Overgrown Tomb

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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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Overgrown Tomb

Land — Swamp Forest

(: Add or .)

As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, Overgrown Tomb enters the battlefield tapped.

Doombeard1984 on Tall Elves

1 day ago

So I also run a Golgari Elfball deck, and it is great fun to pilot. Couple cards that are real good:

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)

Crow_Umbra on Petrified by the Gorgussy [Primer]

1 week ago

Thank you for taking the time to offer your feedback, and for reading through the primer Profet93, I appreciate it.

I like what you've suggested and wanted to offer my thoughts in turn:

  • Skullclamp - A great card draw staple. I think I didn't initially consider this one mostly because I currently have ~8 creatures with 1 toughness, & don't really make small 1/1 tokens besides Preacher of the Schism. High likelihood for revisiting & inclusion.

  • Sakura-Tribe Elder/Rampant Growth - I could see Steve slotting in over Farseek. I have Farseek in here as a means of grabbing Overgrown Tomb for quick fixing.

  • Viridian Longbow - This was also suggested by UltimateRoxas40. Definitely a kind of cheeky include. I used to run it in an early version of my Prosper, Tome-Bound deck. The higher concentration of Deathtouch in this deck raises its ceiling. I don't play with equipment much beyond Skullclamp, Lightning Greaves, & Swiftfoot Boots, but might consider swapping one of the instant/sorcery removal spells depending on how first irl playthroughs go.

  • Academy Manufactor - I considered this for the deck initially, but it turns out it would be a non-bo with Vraska, the Silencer. Her wording reads "Whenever a nontoken creature an opponent controls dies, you may pay . If you do, return that card to the battlefield tapped under your control. It's a Treasure artifact" Manufactor only makes its plethora of tokens whenever an effect creates a Treasure, Food, or Clue token. Currently, Deadly Dispute, Tireless Provisioner, & Revel in Riches are my only cards that make treasure tokens.

  • Mastermind Plum - He has replaced Preacher of the Schism in a couple of my other decks already, so I guess I might as well continue the trend. I think I picked Preacher mostly because I have copies on hand, & my Mastermind Plum is already in another deck.

  • Infectious Bite - Forgot about this card & must have overlooked it in my initial brewing. Will likely swap out with Bite Down.

  • Bootleggers' Stash/Parallel Lives - Ehhhhh, I kinda like Revel in Riches as my awkward value 5 drop more than Bootlegger's Stash. I don't think I'd consider Parallel Lives for similar reasons listed as Academy Manufactor.

Regarding all the anti-token stuff you mentioned, I agree that Pernicious Deed is what I'm most likely to include. I had it in the initial draft of this deck, but swapped it for some other removal.

  • Liquimetal Torque - Definitely a case of "I know I have this on hand". I was also considering Fellwar Stone for this slot. As cool as Jet & Emerald Medallion are, I don't have a copy of either yet. I usually try to focus on what I have initially, then save stuff like the medallions for future upgrades if I like a deck enough to continue investing in it.

  • Kura, the Boundless Sky - I typically play against a Kangee, Sky Warden deck quite frequently in my meta. My friend that pilots the deck will frequently go after decks that don't have flying defenses up, & tends to avoid swinging at boards that will stop the flyers. So Kura is here to play mind games with him & deter aggro as a deathtouch flyer, but also is just a bigger body that can help soar over defenses & chip people for 4 damage until they can do something about it. Once he does die, I will pick the land option.

  • Saryth, the Viper's Fang - I feel like I tend to see 1-2 wipes per game, but much more targeted removal. Wipes are inevitable, so I don't really worry about them. I'd rather dissuade targeted removal, or at least speedbump folks by offering Saryth up as the bottleneck to the rest of my board without a wipe. If she is too redundant, this could be a potential swap out.

  • Questing Beast - I like it for being a haste-y body that also blocks well against aggro crack back. More importantly it helps negate the occasional Fog effect. Because of my main meta being more aggro, I'd rather have bodies on board than to a certain extent than a higher volume of kill spells. The deck started off with more instant & sorcery speed removal, but felt anemic for board presence.

  • Guardian Project - Don't think I've ever encountered anyone killing creatures in response to the trigger for denial. Maybe it's happened once or twice, but I don't think it's happened with any kind of consistency to make me worried about it.

  • As for the 3 X finishers, this is definitely another case of "I have these on hand". Most of the time Damnable Pact will be a draw spell for myself, but does have that corner case potential to finish off someone that's low enough. I've seen Exsanguinate enough in my meta, & if it hasn't acted as a finisher, it helps its caster stabilize enough to attrition everyone else out. I think I'd rather include Rise of the Dark Realms over Finale, mostly for budget purposes.

