube

1 year ago

Introducing Cumly Cube 1.3! Two years ago, Cumly Cube was updated to Cumly Cube 1.2, creating a balanced cube and wonderful play experience for all involved. Despite these changes, there remained some minor flaws in the card pool. I am now pleased to announce that, after extensive research and design, Cumly Cube has reached a final form. No card is too powerful. No card is too weak. Synergy is abundant. Both the draft and play experiences are dynamic, exciting, and new. There will be no more major updates to Cumly Cube 1.

120 cards have been removed, and 120 cards have been added. Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Everflowing Chalice: mana rocks should cost 3 or have a drawback
  2. Glass of the Guildpact: too weak
  3. Heraldic Banner: encouraged mono-colored decks
  4. Illuminated Folio: too weak
  5. Jayemdae Tome: too weak
  6. Loreseeker's Stone: too weak
  7. Mind Stone: mana rocks should cost 3 or have a drawback
  8. Null Rod: too much of a hate card
  9. Pithing Needle: too powerful with Urza's Saga
  10. Pyromancer's Goggles: too narrow
  11. Retrofitter Foundry: too powerful with Urza's Saga

CREATURE

  1. Bomat Courier: too powerful against slow starts
  2. Deathpact Angel: creates a Cleric token, not a supported creature type
  3. Dimir Cutpurse: too powerful
  4. Elves of Deep Shadow: too obvious of a choice as a cumly
  5. Golos, Tireless Pilgrim: too powerful
  6. Hostage Taker: too powerful
  7. Kalamax, the Stormsire: too powerful
  8. Loyal Retainers: too obvious of a choice as a cumly
  9. Monastery Mentor: too powerful
  10. Moonveil Dragon: pumping the team makes for anticlimactic endings
  11. Murktide Regent: we’ve seen enough of this card already in other formats
  12. Ornithopter of Paradise: too obvious of a choice as a cumly
  13. Phantom Tiger: too weak
  14. Risen Reef: too powerful
  15. Shadrix Silverquill: creates Inkling tokens, not a supported creature type
  16. Tatyova, Benthic Druid: too powerful
  17. Thraben Inspector: we’ve seen enough of this card already in other formats
  18. Toxrill, the Corrosive: creates Slug tokens, not a supported creature type

ENCHANTMENT

  1. Alpha Authority: hexproof makes for less interesting games
  2. Favorable Winds: too weak
  3. Offspring's Revenge: too narrow
  4. Pernicious Deed: too powerful of a board wipe
  5. Rally the Ranks: too weak
  6. Song of Freyalise: too typical a card for green

LAND (types are grouped together in this list)

  1. Tolarian Academy: too powerful
  2. Arid Mesa: mana-fixing should not be so easy in Cumly Cube
  3. Bloodstained Mire: mana-fixing should not be so easy in Cumly Cube
  4. Flooded Strand: mana-fixing should not be so easy in Cumly Cube
  5. Marsh Flats: mana-fixing should not be so easy in Cumly Cube
  6. Misty Rainforest: mana-fixing should not be so easy in Cumly Cube
  7. Polluted Delta: mana-fixing should not be so easy in Cumly Cube
  8. Scalding Tarn: mana-fixing should not be so easy in Cumly Cube
  9. Verdant Catacombs: mana-fixing should not be so easy in Cumly Cube
  10. Windswept Heath: mana-fixing should not be so easy in Cumly Cube
  11. Wooded Foothills: mana-fixing should not be so easy in Cumly Cube
  12. Badlands: mana-fixing should not be so easy in Cumly Cube
  13. Bayou: mana-fixing should not be so easy in Cumly Cube
  14. Plateau: mana-fixing should not be so easy in Cumly Cube
  15. Savannah: mana-fixing should not be so easy in Cumly Cube
  16. Scrubland: mana-fixing should not be so easy in Cumly Cube
  17. Taiga: mana-fixing should not be so easy in Cumly Cube
  18. Tropical Island: mana-fixing should not be so easy in Cumly Cube
  19. Tundra: mana-fixing should not be so easy in Cumly Cube
  20. Underground Sea: mana-fixing should not be so easy in Cumly Cube
  21. Volcanic Island: mana-fixing should not be so easy in Cumly Cube
  22. Hissing Quagmire: creature lands are too versatile and discourage disciplined drafting
  23. Lavaclaw Reaches: creature lands are too versatile and discourage disciplined drafting
  24. Lumbering Falls: creature lands are too versatile and discourage disciplined drafting
  25. Shambling Vent: creature lands are too versatile and discourage disciplined drafting
  26. Needle Spires: creature lands are too versatile and discourage disciplined drafting
  27. Raging Ravine: creature lands are too versatile and discourage disciplined drafting
  28. Stirring Wildwood: creature lands are too versatile and discourage disciplined drafting
  29. Wandering Fumarole: creature lands are too versatile and discourage disciplined drafting

INSTANT

  1. Abnormal Endurance: too typical a card for black
  2. Aerial Predation: too narrow
  3. Alchemist's Gift: too weak
  4. Arbor Armament: too weak
  5. Autumn's Veil: too narrow
  6. Betrayal of Flesh: too weak
  7. Bladebrand: too typical a card for black
  8. Brainstorm: we’ve seen enough of this card already in other formats
  9. Cathartic Pyre: too much utility for an instant
  10. Comet Storm: one-sided board wipes need to be focused on creature type
  11. Consider: too typical a card for blue
  12. Crippling Chill: too typical a card for blue
  13. Crush: spot artifact removal is not to be part of Cumly Cube
  14. Dawn Charm: other cards in Cumly Cube fill this role better
  15. Dive Down: hexproof makes for less interesting games
  16. Divine Offering: spot artifact removal is not to be part of Cumly Cube
  17. Dragon's Fire: too typical a card for red
  18. Electrify: too typical a card for red
  19. Fell the Pheasant: too narrow
  20. Gainsay: too narrow
  21. Gut Shot: too weak
  22. Heroic Intervention: other cards in Cumly Cube fill this role better
  23. Hold the Line: too narrow
  24. Into the Core: spot artifact removal is not to be part of Cumly Cube
  25. Lash of Thorns: too weak
  26. Make Your Mark: too weak
  27. Opt: too typical a card for blue
  28. Overload: spot artifact removal is not to be part of Cumly Cube
  29. Pitfall Trap: too narrow
  30. Repulse: too typical a card for blue
  31. Scrap: spot artifact removal is not to be part of Cumly Cube
  32. Seedtime: too narrow
  33. Shatter: spot artifact removal is not to be part of Cumly Cube
  34. Smash: spot artifact removal is not to be part of Cumly Cube
  35. Smashing Success: spot artifact removal is not to be part of Cumly Cube
  36. Smite: too narrow
  37. Turn to Frog: turns a creature into a Frog, not a supported creature type
  38. Unsummon: other cards in Cumly Cube fill this role better

SORCERY

  1. Blasphemous Act: too typical a card for red
  2. Chart a Course: too much utility
  3. Cleansing Wildfire: too much utility
  4. Cultivate: too typical a card for green
  5. Disentomb: too typical a card for black
  6. From the Ashes: too narrow
  7. Funeral Rites: too much utility
  8. Gitaxian Probe: too typical a card for blue
  9. Necromantic Summons: too typical a card for black
  10. Nighthaze: other cards in Cumly Cube fill this role better
  11. Persist: too typical a card for black
  12. Pirate's Prize: too much utility
  13. Ponder: too much utility
  14. Reanimate: too typical a card for black
  15. Recover: other cards in Cumly Cube fill this role better
  16. Serum Visions: too typical a card for blue
  17. Spitting Earth: too typical a card for red
  18. Thoughtcast: too typical a card for blue

ADDED:

ARTIFACT

  1. Coat of Arms: encourages building around creature types
  2. Patchwork Banner: encourages building around creature types

CREATURE

  1. Arahbo, the First Fang: supports the Avatar and Cat creature types
  2. Avatar of the Resolute: supports the Avatar creature type
  3. Autonomous Assembler: supports the Assembly-worker creature type
  4. Bag End Porter: supports the Dwarf creature type
  5. Breya, Etherium Shaper: supports the Human and Thopter creature types
  6. Captain Storm, Cosmium Raider: supports the Human and Pirate creature types
  7. Captivating Unicorn: supports the Unicorn creature type and supports enchantment decks
  8. Centaur Battlemaster: supports the Centaur creature type and functions as a strong payoff for prowess decks
  9. Chronicler of Heroes: supports the Centaur creature type
  10. Conclave Cavalier: supports the Centaur and Elf creature types
  11. Conclave Mentor: supports the Centaur creature type
  12. Crosis, the Purger: supports the Dragon creature type
  13. Fear of Exposure: supports the Nightmare creature type and supports enchantment decks
  14. Ghostly Changeling: supports all creature synergy decks
  15. Gimli of the Glittering Caves: supports the Dwarf creature type
  16. Glissa Sunseeker: supports the Elf creature type
  17. Graveshifter: supports all creature synergy decks
  18. Gwenna, Eyes of Gaea: supports the Elf creature type
  19. Haunt of the Dead Marshes: supports the Elf and Nightmare creature types
  20. He Who Hungers: supports the Spirit creature type
  21. Heedless One: supports the Avatar and Elf creature types
  22. Jungle Creeper: supports the Elemental creature type
  23. Jungle Delver: supports the Merfolk creature type
  24. Kataki, War's Wage: supports the Spirit creature type and functions as artifact hate
  25. Keiga, the Tide Star: supports the Dragon and Spirit creature types
  26. Kiora's Follower: supports the Merfolk creature type
  27. Kumena, Tyrant of Orazca: supports the Merfolk creature type
  28. Lagonna-Band Trailblazer: supports the Centaur creature type
  29. Marwyn, the Nurturer: supports the Elf creature type
  30. Master Skald: supports the Dwarf creature type
  31. Mine Layer: supports the Dwarf creature type
  32. Neighborhood Guardian: supports the Unicorn creature type
  33. Promised Kannushi: supports the Human and Spirit creature types
  34. Realmwalker: supports all creature synergy decks
  35. Reveka, Wizard Savant: supports the Dwarf creature type
  36. Seraphic Steed: supports the Angel and Unicorn creature types
  37. Soul of Zendikar: supports the Avatar and Beast creature types
  38. Steadfast Unicorn: supports the Unicorn creature type
  39. Stingmoggie: supports the Elemental creature type and functions as artifact hate
  40. Sygg, River Cutthroat: supports the Merfolk creature type
  41. Vineshaper Mystic: supports the Merfolk creature type
  42. Wistful Selkie: supports the Merfolk creature type
  43. Yargle and Multani: supports the Elemental and Spirit creature types
  44. Zacama, Primal Calamity: supports the Dinosaur creature type

