Tap: Add (1) to your mana pool.
Tap, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.
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|Commander / EDH||Legal|
Quicksand occurrence in decks from the last year
Latest Decks as Commander
3 months ago
Halls of Mist is fun, Maze of Ith, Mystifying Maze, Labyrinth of Skophos all deal with attackers. Another way to deal with creatures is with removal: enter Quicksand and Mouth of Ronom. When protecting your own creatures Yavimaya Hollow is the best. With your general being a 6/6 Arena will kill quite a few unfortunate souls.
Soldevi Excavations is good filtering on a land, Search for Azcanta Flip is great for finding noncreature spells; however, note that it also cannot get lands. Halimar Depths is a one time top deck filter, you have to decide whether entering tapped is small enough to ignore. Castle Vantress is going to be the best land for this, four mana plus a tap is expensive though.
All creature lands are great, but given enough mana Urza's Factory is even better, just pumping out creatures. Hostile Desert takes advantage of all the lands that will undoubtedly be entering your graveyard. Of course the aforementioned Field of the Dead is the best at generating blockers and possibly attackers.
3 months ago
I'd replace Dunes of the Dead, Quicksand, Sequestered Stash, Sunscorched Desert, Urza's Factory, and Warped Landscape with Wastes, Loreseeker's Stone with War Room, Orazca Relic with Burnished Hart, Ruin Processor and Deathless Behemoth with Void Winnower and Spawnsire of Ulamog, and replace Luxa River Shrine with Conduit of Ruin.
If you want to go a bit faster, Planar Portal is a little slow, so I'd replace it with Eye of Ugin. If you're having trouble with creature heavy decks, I'd replace Scour from Existence with Ugin, the Spirit Dragon.
Other than that, this list looks pretty good!
5 months ago
griffstick- I do like the idea of Blight Sickle. I'll see what I can cut. I'll have to think about Seer's Lantern. As I'm mono-white I can't scoff at any card selection but its also a 3 cmc rock that I can pay 2 to scry which feels super bad.
SirQuixano- Thank you for the many suggestions. Pacifism is a strong maybe, I don't like the idea of only getting rid of an attacker/blocker. A lot of the time I want to get rid of a creature because of a passive or activated ability. But getting rid of an annoying blocker is also something this deck wants to do.
I am good on ramp for the most part. I already have Mind Stone and Everflowing Chalice is too slow. Most of the time I would play it with 1 counter because next turn I want to play Danitha Capashen, Paragon and the turn after play and equip many equipments, and there Arcane Signet is just better. The only rocks I have are ones that I can cash in for a card later in the game when I don't need the mana. Orazca Relic, Bonder's Ornament, and Magnifying Glass are therefor viable but their draw is all very expensive. I think ill add Bonder's Ornament because it is a repeated draw and also creates colored mana. Magnifying Glass is 6 mana to draw a card and only creates colorless mana. Orazca Relic is interesting but is cmc 3 and is only 1 time draw with cities blessing and only creates colorless mana.
As for the fetches, first off, things like Evolving Wilds and Terramorphic Expanse would be better but I also really dont want the slow mana. I had Scaretiller in at one point but by the time I had cast it and it started to ramp me I did not need the ramp anymore. Radiant Fountain is probably not necessary because my commander has liflink so my life total is not much of a problem. I was considering Quicksand while building the deck and am on the fence about it.
5 months ago
For removal, how about cards like Pacifism. I see you have Journey to nowhere, which is definitely better, but to shut down another creature from combat is quite useful, and devastating against certain voltron decks. It wont stop combo commanders, but is still nice to have.
For a deck with so much equipment, you might need a bit more ramp. Everflowing Chalice, Mind Stone, Orazca Relic, Bonder's Ornament, and Magnifying Glass can help you get the mana when you need it then you can ditch or use them for the card draw when you need it lategame.
Monocolored Utility lands may also be nice in some areas, since you aren't playing anything close to devotion, and in monocolored, colorless lands hurt you by a generally negligible amount. Cards like Radiant Fountain, Quicksand, Forge of Heroes, Cave of Temptation, and Haunted Fengraf are nice utility. You may also want to add the Panoramas that grab plains (Bant Panorama, Esper Panorama, and Naya Panorama + Warped Landscape) since you can landramp with them if you get a Scaretiller in play, and if you don't get him, they don't really affect you otherwise.
5 months ago
Nice deck, and I loved playing Duskfang Mentor in standard in an Orzhov Lifegain Deck
I find it interesting that you aren't playing many cards that either allow you to pay life or do something when you gain life. For example, Marauding Blight-Priest and Epicure of Blood allow you to drain opponents whenever you gain life, and Blessing of Leeches and Soul Channeling protect creatures as long as you pay life, which you can usually do in monoblack lifegain.
Vampiric Link might be a good card since it basically gives lifelink without giving lifelink, so you can gain double the life off of a lifelinker, and Dragon Shadow can be nice combat evasion for a creature you've gotten bigger, then if that creature dies, you can put it on a later big creature, like an Ulamog's Crusher or whatever.
You also are by no means playing a devotion deck, so maybe a few colorless utility lands might be nice, like Radiant Fountain or Quicksand, since they decrease consistency by a miniscule amount . For Ramp, I'd recommend Everflowing Chalice, MindStone, and Bonder's Ornament as further ramp.
Just got done with a Wall of Limbs deck, so some of this stuff is still fresh in your mind, but I do like this deck.
SynergyBuild on None
6 months ago
For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!
(Nonbudget versions would be like Volrath's Stronghold)
Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.
9 months ago
Wesley as a farm boy: Diligent Farmhand. Not Modern legal, but...
Castle Ardenvale or any of the other Eldraine castles.
Unruly Mob is the mob that had to be dispersed before storming the castle.
Of course, they did have to Storm the Citadel.
Perhaps True Love's Kiss?
1 year ago
I had a great time playing my list, so this one should be a blast as well. A couple thoughts on it. First I think some lands that can do some work for you are a must since Wrenn and Six can get them back. I used Blast Zone to stop hexproof, Quicksand for any agro also great against elemental decks, Kessig Wolf Run to get Countryside Crusher past chump blockers, and Ghost Quarter to blow up any land. Since we are using Life from the Loam I found having a few copies of Eternal Witness in the deck a must. And last although it seems like a good fit, I found Tireless Tracker to be of little use since I realy did not play more than 3-4 lands. Anyway I strongly suggest you try out some version of this deck, it is so fun to play and very powerful once you get it set up.