Thank you for the questions and suggestions! Definitely a fun thought exercise to get my day started.

CickNason on Prosshy Prossh

3 weeks ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

ThassaUpYo@ssa on Chasm and Depths Protection

2 months ago

Nice list, khuyler! A couple of suggestions that may be helpful:

You have no way to remove The One Ring should you ever need to when it accumulates too many burden counters. It may make sense to run Chaos Warp, Deglamer, and/or Demand Answers to give you an out if you're in a bind with The Precious, but if you don't have a pressing issue with The One Ring these cards are also very useful on their own.

With all of the landfall and ramp including Scapeshift it could be beneficial to add Valakut, the Molten Pinnacle as well as some additional mountains like Blood Crypt & Stomping Ground (maybe run proxies of Badlands & Taiga). This would allow you to deal a massive amount of damage when Valakut, the Molten Pinnacle and a bunch of additional mountains come into play from Scapeshift, plus Valakut would enable additional landfall damage triggers whenever more mountain(s) ETB while it's out.

Overgrown Tomb and Bayou would be solid additions, too. Have you considered running any of the fetchlands?

Ignoble Hierarch is a great mana dork for Jund.

Crucible of Worlds and Zuran Orb synergize well with Lord Windgrace.

Harrow costs the same and is slightly better than Roiling Regrowth imo since the lands wouldn't enter tapped, though you could run both.

Optimator on The start of my villain arc

3 months ago

With all the proliferate effects, Everflowing Chalice and Astral Cornucopia are worth considering over Thran Dynamo.

Also consider Nature's Lore, Three Visits, and Farseek to find Zagoth Triome or dual lands with land types (Overgrown Tomb, Woodland Chasm, Haunted Mire, Sunken Hollow, etc).

onlyjoking on Weak Sauce Graveyard

9 months ago

Consistency and Card Draw: Consider adding more ways to draw cards and increase the consistency of your deck. Cards like Sign in Blood, Night's Whisper, or Read the Bones can help you dig through your deck and find the pieces you need.

Graveyard Interaction: Since you're interested in utilizing the graveyard, consider including cards that interact with the graveyard directly. Cards like Grisly Salvage or Mulch can help fill your graveyard and provide additional resources.

Removal and Interaction: It's important to have ways to interact with your opponent's creatures and disrupt their strategy. Cards like Murderous Rider, Fatal Push, or Eliminate can help you remove threats from the board.

Mana Base: Ensure that your mana base is consistent and allows you to cast your spells on time. Consider adding dual lands like Overgrown Tomb, Woodland Cemetery, or Blooming Marsh if they are within your budget.

Synergistic Cards: Look for cards that synergize well with your strategy. Cards like Jarad, Golgari Lich Lord or Golgari Grave-Troll can help you further utilize your graveyard and provide additional threats.

Deck Size and Card Choices: Consider reducing your deck size to 60 cards for increased consistency. This will help you draw your key cards more frequently. Evaluate each card in your deck and ensure that it directly contributes to your strategy.

eliakimras on Jund Dragons

1 year ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

Mousemke on Glissa Minor

1 year ago

Modern upgrades

Land base -

4x Jungle Hollow > 4x Overgrown Tomb

4x Deathcap Glade > 4x Blooming Marsh

2x The Dross Pits > 2x Nurturing Peatland

3x Forest, 1x Swamp > 4x Verdant Catacombs

Other cards -

4x Cankerbloom > 4x Outland Liberator  Flip (but in the side)

I feel like Outland Liberator is better than Cankerbloom generally but I also think that the newly added Liberators should be in the sideboard though I don't immediately have a replacement suggestion. MV of 2 is good. Power of 3 is good. Maybe Grim Haruspex for the card advantage

4x Glissa Sunslayer

Great card. Keep 4. But you may want to sneak into the deck a way to ensure more consistently dealing player damage

4x Plaguecrafter

no notes. I'm unsure about this card but it has a bit of a unique ability so maybe it's ok.

4x Savage Gorger > 4x Dauthi Voidwalker

Gorger feels underpowered to me. Voidwalker is shadow so more consistent damage (though a tradeoff with no blocking). But much more so - all the discarding and sacrificing? Now you can cast those things

4x Urborg Repossession > 4x Unearth

you may want a mix of the 2. I understand Urborg Repossession can theoretically return 2 cards, but Unearth is directly to the Battlefield

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