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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Shipwreck Marsh
Land
This enters the battlefield tapped unless you control two or more other lands.
: Add or .
nuperokaso on
Ninjas and Rogues
3 hours 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
3 months 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
3 months 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
5 months 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
Queza, the Queefer
8 months 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
Chasmolinker on
Ferngully (Help Wanted!)
1 year ago
Have you tried Shipwreck Marsh in place of River of Tears?
multimedia on
Satoru and the ninja deep sea creatures
1 year ago
Hey, interesting concept, combining Ninjas with sea monsters. Well done if this is your first attempt at deck building, you have good card sense.
Some cards here that are not as good as the others that could be upgraded, even on a budget: Prismatic Lens, Doom Blade, Nemesis of Reason, Ambition's Cost, Commander's Sphere, Rogue Class, Tromokratis, Blade of the Oni.
- 1x more Island --> Tromokratis
- 1x more Island --> Nemesis of Reason
- 1x more Swamp --> Doom Blade
30 lands is low when you want to get to at least four mana to ninjutsu with Satoru. Consider cutting a couple of the high CMC sea monsters that are not as good as the others, Tromokratis and Nemesis of Reason, to add a few more lands? Could just add more of each basic land or there's many other options that are more expensive price: Watery Grave, Morphic Pool, Drowned Catacomb, Shipwreck Marsh, etc. Some budget options are: Ice Tunnel (another land Marsh Flats can get), Temple of Deceit, Esper Panorama.
- Astral Cornucopia --> Prismatic Lens
- Everflowing Chalice --> Commander's Sphere
Prismatic Lens and Commander's Sphere could be upgraded to mana rocks that can combo with Hullbreaker Horror to make infinite mana. Astral Cornucopia and Everflowing Chalice combo with Sol Ring by repeatedly bounce/cast them with Hullbreaker to make infinite mana. Sol pays for itself plus 1 extra colorless mana each time you tap it before it's bounced by Hullbreaker. Astral is better because once you make infinite colorless then you can pay that colorless to cast Astral to make infinite blue or black mana. When you have infinite colorless then Arcane Signet or Dimir Signet can also be used to make infinite blue/black mana.
If you can create a copy of Hullbreaker from Thousand-Faced Shadow then this combo can bounce all your opponent's nonland permanents and keep doing this on each of your main phases.
- Ingenious Infiltrator --> Ambition's Cost
- Baleful Strix --> Rogue Class
- Prosperous Thief --> Blade of the Oni
Ingenious Infiltrator is a good Ninja for repeatable draw. Baleful Strix is a nice creature to enable ninjustu. Prosperous Thief is a Ninja for repeatable ramp who also triggers from a Rogue and there's many unblockable Rogues here.
Good luck with your deck.
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