
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Shipwreck Marsh
Land
This enters tapped unless you control two or more other lands.
: Add or .
idfkgabe on
Ninja-Core
11 months ago
Hello MITKO, I do see that Drowned Catacomb works better than Secret Passage, I do have another land suggestion such as Shipwreck Marsh, and Darkslick Shores.
Ear_Wyrm on
Shadow in the East
1 year ago
omnath_or_azusa As far as the Orc Army goes, I cut a lot of the amass to focus on the ring tempting as it really fuels the deck to always have cards. I cut the siegemaster specifically to be replaced by Morgul-Knife as the trample and lifelink are much more useful and can be given to my Nazgul as well. I have only one Bow Master, and while it would certainly be good to add, I don't feel that it synergizes super well with the direction I went with the deck.
There are a few others like Shipwreck Marsh, Talisman of Dominance,Succumb to Temptation and a few others. Endless Evil synergizes extremely well with Nazgul as they all get bigger faster the more of them you have. It also is a nod to the persistent evil of Sauron, though it will likely be cut as the November LotR boxes will have some additional new cards the deck would love.
I've not really done a ton of other precon upgrades where it sticks to such ridged themes. This one is something of a restriction anomaly as I have long been a LotR fan, and trying to keep the deck to that as a theme has been both flavorful and fun for me as an odd restriction.
I'm glad you like my builds, they have been fun for me and keeping them fairly organized and detailed has definitely made it easier to tweak and refine the decks. I do like the suggestion of sorting each category by Converted cost, I think you are right that it will help. I'm gonna make that change now!
nuperokaso on
Ninjas and Rogues
1 year ago
- 33 lands is too low and will force too many mulligans. Try playing 35 lands. To prevent being mana flooded with these extra lands, add lands that have some activated ability that can be used later in the game. I suggest adding Creeping Tar Pit, Access Tunnel.
- You have too few dual lands fixing your colors. You'll likely end up missing one of the colors. Here's a list of dual lands to consider: Choked Estuary, Darkwater Catacombs, River of Tears, Darkslick Shores, Shipwreck Marsh, Drowned Catacomb, Sunken Ruins, Temple of Deceit.
- Since you are an aggro deck, you need to play untapped lands. Remove The Dross Pits. BTW, you have it listed twice, which is obviously a mistake.
jbump75 on
2 years ago
wallisface I tested the Maddening Cacophony; I LOVE IT! Not requiring the black mana cost like Glimpse the Unthinkable helps and it works almost as well, plus the added kicker (not that you get to use it much but it's an added benefit). I increased the lands to 22 by adding a few Misty Rainforest and took out the Shipwreck Marsh. I decreased Surgical Extraction to 3 copies (I may consider going back to 4 and removing a Baleful Mastery (could even replace this with Damnation). I'm still not loving Tasha's Hideous Laughter. I know it's a good card, but between THL and Fractured Sanity, I like Fractured Sanity. I know most people run at least one Crypt Incursion but I feel like in the people I've been playing against I would rather have the extra creature/planeswalker removal of Baleful Mastery. For now, I think this is how the deck is going to look. Thanks for all your help!
wallisface on
2 years ago
You might find going up to 22 or even 23 lands solves 90% of your issues here - 21 is quite low for Mill. Additionally, Shipwreck Marsh feels super clumsy/sub optimal.
As far as which mill spells to keep, any combination of those cards should work just fine, and its going to come down to personal preference - so kindof hard to advise either way (the two I run in my deck are Fractured Sanity and Maddening Cacophony, so my bia leans towards them). Its worth noting that you can (and should) always cycle Fractured Sanity if you’re not in a good position to cast it.
multimedia on
2 years ago
Hey, you're welcome.
If you wanted to a couple of lesser lands here could be upgraded within the budget?
- Glimmervoid --> Skycloud Expanse
- Shipwreck Marsh --> River of Tears
- Path of Ancestry --> Evolving Wilds
Other options are to replace them for some less expensive utility lands?
- Phyrexia's Core --> Skycloud Expanse
- Tyrite Sanctum --> River of Tears
- Castle Vantress --> Evolving Wilds
These land options are lower priced ones, there's many others that are higher price that are better such as Inventors' Fair and City of Brass.
The Talismans in the sideboard could replace some of the Signets?
- Talisman of Dominance --> Dimir Signet
- Talisman of Progress --> Azorius Signet
- Talisman of Hierarchy --> Orzhov Signet
You're light here with low mana cost ramp and have a pretty high mana curve. More ramp could help gameplay. These are better ramp options specifically with Urza as Commander than the other Signets/mana rocks. The 2 drop artifact creature mana dorks can be helpful to cast Urza quicker since they count towards his artifact creature affinity and can make colored mana.
- Ornithopter of Paradise, Silver Myr, Leaden Myr, Gold Myr
- Etherium Sculptor, Foundry Inspector
- Sol Ring, Arcane Signet, Liquimetal Torque
- Talisman of Dominance, Talisman of Progress, Talisman of Hierarchy
- Sculpting Steel
- Urza, Lord High Artificer, Forsaken Monument
- Tezzeret, Master of the Bridge
This is a ramp package to consider? It's 16 sources, most important 14 sources of low mana cost ramp with Urza, Monument and Tezz at high end. Thought Vessel is a good card, but it turns off discarding hand down to 7 cards which can fuel artifact reanimation. Solemn Simulacrum is another good card, but I think it's too much mana here since there's better 4 drops for power and/or help more Urza and Constructs. Sculpting Steel is excellent in multiplayer Commander and it can count towards ramp because it can become an artifact ramp source.
Necramus on
2 years ago
Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.
Things like:
You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.
I'd suggest going for some fetches, checks, and shocks like:
You also have way too many plains right now. Even before you get the lands I just named, you should cut 6 Plains for 4 Swamp and 2 Island.
I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!
Don't tell Rett I gave you so many suggestions XD
-Blake
Have (0) | |
Want (7) | beesaurs , TechNoble , concorde , Kripkenstein , XxSirKittehxX , J_R_B , pnkghst9 |