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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 |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Unformat | Legal |
Vanguard | Legal |
Vintage | Legal |
Overgrown Tomb
Land — Swamp Forest
(: Add or .)
As this enters, you may pay 2 life. If you don't, this enters tapped.

![Dark Confidant feature for [Primer] - Boomer Jund](http://static.tappedout.net/mtg-cards-2/promo-set/dark-confidant/mtg-cards/_user-added/skuloth-promo-bob-14403901490-cropped.jpg)

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legendofa on
The Wind in the Willows
10 hours ago
Unless you want to dig around some other white cards, I think 2x land (Temple Garden or whatever) and 1x land (Godless Shrine) would be enough. The Verdant Catacombs can dig them out as needed, and Mole helps. Cut 1x Overgrown Tomb
and 1x of each of the basics.
For theming it, I think Temple Garden fits as the Riverbank, Overgrown Tomb
's the Wild Wood, and Godless Shrine's the wide world. I leave the art selections in your capable hands.
BlondieN8 on
Grist the pookie tide
2 weeks ago
Here are some lands if you wanted fast-paced mana fixing:
Llanowar Wastes
Wastewood Verge
Overgrown Tomb
Woodland Cemetery
Deathcap Glade
Darkbore Pathway
Flip
Verdant Catacombs
Twilight Mire
Undergrowth Stadium
Tainted Wood
Viridescent Bog
indieinside on
Scout's Dishonor
3 weeks ago
Honestly, I feel like the only area that needs real improvement would be the mana base. Needs the 3 duals. The 3 fetches. But even if you can't afford those, there are better choices to consider while narrowing down your basics a little bit.
Examples:
Viridescent Bog - there are three odyssey lands.
Luxury Suite - there are three battle lands.
Twilight Mire - there are three filter lands.
Overgrown Tomb - there are three shock lands.
Ziatora's Proving Ground - personally hate lands that enter tapped. But, there are also three tri lands.
These are great options outside of the obvious duals and fetch options that you don't have, probably for budget reasons.
Mortlocke on
Phyrexian Opera : Atraxa
2 months ago
In regards to your manabase, you still haven't answered what your budget is looking like. A manabase tends to be the most expensive (and important) part of any EDH deck. Does your playgroup allow proxies?
Side tangent - the upcoming set Edge of Eternities has recently teased the return of shock lands. Shock Lands are some of, if not the best lands in modern magic. With this upcoming reprint they will be more accessible than ever so I highly recommend you get them their prices lower, namely: Watery Grave, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb
and Temple Garden
.
You slightly misunderstood what I meant when I asked about your meta. Do you use the bracket system that was introduced by Wizards? Using that to describe your deck (or the one you wish to build) will make this process go over much more smoothly. Seeing that your Meta includes the infamous likes of Najeela, the Blade-Blossom and Yuriko, the Tiger's Shadow you are facing some very strong commanders that would likely have decks that would place them in Bracket 4 (using the aforementioned bracket system as a reference). But, and a very big but here - it depends on what kind of decks these commanders helm. Do they have big expensive manabases with lots of (monetary) expensive interaction cards? e.g. Mana Drain, Force of Will, Mana Vault
It seems here that you have a misunderstanding of infinite combos. The aforementioned combo of Thassa's Oracle and Demonic Consultation are used almost exclusively in the alternate format known as Competitive EDH or cEDH. That is an essential combo for the format, and is expected to be part of a deck running . To you that may look like someone who just doesn't want to engage with other players - but to those who wield the combo in a game where other players are using similar strategies this is what everyone signed up for. Infinite combos are a staple of Magic and Commander. I understand that you are a person and you are absolutely entitled to your opinion. But please, have consistent logic here: Infinite Combos may be unpopular to some players, but for the love of Father Yawgmoth Poison is a FAR less popular mechanic in Commander.
Not saying you shouldn't use it - I for one embrace it. But using Poison will give you a distinct political disadvantage at just about every single table you show up to. Once the other players know, they will more than likely work together to tear apart your boardstate and shove you off the table.
