Sinkhole

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sinkhole

Sorcery

Destroy target land.

trippy_mcfly on Cumly Cube

4 months ago

Introducing Cumly Cube 1.4! Two months ago, Cumly Cube was updated to Cumly Cube 1.3, which was touted as balanced and without any notable flaws. There is no more insidious poison than hubris! Many cards remained that were too strong, or close to unplayable. Many archetypes existed in the cube but had too little support to ever be worth drafting. Many cards failed to fit the ethos of Cumly Cube. With 89 more cuts and adds, I am now pleased to announce that, this time, Cumly Cube has reached a final form! Perhaps a few cards are still too strong, too weak, or out of place, but the vast majority of the draft pool is now in an acceptable state. Any further changes to Cumly Cube 1 will exist as minor updates, swapping out only a few cards at a time. This means that there will never be a Cumly Cube 1.5, only 1.4.1, 1.4.2, etc.

Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Basilisk Collar: equipment is not part of Cumly Cube 1
  2. Hedron Archivefoil: cut to weaken the artifact archetype
  3. Mox Diamond: cut to weaken the artifact archetype
  4. Mox Opal: cut to weaken the artifact archetype
  5. Mox Tantalite: cut to weaken the artifact archetype
  6. Sensei's Divining Top:cut to weaken the artifact archetype

CREATURE

  1. Academy Manufactor: cut to weaken the artifact archetype
  2. Archfiend of Spite: madness is not part of Cumly Cube 1
  3. Arsenal Thresher: too weak
  4. Augmenting Automaton: too weak
  5. Autonomous Assembler: Assembly-Workers have been cut from Cumly Cube 1
  6. Baleful Force: too weak
  7. Battleground Geist: cut for a better Spirit card
  8. Belligerent Hatchling: too weak
  9. Bloodpyre Elemental: too generic of a red card
  10. Bloom Hulk: there are better proliferate engines available in Cumly Cube
  11. Copperhorn Scout: cut to weaken the Elf creature type
  12. Crosis, the Purger: too annoying to play against
  13. Deathrite Shaman: cut to weaken the Elf creature type
  14. Deus of Calamity: too weak
  15. Dutiful Replicator: Assembly-Workers have been cut from Cumly Cube 1
  16. Dwynen's Elite: cut to weaken the Elf creature type
  17. Emperor's Vanguard: cut to weaken green
  18. Farhaven Elf: cut to weaken the Elf creature type
  19. Fear of Exposure: cut to weaken green
  20. Fertilid: cut to weaken green
  21. Galazeth Prismari: cut to weaken the artifact archetype
  22. Geyserfield Stalker: too weak
  23. Greater Gargadon: suspend is not part of Cumly Cube 1
  24. Hallowed Priest: cut for an identical card to support the Cat creature type
  25. Heedless One: cut for a similar card to better support the Elf creature type
  26. Hematite Golem: too weak
  27. Hunted Horror: too weak
  28. Impetuous Devils: too generic of a red card
  29. Jeskai Student: too weak
  30. Junktroller: too weak
  31. Lashweed Lurker: emerge is not part of Cumly Cube 1
  32. Llanowar Visionary: cut to weaken the Elf creature type
  33. Lodestone Golem: we have seen enough of this card in other formats
  34. Lunar Avenger: too weak
  35. Maze Behemoth: cut to weaken green
  36. Mishra's Self-Replicator: Assembly-Workers have been cut from Cumly Cube 1
  37. Morselhoarder: too weak
  38. Night Incarnate: too generic of a black card
  39. Omnath, Locus of the Roil: cut to weaken the Elemental creature type
  40. Phantom Nishoba: too weak
  41. Quirion Ranger: cut to weaken the Elf creature type
  42. Scalding Devil: cut to make room for more interesting Devil creatures
  43. Self-Assembler: Assembly-Workers have been cut from Cumly Cube 1
  44. Seton, Krosan Protector: cut to weaken green
  45. Soul of Zendikar: cut to weaken green
  46. Teferi's Sentinel: too weak
  47. Thought Monitor: cut to weaken the artifact archetype
  48. Torbran, Thane of Red Fell: too generic of a red card
  49. Ulamog, the Infinite Gyre: cut to make room for more balanced Eldrazi creatures
  50. Walking Ballista: cut to remove an infinite combo payoff accessible from the Cumly Zone