ENCHANTMENT

  1. Aura of Silence: functions as artifact and enchantment hate
  2. Aura Shards: functions as artifact and enchantment hate
  3. Blessed Sanctuary: supports the Unicorn creature type
  4. Corrosion: functions as artifact hate
  5. Embargo: interesting prison piece for stasis decks
  6. Font of Fortunes: card advantage at a fair price for Cumly Cube
  7. Gate to Phyrexia: functions as artifact hate and supports the niche but possible sacrifice deck
  8. Impending Disaster: a useful piece for aggressive decks or niche graveyard decks
  9. Shared Animosity: supports all creature synergy decks

LAND (types are grouped together in this list)

  1. Drowned Catacomb: completing the full set of check lands
  2. Glacial Fortress: completing the full set of check lands
  3. Hinterland Harbor: completing the full set of check lands
  4. Sulfur Falls: completing the full set of check lands
  5. Cascade Bluffs: completing the full set of filter lands
  6. Graven Cairns: completing the full set of filter lands
  7. Mystic Gate: completing the full set of filter lands
  8. Sunken Ruins: completing the full set of filter lands
  9. Wooded Bastion: completing the full set of filter lands
  10. Darkwater Catacombs: completing the full set of Odyssey filter lands
  11. Desolate Mire: completing the full set of Odyssey filter lands
  12. Ferrous Lake: completing the full set of Odyssey filter lands
  13. Fire-Lit Thicket: completing the full set of Odyssey filter lands
  14. Flooded Grove: completing the full set of Odyssey filter lands
  15. Overflowing Basin: completing the full set of Odyssey filter lands
  16. Skycloud Expanse: completing the full set of Odyssey filter lands
  17. Sunscorched Divide: completing the full set of Odyssey filter lands
  18. Viridescent Bog: completing the full set of Odyssey filter lands

INSTANT

  1. Accelerate: supports prowess decks
  2. And They Shall Know No Fear: supports all creature synergy decks
  3. Artifact Mutation: functions as artifact hate and supports the Saproling creature type
  4. Bandage: supports prowess decks and is also funny
  5. Brokers Charm: charms are an important part of Cumly Cube
  6. Charge Through: supports prowess decks
  7. Cremate: supports prowess decks
  8. Mirrodin Avenged: supports prowess decks
  9. Poison the Blade: supports prowess decks and offers deathtouch in green instead of its typical color, black
  10. Pressure Point: supportsli prowess decks and offers tapping in white instead of its typical color, blue
  11. Steady Progress: supports prowess decks as well as slower proliferate decks
  12. Sugar Rush: supports prowess decks and offers power boost in black instead of its typical color, red
  13. Treacherous Greed: supports the niche but possible sacrifice deck
  14. Turf Wound: a strange tempo card that fits the ethos of Cumly Cube
  15. Warriors' Lesson: supports prowess decks and might end up as green Ancestral Recall

