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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | 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 |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Phyrexian Tower
Legendary Land
: Add .
, Sacrifice a creature: Add .
jethstriker on Unbalanced Cycles in MtG
2 weeks ago
The original boon cycle was designed by Richard Garfield himself, and he was aware that Ancestral Recall was significantly more powerful than the rest. That's why he put it at rare while the rest are at common. So right from the beginning the creator of the game himself already set the tone that cycles aren't meant to be created equal. What I don't like in cycles is almost always red gets the short end:
The color-aligned legendary lands of Urza's Saga. Tolarian Academy is broken, followed by powerhouses Gaea's Cradle and Serra's Sanctum, followed far down the line is the decent Phyrexian Tower, then at the very bottom is Shivan Gorge.
In more recent times they created another "force" cycle in Modern Horizons. Again blue is on top with Force of Negation, followed by Force of Vigor and Force of Despair. Then once again red is at the bottom with white with Force of Rage and Force of Virtue.
The worst I can remember is they omitted red entirely in a cycle. In Mirage they printed 3 tutors: Enlightened Tutor, Mystical Tutor, and Worldly Tutor. The following set came Vampiric Tutor. Then Weatherlight came and there was no red tutor on it. I just personally imagine that Gamble is the unofficial red member of the tutor cycle to clear my mind on this.
StYY on
Insidious Graveyard
2 months ago
zapyourtumor Some really great suggestions here! I absolutely love Phyrexian Tower and Spymaster's Vault. Those additions open up some really fun early game interactions! I feel like I'll need at least one Bojuka Bog in the sideboard. If the primary color for Wastewood Verge weren't I could see myself running it, but more of deck requires to cast. The reason I like Darkbore Pathway Flip is because the main thing I care about is having on board and untapped mana on turn 3. Darkbore Pathway Flip has no check to entering untapped and lets me choose what color I need based on what else is in my hand.
I have taken a look through hollowvine and crabvine looking for inspiration while building this list, but I'm aiming for something a little different with this deck. I can certainly see that those decks have the ability to cheat Vengevine out a little bit faster, but they rely on the randomness of mill and looting. The mantra I had going through my head putting this list together was "Every strat looks great until your opponent top decks every piece of removal they could possibly ask for". So if everything were to die, how well can you re-establish? Tenacious recurrence is what I want. I wanna kill my own stuff and bring it back so often that removal can have plenty of targets but still feel dead in my opponents hand.
zapyourtumor on
Insidious Graveyard
2 months ago
Insidious roots has been one of my pet cards since it released so always nice to see more decks with it. Some initial impressions I get:
Manabase is not quite optimal. Pathway lands are not necessary in a fetchland format. Checklands and fastlands are alright if you are worried about your life total, but vergelands are a bit better now. for BG the primary color is G which isn't the best but it is still better than checklands (Wastewood Verge). Golgari rot farm is just straight up bad, the only time I run one is a single copy in Wight decks in order to bounce urza's saga to my hand to replay it. Lastly, you probably want some utility lands to tutor with wight or lands that are just good in general. Spymaster's Vault and Phyrexian Tower come to mind. If you increase wight count then Bojuka Bog.
I would do -2 cemetery -1 marsh -1 pathway -3 rot farm -1 temple garden +2 verdant catacombs +1 forest +1 godless shrine +2 wastewood verge +1 Phyrexian Tower +1 Spymaster's Vault
Now about the deck itself. Buried alive is a really slow card where just using it for value isn't enough usually. It is much better when you are using it to tutor some sort of combo or if you have reanimation spells in your deck. I don't think it is the right choice for this deck.
About roots, it might be possible to be an aggressive deck with roots as a backup grindy plan but I still dont think Vengevine is very good in this shell. You can't consistently discard it or mill it over (and as I said buried aliving for vengevine is not enough payoff and slow), so its way worse than in crabvine or hollowvine or preban bridgevine decks.
Interaction wise I think the deck wants maindeck Thoughtseize but maybe you don't need it. Also Fatal Push. Then you can bring in duress from sb in relevant matchups. All in all I'm not really sure what to suggest because right now the deck feels a bit in the middle of a few things, and I think it could become much more streamlined and efficient depending on how you decide to change it. Like you could move more towards an aggressive rootvine deck with 4 vengevines, looting, and more stuff like that. Or you could go from 2->4 wights, maybe urza's saga, and play a more midrange gameplan. Or you could run stitcher's supplier and chthonian nightmare. Lots of directions to take it.
Phule451 on
Swamps Matter
4 months ago
Thank you for the upvote indieinside. I actually tried Urborg, Tomb of Yawgmoth but found most often it was just a swamp so just swapped it out for a basic swamp since I’m not running too many utility lands. I’m kinda priced out of Lake of the Dead and Phyrexian Tower. I can’t believe I’d missed Jet Medallion so thanks for helping me catch that!!!
indieinside on
Swamps Matter
4 months ago
Obviously these totally come down to budget, but here are a few.
