Outland Liberator

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Penny Dreadful Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Outland Liberator

Creature — Human Werewolf

: Sacrifice this: Destroy target artifact or enchantment.

Daybound (When this enters the battlefield, if it's not day or night, this game becomes day for all players. If a player casts no spells during their own turn, this game becomes night for all players next turn during the untap step. When it becomes night, all permanents on the battlefield transform into their nightbound side if they have one, and any new permanents that enter the battlefield will enter on their nightbound side if they have one. Becoming day/night does not use the stack and cannot be responded to.)

DreadKhan on Help needed: Thantis the Warweaver

2 weeks ago

For Clackbridge, ymmv but I felt like mentioning that I've been burnt by it lots of times. I'm sure there are metas where it's a much better card, where people consistently have nothing they want to sacrifice, in my experience I was giving my opponent a free sac outlet every turn that also turned off my 8/8, which felt legit bad.

I use Deathtouch/Trample in my OG Multani deck, it's not especially rare for him to swing as a 30/30 vs the first opponent I'm going to eliminate, those two together usually means they can't block enough of his power to survive. Having both on an 8/8 is fine, but it's really great when you can get over 20 power with some consistency, I could see Grismold achieving that by the time you're ready to eliminate someone.

My issue with Sunder Shaman is that there are so, so many better ways to remove artifacts and enchantments in Jund, and most of them aren't RRGG to cast, an officially awkward to cast spell. I know he's got Green here, but I remember trying to make Kaya's Wrath work in an Esper deck. It proved consistently impossible to cast, and when I could it held up other stuff because it's just too colour intensive. Something like Kogla, the Titan Ape is probably many times the card, providing a bigger body that fights something on ETB sounds a lot better, add in that Kogla is maybe easier to cast with a bigger board presence and I feel the point should be made. If you want something small that can do something similar, there is Caustic Wasps, which is evasive and kills artifacts, as well as stuff like Thrashing Brontodon and Reclamation Sage, without using a non-creature option. Sunder Shaman seems to combine a so-so body with an ability that isn't particularly easy to guarantee, people can stop your attacks in a variety of ways and Shaman needs to deal damage. Kogla just needs to swing and something is getting blown up, that's much more relevant. If you want something earlier than Kogla you can use Outland Liberator  Flip, which can work without attacking and on every attack if you can get it flipped, I'd actually say that's a lot more consistent than Shaman. If anything I'd run more artifact/enchantment removal, there are tons of people who run infuriating stuff like Propaganda and even the dreaded War Tax. If I was building Thantis like this, I think I'd want War Cadence, very politically relevant. I personally love removal in most decks, and I wouldn't hesitate to run some in a deck like this, especially clunky damage based wipes, because Thantis can be huge sometimes and survive a Blasphemous Act.

Haha, I think Duo AND Crown would be pretty absurd, both only hurt your opponents. Still, I do agree he might be trying to do too many things at once here, and that's why it's hard to cut cards.

Monarch is a good way to get people swinging, but Coveted Jewel is the real 'kingmaker' you can run to create utter chaos. It's one thing to turn down 1 free card, but to turn down 3 mana and 3 cards is just madness, and letting someone else keep that 3 mana for their next turn is likewise unacceptable, so it can create a ton of chaos. Something like Kamahl, Fist of Krosa could be pretty interesting, if a land is a creature it either has to get tapped down or swung with, and small creatures die. Jolrael, Empress of Beasts can turn their entire land base into 3/3s. I'm not saying you should threaten people's mana bases, but I'd feel remiss if I didn't bring it up.

Re: running more Green ramp, I like to run more Green mana sources in a deck that runs lots of Green ramp, as long as I have Green ramp and Green mana I can find whatever other mana I want. There are so many decent 2 and 3 mana ramp spells in Green, even stuff like Wood Elves or Farhaven Elf can work beautifully, if you dig out a tapped dual it feels pretty good with Wood, Farhaven just finds whatever basic you need.

wallisface on Help Tweaking a Golgari Standard …

4 weeks ago

Are you playing games with Sideboards? Because a lot of decks are able to shore-up their weaknesses by utilizing sideboards, and you'd also be able to gain some extra ground against those bad-matchups by doing so.