ENCHANTMENT

  1. Aura Shards: too powerful
  2. Blood Moon: we have seen enough of this card in other formats
  3. Impending Disaster: too weak
  4. In Bolas's Clutches: cut for a similar but more expensive version of this effect
  5. Night Soil: cut due to the presence of two other very similar cards
  6. Revel in Riches: too powerful
  7. Urban Utopia: cut to weaken green

LAND

  1. Ancient Tomb: too powerful
  2. Flagstones of Trokair: too weak
  3. Mishra's Workshop: too powerful
  4. Urza's Saga: too powerful

INSTANT

  1. Accelerate: too generic of a red card
  2. Bedevil: spot removal has been removed in favor of removal found in commands, charms, and confluences
  3. Fading Hope: too generic of a blue card
  4. Fissure: spot removal has been removed in favor of removal found in commands, charms, and confluences
  5. Fracture: spot removal has been removed in favor of removal found in commands, charms, and confluences
  6. Frazzle: too generic of a blue card
  7. Inside Out: too weak
  8. Lens Flare: spot removal has been removed in favor of removal found in commands, charms, and confluences
  9. Schismotivate: too weak
  10. Seize the Initiative: too weak
  11. Volt Charge: spot removal has been removed in favor of removal found in commands, charms, and confluences

PLANESWALKER

  1. Karn Liberated: too generic and powerful of a draft pick
  2. Nissa of Shadowed Boughs: animating lands is not part of Cumly Cube 1

SORCERY

  1. Broken Bond: spot removal has been removed in favor of removal found in commands, charms, and confluences
  2. Chain Reaction: too generic of a red card
  3. False Dawn: too weak
  4. Grim Tutor: too powerful
  5. Ice Storm: spot removal has been removed in favor of removal found in commands, charms, and confluences
  6. Lava Flow: spot removal has been removed in favor of removal found in commands, charms, and confluences
  7. Sinkhole: spot removal has been removed in favor of removal found in commands, charms, and confluences
  8. Tezzeret's Gambit: too powerful
  9. Wildfire: too generic of a red card

ADDED:

ARTIFACT

  1. Banner of Kinship: encourages building around creature types
  2. Conduit of Worlds: supports graveyard synergies
  3. Pillar of Origins: encourages building around creature types

