|Commander / EDH||Legal|
Printings View all
|Masters Edition (MED)||Common|
|Fifth Edition (5ED)||Rare|
|Ice Age (ICE)||Rare|
Combos Browse all
Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round up each time.
3 days ago
This is a somewhat strange request. The interaction between Dakmor Salvage and The Gitrog Monster is extremely strong, and very cheap monetarily. You should consider running a couple dredge cards for value anyways, as hitting 2-3 extra draws off a dredge is an easy and once again cheap monetarily way to get ahead in card advantage.
To humor you though, here's what I'd probably run.
- The full suite of 1 drop mana dorks Arbor Elf Llanowar Elves Fyndhorn Elves Birds of Paradise etc. etc. and some big dorks like Priest of Titania
- Cards that let me put extra lands into play for more landfall triggers Sakura-Tribe Scout Skyshroud Ranger Azusa, Lost but Seeking Explore Exploration Burgeoning maybe even Walking Atlas
- Cards that let me turn lands into effects or otherwise graveyard the lands Sylvan Safekeeper Constant Mists Crop Rotation Elvish Reclaimer Edge of Autumn Lotus Field Forbidden Ritual Reprocess Harrow
- Cards that love lands entering battlefield or graveyard Terravore Titania, Protector of Argoth Avenger of Zendikar Rampaging Baloths Undergrowth Champion Lotus Cobra
- Symmetrical black land hate cards that I can break parity on with Gitrog draws and recursion Smallpox Pox Death Cloud Desolation
- Recursion effects for all these land sacs Life from the Loam Groundskeeper Crucible of Worlds Ramunap Excavator
- Cards that go with my board hate subtheme here Torment of Hailfire Oppression Necrogen Mists Bottomless Pit Bane of Progress Back to Nature Black Sun's Zenith Damnation Root Maze Caustic Caterpillar
- Finishers if you don't want to combo, like Beastmaster Ascension Genesis Wave Craterhoof Behemoth Overrun Overwhelming Stampede
And from there, round it out with some efficient early game beaters, some spot removal, land ramp, and a bit of card draw.
4 days ago
im still new and try to learn more but here i don't see it work sorry. please help me :D
3 weeks ago
And in regards for Pox and Death Cloud , you're right, they pose too much of a threat to my own life depending on where we are in a game, especially if the game ends up running long. It's a shame, considering the extra benefits, they could eventually find a place in the deck.
3 weeks ago
This might be too specific for your tastes, but I find that playing green is so desirable in EDH that Dystopia is always useful. Paying a few life is a pittance compared to blowing up a couple permanents, especially because it also has the capability to take out enchantments. Speaking of, you might appreciate that fancy new Mire in Misery - it's especially effective just after you wiped the board of all creatures.
3 weeks ago
Aye I love graveyard decks so I got a bunch of fun ideas for ya to try out. If ya also want, I recommend checking out my meren deck to help ya out with some ideas, especially because golgari fits into Sultai colors.
So first thing is your commander exiles all creatures from all players. So having cards that make everybody sac creatures is really useful. Plaguecrafter , Merciless Executioner , and Fleshbag Marauder are all wonderful creatures that forces everybody to sac a creature. You simply sac one of these guys when they enter the field, so you dont lose anything and your opponent will lose something and ideally cause your commander to gain an ability. I recommend to having at least Plaguecrafter because its the best one. Next are sorcery/instant that can cause everybody to sac stuff. Pox and Smallpox are my favorite because it can cause your opponents to lose a lot of tempo and it simply benefits you because you have potential of getting a lot of keyword abilities. Innocent Blood is an also nice sac card to help you out.
Sac outlets are also very important in this deck. You do run a decent amount but one that is really good and you are missing is Razaketh, the Foulblooded . It lets you sac whatever creature you want so you get more keyword abilities but it also tutors any card you want which is very solid. What's nice is you are able to get flying and trample if you sac Razaketh to itself. Westvale Abbey Flip is another sac outlet that im surprised you dont have in the deck. It can be hard to get a 5 creature sac but when you do you get a really powerful creature that can easily help you win the game. Sidisi, Undead Vizier is nice because you can sac it to itself, tutor a card and give your commander deathtouch.
