Exile up to four cards from target player's graveyard
Transmute (, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
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|Commander / EDH||Legal|
Latest Decks as Commander
Shred Memory Discussion
1 month ago
Consider running this tutor package instead of what you are running now.
The Shreds go for any of your 2 cost combo piece (OR) can snipe cards out of people graveyards at instant speed. It's very important with Snap Caster being played heavily in modern. The queens go for anything. I tried the Infernals but they only go for the Myr (can go for different stuff but that isn't the plan). I think the Shreds are a better option. They seem to run better. Just my 2cents. Have fun!
2 months ago
BrassLord, thank you. I somehow forgot that Faithless Looting was legal in pauper. Fiery Cannonade is also perfect for the sideboard. I have had the bad habit of refusing to play cards that make me shuffle, but Shred Memory is so good in this that I can't avoid putting it in.
2 months ago
Howdy! I think your take on this deck is a decent one! That card seems really good! Another payoff (possibly sideboard) would be Carrion Feeder get huge. I've seen a similar brew online that used Rendclaw Trow and Ivy Lane Denizen .
Sideboard is always meta dependent, but currently I don't see a whole lot of interaction with your opponent in the deck. Combo decks always run the risk of being run over by aggro. So things like Lightning Bolt Fiery Cannonade Cast Down Abrade can go a long ways in dealing with Affinity or Elves. Control matchups are a nightmare, though your combo seems pretty resilient. Pyroblast helps resolve needed spells.
Would also experiment with having some of the Lessons like Introduction to Prophecy Introduction to Annihilation Environmental Sciences as one offs just so you still get value from going for the combo win even if your opponent messes with that interaction!
6 months ago
Dark Ritual, I was running this in my old Toshiro Umezawa deck (which could easily cast it twice), but I never found it to be worth a slot. That deck (and this one) wasn't really designed to ramp out the commander, or get a game-winning combo going early on, so I found that I'd rather have a mana rock than a single turn ritual effect.
Bubbling Muck, This one on the other hand looks much more suited to this deck. I'm still in the early days of testing this list, but I'm sure i'll proxy it at some point to give it a try. I could see this as a late-game enabler that gives me a TON of mana to cast Chainer and use him to reanimate a few Creatures on the same turn. Great suggestion!
Thought Vessel, Hmmm, this is kind of a "win more". I also don't mind discarding down to hand size because it lets me put high CMC Creatures into my graveyard so I can reanimate them with Chainer for only 3CMC. I'm also hesitant to add any more rocks that can't tap for black mana
Read the Bones and Sign in Blood, I love these cards, and I do want to add them in, but for this initial build I'm fousing more on Creatures that give me effects like this (like Disciple of Bolas), or engines that work well in longer games (like Phyrexian Arena, because this deck tends to take a while to get to a state where it can win.
Vendetta, I think I already have too many dedicated removal spells, and this one eats away at my health (which Chainer already does a LOT), and my Meta has a lot of Black in it.
Dimir Machinations, I like Transmute spells, but I prefer ones that I can hardcast for a good effect. Shred Memory is good emergency graveyard hate, and Dimir House Guard is an evasive, regenerating Sac outlet, and both have a wide range of situational and outright powerful tutor targets. Dimir Machinations is just never worth hardcasting unless someone has used a Vampiric Tutor on a mainphase, but that's an unlikely corner case. I also don't have too many goot targets at 3CMC, Dead of Winter would be the main one that might be worth spending 3 mana to fetch out, but this deck prefers to loop Plaguecrafter to clear a board.
I'll have to have a look through all your primers, they look really cool and very detailed! I'm assuming you need an upgraded account to set styles like you have.
6 months ago
First, you have 4 taplands. Please, man, with a $200 budget you can fix 4. Exotic Orchard, The red Tainted land, Graven Cairns and friends. Easy, you can find a good number of them for $10-20 and make your manabase SO much better. The only one I'd even consider is the triland, and only because it taps for all three colors.
Also, cards like Village Rites become incredibly valuable. Rites itself is 1 mana draw 2, and the other versions(Costly Plunder, Altar's Reap) add a mana and instant speed. You'll have enough tokens that it's just free value here.
Between Champion of Dusk and Ad Nauseam, you've got some high power draw. IMO, just add some more tutors. Wishclaw Talisman, Scheming Symmetry, Grim Tutor are all plenty good to go get your nice Ad Naus or Champion to draw waaaay too many cards. For other tutors consider Brainspoil to get Ad Naus, Shred Memory for something like Cordial Vampire or Impact Tremors, and possibly Dimir Machinations and Dimir House Guard.
For win cons, consider Purphoros, God of the Forge. Deals damage twice as fast compared to Impact Tremors, and both of them are really solid cards. Burn at the Stake could probably take your horde of tokens and off somebody as well. Also tutorable by Brainspoil.
7 months ago
Halbrech: Thank you for the upvote and comment!!
Rats are great. Feel free to borrow as much as you'd like from this!