Because you are playing Cabal Coffers you should totally be playing Urborg, Tomb of Yawgmoth.
Phyrexian Tower – Mana Ramp
Lake of the Dead – Mana Ramp
Since you are playing Animate Dead you should also consider Dance of the Dead and Necromancy. They do the same thing. Gives you more consistency.
Other ramp:
indieinside on
Phage one shot, one kill
4 months ago
Minas Morgul, Dark Fortress gives her permeant shadow.
Lake of the Dead - Mana Ramp
Phyrexian Tower - Mana Ramp
Vorpal Sword - Alt-Win
Crow_Umbra on
Ratica Apocalyptica
11 months ago
Based off your most recent update, would Warren Soultrader and/or Phyrexian Tower be options you'd consider? They both compete with your commander a bit for sac fodder, but could help with mana acceleration.
_AoxomoxoA_ on
Veni, Vidi, Vici
1 year ago
10/24/24 Revisions
Why?
A bit of a fast follow-up here, I know. While I liked where the deck was at, I couldn't help but notice that it was still far too slow. Sure, when you get to turn 7 or so, the deck was able to start pumping out, but those first turns were grueling. Essentially having 0 ways to cheat for extra mana put me far behind any deck that is even slightly competitive. So, this change was hard to make, but definitely feeds the machine of progress through the entirety of the game. Reducing the CMC of the deck with the removal of certain high-cost low value cards will ensure a better early game while not damaging the late game potential too much. One of my favorite parts of this deck is how resistant it is to being board wiped, and I think this has improved that, instead of spending an entire turn to play a 6-cost card like Elspeth, only for her to be killed the next turn I can spend my turns playing more combo pieces and not have a large cost card that's dead in hand.
Captain of the Watch: 6 Mana to create 3 tokens, plus vigilance and +1/+1. Personally I think the card is pretty good, but in White it's very slow for a mid payout. In this deck +1/+1 and Vigilance isn't nearly the game changer it would be if it were in a deck that only cares about swinging
Colonel Autumn: While his Exploit ability is pretty good, especially with the amount of legendaries in this deck, it's still not good enough and it's another case of the actual damage done during my attack phase doesn't matter nearly as much as the triggers I get off the phase
Talisman of Conviction: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes
Talisman of Hierarchy: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes
Talisman of Indulgence: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes
Evolving Wilds: Not terrible, but there's better options. Takes 1 turn to be usable.
Myriad Landscape: You get to waste 2 turns AND spend 3 mana to get 2 tapped lands. Not ideal.
Intangible Virtue: Similar to Autumn and Captain of the Watch, at this point I care much less about the damage dealt by the tokens and more about their usability in triggers
Elspeth, Sun's Champion: 6 mana chonker for either 3 tokens, or 1/2 of an Austere Command. If she lives it's great, but she's a pretty big target for elimination. I like her, but once again, too slow and too risky to dump 6 mana into
Keeper of the Accord: I have 4 basic plains in the deck, and I almost never have less creatures than everyone else. If this card needs to come out, I have probably already lost the game and am far behind.
MacCready, Lamplight Mayor: This kind of hurts to remove. MacCready is super interesting in the deck and gets a good amount of damage to sneak through, but at the late game, most of my tokens are too big for his ability to use.
Commander Mustard: He provides WAYYY more value than Captain of the Watch in the form of trample and haste, as well as he costs 1 less than it, is a human soldier and his 2nd ability is very synergystic with the rest of the deck, even for 4 mana. Basically he provides two triggers of impact tremors when I swing out, giving my tokens more value
Priest of Forgotten Gods: This card is actually kind of busted. Forcing enemies to sacrifice creatures gets around indestructable, or big boys, pings their face for 2 damage, free mana, and card draw. All of this for a two cost card and sacrificing 2 creatures. Actually kind of insane to have all of these effects for 2 1/1 tokens.
Jeska's Will: Free mana is exactly what I was looking for. Against a deck that uses thought vessel, or reliquary tower, ad nauseum, ect... just any deck that draws cards easily (90% of decks especially with the One Ring still unbanned), this will work wonders for my X-cost cards, or just getting some of the bigger boys out.
Chrome Mox: Better Talisman IMO
Mox Amber: Almost all of my creatures are legendary, free money. Arcane Signet for 0 mana
Mox Diamond: 0 mana for any color I need every turn
Phyrexian Altar: Essentially just Ashnod's altar
Afterlife Insurance: Amazing protection against boardwipes, or punishing people for blocking me. 2 mana to recover all my tokens
Phyrexian Tower: Exactly what I was looking for, a way to generate more mana than just 1 colored.
Urza's Saga: No brainer, free colorless for 2 turns, then I get a Sol Ring, Mox, Mana Vault. Whatever fits my needs
Prosperous Partnership: 3 mana to generate 2 creature tokens and treasure tokens when I'm not ready to swing with my entire board. Also works well with vigilance!
| Have (3) | Azdranax , metalmagic , gildan_bladeborn |
| Want (2) | olofgustav , beesaurs |