SORCERY

  1. Altar of Bone: supports the niche but possible sacrifice deck
  2. Aphetto Dredging: supports all creature synergy decks
  3. Apocalypse: total game resets are an important part of Cumly Cube, because you end up playing more Cumly Cube!
  4. Ashen Powder: a more situational and odd piece for reanimator decks
  5. Blood for Bones: a more situational and odd piece for reanimator decks
  6. Breath of Life: offers reanimation in white instead of its typical color, black
  7. Broken Bond: functions as artifact and enchantment hate yet also ramps
  8. Channel the Suns: a strange yet useful mana-fixer. Out with fetch lands, in with sorcery WUBRG!
  9. Cloak of Feathers: supports prowess decks
  10. Crippling Fear: supports all creature synergy decks
  11. False Dawn: supports prowess decks and might offer mana-fixing in niche situations? Even if this card is pretty useless, it screams Cumly Cube
  12. Grim Tutor: tutoring is a small part of Cumly Cube but very important in the right decks
  13. Growth Spasm: offers ramp, mana-fixing, and supports the Eldrazi creature type
  14. Hymn of Rebirth: offers reanimation in green and white instead of its typical color, black
  15. Ice Storm: land destruction is a small part of Cumly Cube but a necessary balance, and not usually in green
  16. Jace's Triumph: there are Jace planeswalkers in Cumly Cube
  17. Mana Vapors: a strange tempo card that fits the ethos of Cumly Cube
  18. Many Partings: offers mana-fixing and food
  19. Migratory Route: offers mana-fixing and supports the Bird creature type
  20. Obzedat's Aid: offers reanimation in black and white
  21. Ordered Migration: supports the Bird creature type
  22. Raise the Palisade: supports all creature synergy decks
  23. Resourceful Return: a more situational and odd piece for black graveyard decks and artifact decks
  24. Ribbons of Night: offers direct damage in black instead of its typical color, red
  25. Rise of the Witch-king: a more situational and odd piece for reanimator decks
  26. Riveteers Confluence: similar to a charm
  27. Safewright Quest: offers slight mana-fixing in green and white
  28. Solve the Equation: tutoring is a small part of Cumly Cube but very important in the right decks
  29. Sweep the Skies: supports the Thopter creature type
  30. Temporal Machinations: supports artifact decks
  31. Unnatural Restoration: supports proliferate decks
  32. Urborg Repossession: a more situational and odd piece for black graveyard decks

Andramalech on UB Turn 3 Emrakul (4 real)

1 year ago

sergiodelrio what you're saying is unfortunately true; the majority (lowkey ALL) of my interaction has been away from the LGS for about.. three to four years now. these type of decks are always welcome among my friends because we're not going for true "meta-dominating" decks anymore because as NoobNoob275 will testify, that would mean all four players in our pod playing Abhorrent Oculus variants that include something like Psychic Frog for value. Murktide Regent decks are still prevalent and it's like.. just a stale competitive environment overall in terms of individuality. I'm content playing at technical tier 2, but I ADORE getting the homies excited to brew again. Always up for the conversation so don't be afraid to tag me in it!

DeinoStinkus on Angels Modern

2 years ago

I think a third Giada, Font of Hope could probably do a little better than the one Serra Paragon. I get not wanting to have too many of the same legend, but with Giada it actually works in your favor since any duplicates will just be stronger because the original will boost the P/T of the new one. If you play the duplicate on your second main you actually get to have a big blocker that turn cycle too.

I've found that Secluded Steppe's cycle of lands helps me in Modern decks that are a bit slow.

While I understand Wrath of the Skies's synergies with your deck, I think it honestly will disproportionately hurt you because you know you're low to the ground. Skywrath won't be able to take out a Murktide Regent, Wurmcoil Engine, or a Draco. A regular Wrath would be more effective as a sideboard option, I think. (Could also run some recursion in the sideboard to go along with it, though I'm not sure if TOR would just balance that out as a result of drawing a bunch of cards anyway).

Paya on Dimir Frogtide

2 years ago

Hi. Since you have 3x Murktide Regent maybe could be more useful to play Consider instead of Preordain. To get some more utility you can try +1 Archmage's Charm and -1 The One Ring in main and 1 The One Ring can go to sideboard.

In sideboard can be useful to have some anti grave spells like Surgical Extraction or Nihil Spellbomb. Some more Consign to Memory will be good.

wallisface on Surgical Forfeit

2 years ago

mooffalosystema i have played a load of competitive mill, winning tourney with it, and know full-well the ins-and-outs of competitive play.

If you do the math on Mind Funeral you’ll find that it is absolutely terrible when compared to almost all other 2-and-3 mana mill spells. There’s a very good reason no competitive builds ever run that card.

Indiscriminate discard is always worse than being able to target and remove the card that actually poses a threat. There will be a bunch of games where Inquisition is only able to grab the cards the opponent doesn’t really card about. Not being able to grab a Sheoldred, the Apocalypse or Scion of Draco or Murktide Regent or Yawgmoth, Thran Physician is a massive mistake when these are all very-commonly seen threats.

Your assessment of Lazotep Plating baffles me. It only temporarily stalls some combo decks, and feels negligible anywhere else. I think Storm is the only deck that would ever need to be cautious of this card, and nobodies playing Storm atm anyway cause it’s bad. If your local playgroup somehow validates this cards existence, it’s still only a sideboard card at-best (and even then, a terrible one - there’s sooo many better options!).

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