CREATURE

  1. Aetherjacket: supports the Thopter creature type
  2. Ajani's Pridemate: replaces Hallowed Priest to support the Cat creature type and lifegain synergies
  3. Akroan Conscriptor: supports spellslinger synergies
  4. Alibou, Ancient Witness: supports the Golem creature type and other artifact decks
  5. Ancient Cellarspawn: supports the Demon, Horror, and Nightmare creature types
  6. Angelic Aberration: supports the Angel and Eldrazi creature types
  7. Axgard Artisan: supports the Dwarf creature type
  8. Bloodwater Entity: supports spellslinger synergies
  9. Brass Herald: supports the Golem creature type and encourages building around creature types
  10. Campus Guide: supports the Golem creature type
  11. Chief of the Foundry: supports the Construct creature type and other artifact decks
  12. Chrome Courier: supports the Thopter creature type
  13. Cursed Wombat: supports the Nightmare creature type and +1/+1 counter decks
  14. Darksteel Colossus: supports the Golem creature type
  15. Duergar Hedge-Mage: supports the Dwarf creature type
  16. Eidolon of Blossoms: supports the enchantment archetype
  17. Endbringer: supports the Eldrazi creature type
  18. Essence Depleter: supports the Eldrazi creature type
  19. Gimli, Mournful Avenger: supports the Dwarf creature type
  20. Gishath, Sun's Avatar: supports the Dinosaur creature type
  21. Herald of Slaanesh: supports the Demon creature type
  22. Hunting Velociraptor: supports the Dinosaur creature type
  23. Immaculate Magistrate: replaces Heedless One to support the Elf creature type
  24. It That Heralds the End: supports the Eldrazi creature type
  25. Kozilek's Channeler: supports the Eldrazi creature type
  26. Mayhem Devil: supports the Devil creature type
  27. Patrician Geist: replaces Battleground Geist to support the Spirit creature type
  28. Petravark: supports the Beast creature type
  29. Pillardrop Warden: supports the Dwarf and Spirit creature types
  30. Precursor Golem: supports the Golem creature type
  31. Prosperous Pirates: supports the Pirate creature type
  32. Quandrix Pledgemage: supports the Merfolk creature type and spellslinger synergies
  33. Roaming Throne: supports the Golem creature type and encourages building around creature types
  34. Rootwater Hunter: supports the Merfolk creature type
  35. Shambling Suit: supports the Construct creature type and other artifact decks as well as enchantment decks
  36. Shantotto, Tactician Magician: supports the Dwarf creature type and spellslinger synergies
  37. Smokebraider: supports the Elemental creature type
  38. Solarion: supports the Construct creature type
  39. Species Specialist: encourages building around creature types
  40. Squealing Devil: supports the Devil creature type
  41. Tayam, Luminous Enigma: supports the Beast and Nightmare creature types
  42. The Balrog of Moria: supports the Demon creature type
  43. The Lady of Otaria: supports the Dwarf creature type
  44. Three Tree Mascot: adds mana fixing and encourages building around creature types
  45. Titans' Vanguard: supports the Eldrazi creature type
  46. Torch Fiend: supports the Devil creature type
  47. Ulamog's Dreadsire: supports the Eldrazi creature type
  48. Vengeful Devil: supports the Devil creature type
  49. Venomcrawler: supports the Demon creature type
  50. Wavecrash Triton: supports the Merfolk creature type and spellslinger synergies
  51. Zara, Renegade Recruiter: supports the Pirate creature type

ENCHANTMENT

  1. Destructive Flow: offers a land destruction engine that can provide a large advantage in some decks
  2. Efficient Construction: supports the Thopter creature type
  3. Keldon Twilight: offers a creature destruction engine for aggressive decks
  4. Lay Claim: replaces In Bolas's Clutches as a more expensive control spell
  5. Might Makes Right: encourages large creatures and can be used in conjunction with sacrifice synergies as a creature destruction engine
  6. Porphyry Nodes: offers a creature destruction engine for slower decks
  7. Retreat to Kazandu: supports landfall synergies
  8. Shivan Harvest: offers a land destruction engine and supports sacrifice synergies
  9. Sunken Hope: offers a creature bounce engine for slower decks
  10. Whirlwind of Thought: supports spellslinger synergies

LAND

  1. Foundry of the Consuls: supports the Thopter creature type

INSTANT

  1. Atarka's Command: commands have been added to Cumly Cube to provide interaction and versatility
  2. Aura Mutation: quite similar to Artifact Mutation
  3. Brokers Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  4. Cabaretti Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  5. Dromoka's Command: commands have been added to Cumly Cube to provide interaction and versatility
  6. Kolaghan's Command: commands have been added to Cumly Cube to provide interaction and versatility
  7. Lorehold Command: commands have been added to Cumly Cube to provide interaction and versatility
  8. Maestros Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  9. Maestros Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  10. Obscura Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  11. Obscura Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  12. Ojutai's Command: commands have been added to Cumly Cube to provide interaction and versatility
  13. Pulse of the Fields: supports lifegain synergies
  14. Quandrix Command: commands have been added to Cumly Cube to provide interaction and versatility
  15. Riveteers Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  16. Silumgar's Command: commands have been added to Cumly Cube to provide interaction and versatility
  17. Silverquill Command: commands have been added to Cumly Cube to provide interaction and versatility
  18. Siren's Ruse: supports the Pirate creature type and blink synergies