A nice boardwipe that can help you out is Massacre Wurm . very strong creature, can kill off a lot of creatures by just entering the field, and if it kills any keyword ability creatures your commander can get stronger.
For cuts, just pick whatever you think is lack luster. i do think though Tempt with Discovery can be easily cut for one of the cards I mentioned or for another ramp spell. Tempt with discovery is mainly only good for land decks or people running really high powerlands. You arent playing anything to crazy, so somebody can simply take a tempt get a Cabal Coffers , Gaea's Cradle , or a Stripmine and simply get a lot more ramp then you will or simply destroy your best land and just cause you to go downhill.
3 weeks ago
It may be best to try to focus on two or three specific colors to make your mana base a little more consistent. RUG are the best colors for dragons so maybe if you could drop some of your greedier-costed White and Black cards, such as Serra the Benevolent , Dakkon Blackblade , Debt to the Deathless , Pox , Settle the Score , Leyline of the Void , Heightened Awareness , and Divine Intervention and replace them with some ramp spells, cheaper dragons, and potentially some anthems, I think you've definitely got more consistency and less dead draws than you did before.
3 weeks ago
So the main bonus of green in EDH is its access to mana dorks. Llanowar Elves , Elves of Deep Shadow and Orcish Lumberjack all belong in this deck, and you may want to find a place for Elvish Mystic , Priest of Titania , Fyndhorn Elves , Birds of Paradise , Deathrite Shaman , Arbor Elf and/or Bloom Tender . Note that Arbor Elf is especially powerful if you end up running cards like Wild Growth , Elvish Guidance and/or Wild Growth . Dorks will accelerate you early game and provide sac-fodder in the late game.
Faithless Looting is a really good source of card selection for one mana. You're probably going to want to run it, as it makes a lot of mediocre hands much more keepable.
Green Sun's Zenith is a great card to consider, especially since you're already running Dryad Arbor . If you cast Green Sun's Zenith turn one for X = 0, you can fetch Dryad Arbor right away. It's a good form of one mana ramp outside dorks and enchant-lands.
A lot of your dudes are gonna die in a sacrifice deck. In order to get card-advantage out of this, you should run Grim Haruspex , Midnight Reaper and/or Harvester of Souls . Unfortunately, these don't trigger with token-deaths, but they'll still help a lot. Deathreap Ritual is similarly powerful and triggers with token deaths, though it only triggers once a turn.
Speaking of card-draw, you have access to some good stuff there. Painful Truths is a three-mana draw-three I've been very impressed with, and Shamanic Revelation is also helpful. From a permanent-based point of view, Phyrexian Arena and Slate of Ancestry are the way to go.
A lot of your removal are one-for-ones (see Terminate , Hero's Downfall , Doom Blade , etc.). In general, I find one-for-ones are usually not very powerful in a format with three opponents, as you're facing three times as many cards as you have. Your Damnation is a great start; consider Toxic Deluge , Hull Breach , Decimate , Casualties of War , Windgrace's Judgment , Reckless Spite , By Force , Ancient Grudge , etc. I've found these to be more efficient, and therefore more powerful, than one-for-ones. Some one-for-ones, though, are so tough to counter or are so efficient as is that they're worth including: Nature's Claim and your Krosan Grip come to mind.
Runes of the Deus comes to mind as a good way to force through commander damage.
I've always liked Smallpox , both in general and in EDH. You might have luck with it in this deck; similar cards include Innocent Blood , Smokestack and the card Pox itself. If you choose to go the Smokestack route, Bitterblossom and/or Ophiomancer are worth considering. They might be worth considering anyways, though.
Spellbreaker Behemoth is an efficient creature that disrupts countermagic. Harsh Mentor , Pyrostatic Pillar , Eidolon of the Great Revel , Shattergang Brothers or Stranglehold are similar ways to punish opponents while having good cards on your side.
Finally, you should consider Overrun effects as secondary win-conditions. Using Natural Order to grab Craterhoof Behemoth while you have a wide board can easily win you the game; Green Sun's Zenith or Chord of Calling also do the job, though they're more expensive mana-wise and therefore worse. Triumph of the Hordes is a similar card that can snatch games, though it cannot be tutored as easily.
Ok! Good luck -- that's all I got.
Pox occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%