Andramalech on
Things Betor Left Undead [Primer]
6 months ago
the fact this list is currently suggested as 91% casual is criminal. The playtest I had led me out with Brushland and Children of Korlis, where we turn our Ripples of Undeath after getting out an Overgrown Tomb. It's a choice opener that feels-good but then I went ahead with our mill; got nothing of consequence but I did draw into a Sakura-Tribe Elder "Steve"! I had Betor hit the ground a turn early, all in all it felt at least on par with what a Pre-con should be able to do. And definitely better than the pre-con they intend to put out. You're doing great work, here!
wallisface on
Kamarupa’s Challenge
7 months ago
I think Choke is a card you’d probably leave in the sideboard to battle decks that use islands. But I think Power Conduit is a good mainboard addition:
- 4x Blooming Marsh
- 3x Oboro, Palace in the Clouds
- 1x Overgrown Tomb
- 4x Polluted Delta
- 4x Swamp
- 4x Verdant Catacombs
-
4x Urza's Saga
- 4x Power Conduit
- 1x Shadowspear
- 1x Expedition Map
- 1x Nihil Spellbomb
-
4x Fatal Push
- 4x Damnation
- 2x Cling to Dust
- 4x Collective Brutality
- 3x Shadow of Doubt
-
4x Thoughtseize
-
4x Bloodghast
leovolt884_ on
Rotpriest Infection
1 year ago
Definitely Does not need as many pump spells. Keep the Vines of Vastwood for protection and maybe a Snakeskin Veil or two if you want to argue for that. Heroic Intervention is a good alternative as always but doesn't have pump capabilities. I think it would be decent as mass removal is pretty common especially with -x/-x to all creatures being a common effect on black cards and your deck is very susceptible to that kind of removal. Most mass removal doesn't target so you wont even get Venerated Rotpriest triggers so some board wide protection seems necessary. Might of the Masses seems like a good cut because only 16 creatures with very limited card draw won't end up pumping more than other spells too often. Groundswell and Might of Old Krosa seem pretty redundant so picking one or the other would be best.
Depending on how you feel about splashing, maybe consider red for something like Rhythm of the Wild for protection and better aggro. Something to provide trample can be found here as well. Temur Battle Rage is an okay option and can be deadly but requires an additional pump spell to be at full potential. Can't think of any other cards like it off the top of my head but they definitely exist. If staying in two colors, consider 3-4 Vexing Shusher to simulate Rhythm and serve as removal bait in which case Triumph of the Hordes can maybe be justified as a boardwide buff and trample enabler, also giving shusher infect. In terms of creatures, running a few more may perform well, possibly a few copies of Flensermite and I would highly recommend Skithiryx, the Blight Dragon to close out games if you can't take them early. It would be a good idea to at least sideboard it against control or burn. Some of your current sideboard cards should be run mainboard like Dismember, a Force of Despair, and some Thoughtseize to disable your opponent.
I understand running Urborg, Tomb of Yawgmoth especially with the Inkmoth Nexus but it feels a bit pricey and could be replaced with an Overgrown Tomb since your mana ratio is already pretty good. A few lands may also be cut, considering 1.4 average cmc is very low and with limited card draw you really don't want to get mana flooded.
The deck feels almost like a "one trick" kind of deal and would be pretty easy to work around. You have to play really well to force your opponent into numerous combat tricks so maybe take it easier on yourself by running more removal and card draw. Dumping your hand then drawing 1 to 2 combat tricks per turn may not work against control decks or even aggro decks that can afford to chump block. Unearth is a good idea, consider running 1 less in favor of a mass recursion effect or something that lets you access multiple cards from the graveyard later in the game when you've run out of resources.
Doombeard1984 on
1 year ago
So I also run a Golgari Elfball deck, and it is great fun to pilot. Couple cards that are real good:
- Realmwalker - Gives you access to top card of your library, with such a large proportion of being Elves, can give you real card advantage.
- Tyvar, Jubilant Brawler - Gives you ability haste (redundancy for Thousand-Year Elixir) and a limited amount of grave interaction.
- Bolas's Citadel is bonkers in these low CMC decks. Is real fun lol
- Guardian Project - Will likely give you better value than Phyrexian Arena
- Overgrown Tomb - Feels like this land may just be a "will put it in the deck when I have one". Fetchable dual land
Real nice deck, and have upvoted. Good stuff. Be wary of the Shroud effects though from Eladamri, Lord of Leaves and Steely Resolve as you wont be able to equip your equipment (so Sword and mantle), or use The Ozolith, Thousand-Year Elixirs untap ability, or anything else you have that targets your own Elves. I am sure you are totally on top of it, but have made that mistake myself and been fully undone by it hahaha)
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