PLANESWALKER

  1. Saheeli, Filigree Master: supports the Thopter creature type
  2. Vraska, Golgari Queen: supports sacrifice synergies

SORCERY

  1. Renegade Tactics: replaces Accelerate as a less typical red card
  2. Roar of the Crowd: encourages building around creature types
  3. Temporary Insanity: stealing creatures is a small but important part of Cumly Cube
  4. Witherbloom Command: commands have been added to Cumly Cube to provide interaction and versatility

Sliverguy420 on Scorched Jund

10 months ago

4 and 5 mana is too expensive for land destruction. by the time you're able to cast those, the opponent will already have the lands they need and it'll be turn 8 before Roiling Terrain can even do the same damage as a Lightning Bolt. you'd want cards like Thermokarst, Sinkhole, Molten Rain, Pillage, and Choking Sands. Cleansing Wildfire doesn't reduce your opponents mana, and so it's usually used in combination with indestructible lands to ramp yourself, rather than destroy an opponent's lands.

DreadKhan on Trample Under Foot

1 year ago

Neat idea, I love seeing people making Gruul work in Legacy!

I would run two more Utopia Sprawls over Rampant Growth, they aren't all that pricey anymore (ymmv of course). I'd even run a worse Utopia Sprawl like Blighted Burgeoning or Fertile Ground, either has it's own upsides, and both work very well with your Arbor Elf.

I think with x4 Arboreal Grazer you might consider at least a couple lands, Grazer feels awful when you're short of lands. I'm not sure how much you'd need, but 1 or 2 would be helpful IMHO.

Randomly, Gruul got one of the all time great ramp effects back in Ice Age, Orcish Lumberjack is epic ramp, great if you need to hit a Hulk several turns early. You might want something to prevent your Hulk from getting countered, maybe Rhythm of the Wild? The haste is also VERY good with Lumberjack, letting you drop it and tap it for 3 (though you do sacrifice the Forest) right away, dodging removal potentially. I personally love using Orcish Lumberjack with Mwonvuli Acid-Moss, this way you can effectively Sinkhole people in Gruul, and technically you'd have 1 mana left, even on turn 2. Some people don't fear land destruction and will keep a 1 land hand so it can work sometimes fwiw, and the cost is negligible (it's even a ramp spell if you hard cast it without Lumberjack).

How often do you end up with a decent land count? If you find you can actually hit 5 lands in a lot of games, you could throw in Crop Rotation and Temple of the False God x1, if you aren't ready for a Temple yet you can tutor up a Red source I guess, or a Wolf Run. I'd guess if you pull those Rampant Growths Temple x1 isn't worth bothering with. You could always do that trick with x1 Ancient Tomb, but those aren't as cheap!

DreadKhan on Rocks Dragon Deck

1 year ago

I'm not sure if it's too 'non-Dragon', but I've had good results fiddling with Orcish Lumberjack, especially in a deck with Mwonvuli Acid-Moss, Lumberjack and Acid-Moss gives you access to a true Sinkhole effect (you can even play it on turn 2), and it can technically find a non-Basic Forest fwiw. Technically you only need to tap the Forest and sac it to Lumberjack to play an Acid-Moss, but Lumberjack can also give you a turn 2 Dragon that costs 5 mana, does your meta feature a lot of cheap kill spells? If not I wonder if that'd be worth your while? I don't know for sure if Atarka had Orcish servants, but Orcs live on that plane, so the lumberjack has a tangential connection.

Also, since it's gone down a ton in price, what about Utopia Sprawl? It makes your Forests better, and you can't cast it without a Forest I understand?

Since you're actually in Gruul, I would just run Mountain Valley over Evolving Wilds, this can find a Dual, or if you're desperate it can still dig out a Basic (that you can use the same turn Evolving Wilds would allow you), the only issue is if decks play cards that blow up non-Basics in your meta (most don't).

It's not entirely budget, but Up the Beanstalk is a very strong card if you actually plan to cast those big Dragons, and it replaces itself.

