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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Sanctum of Ugin
: Add to your mana pool.
Whenever you cast a colorless spell with converted mana cost 7 or greater, you may sacrifice Sanctum of Ugin. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle your library.
1 week ago
ultima333 +1 , double digits now! - Disagree with your decision to remove mirrorpool. Highly versatile tool that warrants it coming in tapped. It all depends on what you're going for though. I just like have 2x avengers, regal forces, genesis waves, e-wits, etc...
No Eldrazi Temple? I see you have some eldrazi, it couldn't hurt given you are already running eye of ugin.
Rude Awakening - Cradle + Temple + Temple Copy + Temple Copy or just with a bunch of tokens on board. While it does make cradle vulnerable, you will have created enough mana to have won by that point.
How does, if at all, staff of domination go infinite in this deck? Perhaps I'm missing it or its in here for value or you dont want combos. If you added rude awakening, then you would be able to go infinite by untaping cradle, the now creature for more mana than it costs to untap staff. Not to mention, its a last minute resort beatdown with so many lands. It acts as a ritual, albeit late game. Sorry I'm so hung up on it, I suppose it's my pet card. Anyways....
Sanctum of Ugin - To search for either kozilek for draw or ulamog for removal. I like to have green yavimaya + eldrazi temple + sanctum + eye of ugin (reduces by 2, taps itself b/c of yavimaya for 1) and cast all of dust, then searching for kozileks for refueling.
Castle Garenbrig - Cut a forest, ramp.
I would swap half your forest with snow covered to more easily trigger field of the dead.
Silklash Spider - Is this a meta call, patching up a potential weakness? Or is this just one of the threats you mentioned? Other potential swaps or cards in general to consider are...
Nissa, Vital Force - +1 --> Untap cradle, your thespians stage/vesuva that copied an opposing cabal coffers, etc..., -3 --> Recursion rarely hurts, given that 72% of your deck is permanent based. -6 --> You only need to wait 1 turn cycle before you get an ultimate that says you are the archenemy
1 year ago
Sol Ring, Worn Powerstone, Sisay's Ring, Thran Dynamo Mind Stone, Hedron Archive, Dreamstone Hedron Hedron Crawler, Manakin, Palladium Myr Solemn Simulacrum, Burnished Hart, Wayfarer's Bauble Eye of Ugin, Eldrazi Temple, Sanctum of Ugin
1 year ago
I would also run more Sanctum of Ugin so you can chain Deep Fiends together and keep tapping stuff.
1 year ago
1 year ago
Thanks for the suggestions! Zendikar Resurgent is going in soon when I meet up with a buddy for a trade! I dont know how I forgot about Sanctum of Ugin but thats going on my buy list! the rest of these as well too! cavern and prismatic may be a bit since the price tag but absolutely need gotten! I havnt had much play test with her yet but card draw most definitely is needed more of haha
1 year ago
Sanctum of Ugin - Tutor
Eternal Witness > Nature's spiral
Field of the Dead - Who doesn't love zombies flooding the field just by playing lands?
Fabled Passage > Evolving Wilds
Prismatic Vista > Terramorphic expanse
Yavimaya Hollow - Protection
Zendikar Resurgent > Foresaken Monument - Costs 2 more but works for all your lands. Provides inherent card draw which the deck needs.
Hedron Archive > Dreamstone hedron, you want ramp that comes down earlier than T6. I understand you are playing Azusa so it can be faster, but it's a very expensive mana rock.
Nylea's Intervention - Find tron or whatever utility land you need
Cavern of Souls - Meta dependent
I would cut some of the less impactful cards and add in some more card draw and you should be good to go.
1 year ago
Hey, good start. Several nice cards here especially the tutors, but you've neglected the manabase in favor of everything else which is not good when playing five colors.
Some staple cards within the budget for five colors to consider adding:
- Mana Rocks: Sol Ring, Chromatic Lantern, Arcane Signet
- Lands: Command Tower, Cascading Cataracts, Exotic Orchard
- Draw: Mystic Remora
- Removal: Swords to Plowshares, Beast Within, Dovin's Veto
- Other: Lightning Greaves
Some cards that would go well with your version:
- Color fixing/ramp: Dryad of the Ilysian Grove, Golos, Tireless Pilgrim
- Tutors: Idyllic Tutor, Crop Rotation, Eladamri's Call
- Eldrazi: Conduit of Ruin, All Is Dust
- Other: Mystic Forge
31 lands is not enough land for such a high avg. CMC of 5.4 and consistently needing one of each color to cast spells. This avg is however deceiving since you will be casting cards for five mana, but five mana is still a lot of mana to want to make consistently with only 31 lands. I suggest 36-38 lands and at least 12 sources of ramp to get the required color fixing you'll need for one of each color.
The main reason to add more lands/ramp is to help your deck function without Jodah. The second Jodah is on the battlefield he will be a target to be removed, for this reason you want to consistently count on him not being around to help with casting costs. Without Jodah this deck will struggle to function without more lands and ramp.
Shores, Promenade, Vestiage, Regular ETB tapped lands, Guildgates, Life lands and Bounce lands are all for low budget decks, but with a $400+ budget there's many better options.
The current manabase doesn't have any basic lands which is strange. At least one of each basic land is wanted. Bounce lands (Simic Growth Chamber) are fine on a budget if you include more basic lands, but they're too slow when the majority of the lands in the manabase will always ETB tapped. With a Bounce land you want to consistently be able to return a land to your hand that will ETB untapped since it can give you an actual advantage, but if you're returning a land that will ETB tapped then the advantage is gone.
You want to avoid playing lots of lands that will always ETB tapped. For five colors Triomes (Ketria Triome) and Tri lands (Frontier Bivouac) can be exceptions; both are better than Bounce lands. The prices of Triomes are displayed wrong; they're not $11 or more instead can get them for around $6 each at TCGPlayer. Tri and Triome lands making one of three different colors is worth the land ETB tapped for color fixing. Triomes are better especially Forest ones because they're three different land types meaning some land ramp spells such as Farseek can search for one of them and Nature's Lore/Skyshroud Claim can search for Forest ones.
I offer more help for the manabase. Would you like more help? Good luck with your deck.
SynergyBuild on None
1 year 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.