Other than that I think the biggest recommendation is something you've already eluded to in your commentary here & on the deck - there's too many different things going on here. The deck would really benefit from cutting-out the average/mediocre cards and running more playsets of the "goodstuff".

Without knowing too much about standard (I only play Modern) my gut instinct is that the following cards are probably a bit weak to be in the deck, and should probably be ditched: Dreadhound (soo much mana for such a meh effect), Graveyard Trespasser  Flip (doesn't seem to be helping your deck out that much), Old Rutstein (seems odd in this shell), Outland Liberator  Flip (it just feels like a sideboard card to me), Skyfisher Spider (mana cost seems too high for what it does).

I feel like Golgari decks do well from interacting with the opponent and grinding them down. In that regard, I'd prioritize making playsets of your current selection of instant spells (Tear Asunder, Infernal Grasp in particular seem strong for helping the game go longer so your creatures can get bigger. I'm not sure how relevant Cut Down is in your format).

Lunarbripsaw on Muldrotha, the Gravetide

2 months ago

as far as suggestions go, in my experience ive liked Outland Liberator  Flip more than Caustic Caterpillar. I also like your use of the cycling lands thats cool tech

Reliquarian on Junk Maverick

7 months ago

Thanks for the feedback.

I actually used to include Grist, the Hunger Tide in my list, but I ended up cutting him since he was often not as impactful as I would like for a 3 drop (though he may find his way back in at some point depending on meta shifts). As for Outland Liberator  Flip I have considered it and may cut the KoA for one since it seems like a more efficient option. I may also consider Opposition Agent, though it doesn't quite fill the same role as Leovold, Emissary of Trest. Leo also has never been much of an issue for me to cast without a trop. As you mentioned the 5 dorks and 4 GSZ have generally been fine in my experience. But Leo may also just get replaced with another spirit at some point.

Anyway thanks again for the feedback. Cheers!

Trumpet on Junk Maverick

7 months ago

I play Punishing Maverick in legacy, so I know the archetype well but not specifically Abzan variant. Have you tried either Outland Liberator  Flip or Grist, the Hunger Tide?

Outland Liberator has overperformed for me. I don't play KoA/Quasali anymore. I've also heard Grist is pretty flexible, but IDK about your meta, so maybe it wouldn't be that great.

Also, have you tested Opposition Agent? It might be a nice replacement for Leovold since you already are running Spirit of the Lab. It would probably up your consistancy being able to cast it. I imagine you don't have much trouble getting it on board with the 4 dorks and GSZs, but I'm sure there's some non-zero % where it's stuck in hand where Opposition Agent wouldn't be since you're not running any trops.

Jack32226 on Rot and Ruin (Muldrotha EDH)

10 months ago

Thanks for commenting, Lord_of_Cardboard!

This deck would do exceptionally well against a Kroxa, Titan of Death's Hunger deck. This is for the same reason that cards like Jace's Archivist do so well in the deck: if you have have Muldrotha on the battlefield, any cards you discard might as well still be in your hand cause you can simply replay them from your graveyard. If anything, an opposing Kroxa player is almost helping you by disrupting your other opponents' hands.

As for a budget version of the deck, here's some advice on budget options and replacements. Just note that this is advice specific to my Muldrotha deck, i.e., advice for the big mana and big X-spell strategy. If you'd rather play a more typical creature-based, swing-to-kill type deck, there may be better Muldrotha lists to look at.

The mana base makes up a large portion of the deck's budget, and I would leave that mostly up to your own discretion. Just keep in mind that fetch lands like Evolving Wilds and slow fetches like Bad River are good for being replayed every turn with Muldrotha. Also, for a budget version of the deck, it's important to run more basics than I do since you'll probably need to fetch more with your ramp. Cycle lands like Lonely Sandbar, Tranquil Thicket, and Barren Moor are fantastic, especially with Life from the Loam. Some other good options:

Which brings me to another point: if I had to pick one somewhat expensive card that's worth putting in a budget Muldrotha deck, it's this one. It's a one-card value engine, giving you card draw, mill, and lands. And depending on what utility lands you choose to run, it can do a whole lot more. And if you're worried about Kroxa in your meta, Life from the Loam is a great counter to it, allowing you to fill your hand with lands to discard.

Now to address key cards for the deck's "big mana" strategy. Important cards for generating a lot of mana include Urborg, Tomb of Yawgmoth, Cabal Coffers, Dryad of the Ilysian Grove, Crypt Ghast, and Nyxbloom Ancient. You could just replace these cards with normal ramp; casting X-spells for X=10 is still good and easy to accomplish without these cards. If that's unsatisfying for you, you could consider options like Zendikar Resurgent and Mana Reflection. Unfortunately there aren't many great cheap options for producing a lot of mana. This is an important part of the deck though, so it's up to you if it's worth spending some extra money on it.

To avoid this comment being any more lengthy than it already is, here's an extensive list of some budget alternatives for the deck. The great thing about Muldrotha is that being able to replay removal makes a lot of sub-par removal actually pretty good, so it's pretty budget friendly.

Win-Conditions: What's in the deck isn't too expensive, but here's some cheaper options.

Removal:

Draw / Mill:

Tutors:

Ramp:

Control and other good stuff:

If you have any other questions about budget options, let me know. I'm always happy to help!

ClockworkSwordfish on

11 months ago

I can't help but notice you have zero ways to deal with noncreature permanents! Trying to win while ignoring them is a possibility, but it would be a major drag to be shut down by something like Meekstone, Teferi's Moat or Grave Pact.

I'd strongly consider making room for a few answers to such cards - some of the premiere choices include Hull Breach, Nature's Claim, Ancient Grudge, Krosan Grip and Shattering Spree. Sticking more to the creature side of things, some good options include Reclamation Sage, Outland Liberator  Flip, Thrashing Brontodon, Viridian Zealot, World Breaker and the blanket-answer Bane of Progress. Hopefully some of these cards can help dig you out of tight situations in the future!

lagotripha on Splinter Shell

1 year ago

Tried to get this working in the past with Animate Land/Eradicate back in the day - never really got running well enough to be more than a gimmick.

The artifact land versions were better, and torque really improved them - splinter just felt like a way to strip win conditions out of decks in them, but it hit hard. Magnetic Mine back in the day used to be a casual list like this, but by the time torque was printed it'd morphed into low cmc artifact destruction and animation, with creatures that destroy artifacts to be both win condition and removal.

It needs a specific meta to run properly - the idea is if you are usually sideboarding in Natural State type cards, you can instead put 10 artifact hate cards mainboard alongside coating + torque and auto win some matchups, while still packing reasonable removal for the rest, and freeing up sideboard slots for whatever you feel weak against.

To make this competitive I'd look really hard at Cleansing Wildfire and creatures that can apply pressure and kill artifacts - your Tin Street Hooligans,Reclamation Sages, Outland Liberator  Flips or whatnot to kill key threats.

With Slagwoods Bridge/Sojourner's Companion you can fix to most colours pretty easy if you are prepared to lose a turn, and artifact land access also opens up artifact synergies to get more value from torque/coating.

I tried to get a Scrap Trawler combo line built in alongside the list with the idea that you can use sacrifice + coating to get a lot of value, returning Caustic Caterpillar and what not for a value gameplan, but it never really ran smooth enough because everyone packs ways to exile the graveyard.

A white/green Qasali Pridemage version would get access to various white artifact hate cards, but it never quite ran smooth enough.

Best of luck tinkering, and I hope you find the perfect parts for the list.

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