I'm not sure what your meta is like, but if people run Stax stuff that can ruin your day, you can include Dire-Strain Rampage, this sorcery offers you a Harrow effect if you wish, but it can Naturalize something, or Ghost Quarter someone's important land in a pinch. The best part is that it has Flashback. It's not the fastest effect, but I feel like it's certainly good enough for sideboard (especially on a budget), and since it can also just ramp you it might be fine mainboard, ymmv.

It's an ETB tapped land, but Treetop Village is a reasonable attacker if you end up desperate, with your curve it seems plausible that you'd be able to play an ETB tapped land, maybe x2?

zapyourtumor on Mono Black Control

2 years ago

Waiting for Innocent Blood and Sinkhole in MH3 copege

GeminiSpartanX on Merchant of Death (Modern Mono-Black)

3 years ago

I disagree that IoK should be played over TS in the current meta that is rife with pitch elementals, Murktides, Primeval Titans, and Omnaths. However a 3/3 split could be ok if you find yourself short on life in most games. In place of the Sign in Bloods, I've seen people run a cantrip creature like Dusk Legion Zealot that can block a Ragavan while adding to your devotion count (although I do recognize that the secret mode of sign in blood that can burn your opponent in a pinch can be useful). I'd also cut the Cry of the Carnarium from the MD, adding the 22nd land. Running a few fetches to enable Fatal Push is fine, although I'm not sure you need more than 4 for just that reason. Also, have you run into any issues running Nighthawk Scavenger and Dauthi Voidwalkers together? The Scavenger wouldn't get very big if you played a Voidwalker the turn before. If you need to cut a 3-drop creature, that's where I'd start if you don't want to move the Voidwalkers to the SB.

The bigger issue with your deck is the SB though. With 4 MD Voidwalkers and a Tymaret, you definitely don't need as much grave hate as you currently have. I'd add at least 2 more removal spells that can hit larger creatures to the SB for the matchups that need them. Something that can hit Murktide Regent, Omnath, Locus of Creation, Fury, and Solitude, and that only costs 2 mana. I don't know if you play against much burn or control, but Collective Brutality is a good card against burn, low-to-the-ground aggro, and control decks. Tourach, Dread Cantor is also good right now against white decks like humans, UW control, decks playing Solitude, and in other grindy matchups where the discard is relevant. It also helps get more cards to steal if you have a Voidwalker in play. It doesn't add much to devotion, but it's still a good card in the meta that might work as a 2-of in your SB. Void Mirror is good if you play against Cascade, Tron, and the pitch elementals, and Plague Engineers would be good if you play against Humans, Merfolk, or any other tribal deck. Unearth would be good to bring in against removal-heavy decks, and allows you to aggressively use an early Gifted Aetherborn or Scavenger as a removal spell if needed.

*Also you may want to update in your description, as Sinkhole is not modern legal. It would be awesome if it was since Tron and Amulet can be tough matchups.

Epicurus on Card creation challenge

4 years ago

griffstick wasn't happy with their card, so to satisfy the challenge I'll remake it.


Sundering Hope

Sorcery

This spell costs less to cast if it targets a land

Exile target permanent. Its controller may search their library for a basic land card and put it onto the battlefield. If they do, they shuffle their library.


Basically the exact same card, except Boros, 1 MV higher, and exiles instead of destroys. Cost is the same when targeting land, albeit two colors. Why is this and the original version not as good as Sinkhole? Because the land is replaced, if a land is targeted. Best case scenario, the land's controller doesn't have basic lands left in their deck when this is cast. Worst case, it's only useful for killing nonbasic lands. However, the versatility still makes it a viable removal option. And yes, nuking that Rogue's Passage or Lotus Field for 2 mana, even if they get a basic to replace it with, is still beneficial. I like it. Less like a Boros Sinkhole, more like a higher cost, more versatile Path to Exile.

Next challenge, make a card that would be a mainstay in any format. Go for utility or ramp or something like that. Nothing combo-y, just something that you'd be just as likely to drop into Modern as Commander, while still being appropriately powered to be useable in Pauper, etc. If you can manage to accomplish that while still making it viable in Legacy/Vintage, even better.

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