Outland Liberator

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic 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.)

Reliquarian on Junk Maverick

1 week 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

1 week 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)

3 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 Kaiju Battle

4 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

5 months 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.

nbarry223 on Glittering Company

5 months ago

In that case, the best thing I can think of as reusable removal, would be something like the flipped side of Outland Liberator  Flip or Feline Sovereign, but both are pretty situational.

If you had access to , Trygon Predator would be a better choice since it has evasion at least, but the whole having to attack part is kind of not ideal anyway.

youngPZ on Making Waves

5 months ago

In a similar vein as the inclusion of Caustic Caterpillar, you might want to switch it for Outland Liberator  Flip since its activation cost is lower (if you don't mind tracking Day/Night).

Blackgate on Innistrad: Witherbloom Werewolves (GB midrange)

6 months ago

Thanks for the link Sorin_Markov_1947!!

Taking a look at it and seems that removal is the way to go to help against mono-green.

Infernal Grasp, Bloodchief's Thirst and Necrotic Fumes will be effective against all the big creatures in the deck. The addition of Containment Breach as per your recommendation should help against Ranger Class and more importantly Unnatural Growth. Outland Liberator  Flip would also be good for artifact / enchantment removal and is a werewolf too. I added a few deathtouch cards to the maybe board that could also be effective and work as “removal”: Infuse with Vitality and Bladebrand.

Re: Mono-white - Crippling Fear in the sideboard may come in handy to wipe out those pesky wennies.

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