I still think Marrow Gnawer is a little slow, mainly because it can't tap when you play it. Best case scenario, I'll have five mana by T5 (39%/29% chance with my 19 lands depending whether or not I'm on the draw), and then tap it on T6 to double my rats. That's already too slow for a Modern wincon if you're not playing control, but in actuality it's going to take way longer than T5 to play it on most games due to the land count. So bringing it in would require me to change up the mana base as well and that'd change the strategy way too much.
In addition to that, I really dislike the Nezumi, hahahaha. I'll run one if I absolutely need to, but if they can be avoided I will. One of my least favorite tribes of animal people, and just do not look right next to all the cute little rats in the deck. (I also purposefully avoid diseased or zombie looking rats, haha. Just realized the art for Typhoid Rats up there was that horrible Khans of Takir one, but I just fixed it to the MB1/M15/Innistrad art I actually own, haha). That said, I do allow changelings, because they're one of my favorite tribes and I just love the idea of this amorphous person stumbling upon a pack of rats and deciding to live as one of them.
Those black counterspells seem like a really fun idea! I don't know if I can make room for them but I'll definitely think about it. Way back in the day I ran Avoid Fate on a monogreen deck and it always caught people off guard, it was wonderful.
Unearth rocks! Definitely the addition to this version of the deck that I'm most happy with, it just does so much work. If you want even more recursion for your deck, Claim is great as well. I actually ran Call to the Netherworld in the very first of version of this deck that included Pack Rat and while on a good day it worked exactly as you described, overall it was a bit of a risky gimmick choice—it only works with Pack Rat (here at least, in that deck I had some rats that caused mass discard but even then a lot of the time it wasn't doing that much work), while Unearth can bring back removed Rat Colonys too. In addition to that there's the Cycling as you said! Unearth is never a dead card while Call is almost always one.
I really like Fiend Artisan out of those sac outlets you suggested! I like how it goes to the battlefield instead of the hand and can be repeated every turn. I used to run Shred Memory just to search for pack rats haha, but that was before Rat Colony and now I'm way more likely to have -something- to attack with, at least. Sadly it's far from being budget friendly, but I might playtest it and see how I feel about bringing it in in the future!
As for the Time Spiral cards! I live in Brazil. It's easy to find older pre-modern cards in Portuguese, and everything after Time Spiral is easy to find in Portuguese and relatively easy to find in English (I prefer English cards to keep my decks all in one language, plus I'm not always happy with how they translate some things haha), but for some reason all the stores have a VERY small amount of Time Spiral cards in either language, when they have them at all. And most of the time they're in horrible condition. I have absolutely no idea why this happens! I'll probably have to get my Swarmyards overseas eventually, but waiting months for cards to arrive (or paying for them in dollars right now) sucks haha. My best hope is that they'll reprint it at some point soon, maybe in a Commander set or something like that!
7 months ago
Kawaii_Kat No worries, I'm glad someone's getting some use out of it! I wrote it after playing for a while because I really couldn't find too much out there for Toshiro when I was first building my deck... Writing also helps solidify my own knowledge of the deck, lets me hone its mana-curve/card ratios, and identify cards that I thought were good... but really weren't.
I was JUST looking at Doom Whisperer today, thinking about how well it would fit into the deck! I think it would be very good, but it has a lot of competition at the 5CMC Creature slot... at least in my deck. In a deck with less Creatures, and more Instants, I think it would be better. I have 25 Instants, so for every 1 life spent, I'd only have ~1/4 chance to put one into the bin where it almost acts as Drawing it. Now, that's not all that Surveil is good for, it sets up your future draws very well too, but I think it's quite a heavy life cost for that, and I'd rather spend that life just drawing cards. The "failcase" of a 6/6 Flying Trample (Flample?) for 5CMC is also fantastic, so I think if you have one, it would be a great addition to try out in Toshiro!
As for transmute, there really aren't many good ones for Mono-Black. Shred Memory is great because there's plenty of great targets at 2CMC, AND it's ability to be played and/or flashed back as Graveyard Hate by Toshiro is fantastic. The only other Transmute spell I'd really consider is Dimir House Guard. There are a variety of powerful targets at 4CMC (I'm running Lashwrithe, Crypt Ghast, Nightmare Shepherd and some expensive removal spells), and a 2/3 Creature with Fear that has acts as a free Sac outlet is a nice bonus to have in the bin as a backup resurrections target! It's a pretty good budget tutor that works well on-curve, but I'd probably want to try and get some better 4CMC targets (including a good finisher) for it before I considered running it.
I'm just hoping that Vampiric Tutor gets super cheap after everyone busts open a million Commander Legends boxes, because THAT is a fantastic tutor for Toshiro!
8 months ago
I thought of some more cards you might consider. Sinkhole, Hymn to Tourach are some other really strong black cards (they are banned in normal pauper but not in PDH). Brainspoil, Dimir House Guard, and Shred Memory are good if u want some tutors. Servant of Tymaret is really good for some grindy games. Syphon Mind is also a great card advantage spell.
Also, here are some links for PDH stuff: