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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Skyline Cascade enters the battlefield tapped.
When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step.
: Add to your mana pool.
3 weeks ago
hey try out Reliquary Tower, Sign in Blood, Barren Moor, Fabled Passage, Mortuary Mire, Evolving Wilds, Overburden, Arcane Laboratory, Curse of Verbosity, Forced Fruition,Orbs of Warding,Collective Restraint, Rhystic Study, War Tax, Dissipation Field, Halimar Depths, Skyline Cascade, Ipnu Rivulet, Leechridden Swamp, Blighted Fen, Fetid Pools, Blighted Cataract, Mystifying Maze, Maze of Ith,Glacial Chasm, Jwari Disruption Flip. Sea Gate Restoration Flip, Blackbloom Rogue Flip , Ponder
1 month ago
As for Boomerang, I went with Eye of Nowhere because I threw this together just prior to cycling it, and at a quick glance I thought they were identical cards. Turns out one’s an Instant and the other isn’t! I’ll make that switch right away; maybe I need a new prescription…
1 month ago
lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!
Low CMC Interaction
Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine
5 months ago
Since landfall is featured heavily in your deck, you may want to consider any combination of Evolving Wilds, Fabled Passage and Terramorphic Expanse. This will increase the number of cards milled every turn.
May I suggest replacing Glacial Grasp with Skyline Cascade? This can open up some space for other card draw options or Sage's Row Denizen, which will cause an opponent to mill every time a blue creature enters the battlefield. Another reason to replace Glacial Grasp is any mill you do should mill no less than 1 card for every one mana spent. Permanents that trigger mill are okay since the mill will eventually pay for itself. As the deck currently stands, you'll only break even on GG if you have Sphinx's Tutelage on the battlefield. If you wish to continue to rely on Instants and Sorceries may I suggest a full set of Mystic Sanctuary? This will allow you to be able to use them multiple times.
To get mill through card draw accomplished sooner, you may want to consider having three copies of Jace's Erasure and two copies of Sphinx's Tutelage. If you go the Sage's Row Denizen route, you can add in Jace's Archivist and accelerate the number of Counters on Ominous Seas. Another card to Consider is Teferi's Ageless Insight.
If most or all of these options aren't to your liking a playset of Contentious Plan would be like putting two foreshadow counters on OS.
Thank you for reading me out. I hope this helps. Happy Hunting!
1 year ago
Aight. First, you need a good ramp package. I'd go
Izzet Signet, Talisman of Creativity, Fellwar Stone, Arcane Signet. These are for mana fixing and ramp. If you can't afford Fellwar and Arcane, use Sky Diamond and Fire Diamond as temporary replacement.
Sol Ring, Coalition Relic, Eye of Ramos and Heart of Ramos. There are other things, but the whole point of these cards is to power out Niv. You can consider using Worn Powerstone and either Palladium Myr and Thran Dynamo instead if you feel that they're worth it.
You have 3 taplands, two of which are useless. They're better off being basics, although Skyline Cascade isn't the worst. Also, Evolving Wilds never belongs in 2-color decks. Temple of Epiphany is infinitely better.
2 years ago
2 years ago
Don't remove Watery Grave. The 2 life is something you always pay without a thought. It's nothing in commander. And if its in your opening hand without a one drop go ahead and play it tapped.
That said you do have a lot of lands that enter tapped. If you are going to cut though cut from ones that don't get you both colors or don't really help the gameplan.
Skyline Cascade for instance is a minor effect and only gets you blue, i'd rather have Castle Vantress here. The castle could come into play tapped but only needed one isalnd isn't much of a requirement and being able to scry is extra helpful for your deck. And Crypt of Agadeem can net you a lot of mana in some situations but since you aren't filling your graveyard on purpose like a reanimator deck chances are this won't do as much as it should sometimes, i'd play a Urborg, Tomb of Yawgmoth over this here. The tomb comes in untapped and makes sure all your lands tap for black just in case.
Also with only 5 islands and 4 swamps (6 and 5 if you change the above) the chances of you having three of either to get Witch's Cottage or Mystic Sanctuary to enter untapped and give you the benefit is unlikely. These are both better in mono colored decks or deck that are running a lot of basics. Both can easily be basics instead.
You have 13 lands that HAVE to come into play tapped. Thats way to many. if you make the above changes that brings you down to 9 that have to come in tapped... still a lot.
So, I know why you run Vesuva but I don't think you really need it in a two color deck. It would better suited in something three or more colors so it can help you fix. Our group doesn't run enough powerful lands to really want to copy anything super crazy. I would swap for Exotic Orchard. You may or may not get access to the colors you need with it but the way i see it is its an untapped dual land more often than not.
I would swap Frost Marsh for Underground River. I know that 1 damage may look scary but 9 times outta 10 you'll only need to tap it for colorless, the colored mana is there as a failsafe. And like I mentioned before 1 and 2 life is really nothing in commander. Jwar Isle Refuge could be Fetid Pools, yes it still comes in tapped but has the ability to cycle if you draw it late in the game which can be huge.
Lastly Dismal Backwater should be Polluted Delta if you can afford it. Again, don't be afraid of one life loss to fix your mana, the delta doesn't search for basics it searches for Swamps or Islands which means you can search up one of you lands that has the dual typing like Watery Grave or Sunken Hollow.
If you really don't want to spend the 25 or whatever it is though you could run run River of Tears instead.
After all that you have 6 lands that HAVE to come into play tapped. Which is only 1 more than I usually try to stick to at 5. Its not a perfect system but its worked for me.
2 years ago
- cut Doomed Dissenter since it can't be recast with your commander, and there are plenty of 2/2 zombies for 2 which can
- cut Festering Mummy because in commander, most creatures will not die with a couple of -1/-1 counters. Consider keeping it if your opponents play lots of mana dorks such as Llanowar Elves
- cut Ghoulraiser, your commander casts a zombie of your choice from the graveyard anyway
- cut Liliana's Steward, targeted discard is bad in commander. You and the targeted opponent lose a card, but your other two opponents don't.
- cut Increasing Ambition, it simply costs too much mana for the effect in my opinion
- cut Sealed Fate, it's pretty bad unless your opponent just used a Worldly Tutor or something
- cut Shamble Back, you don't want to exile your own creatures, and it's a pretty poor form of graveyard hate.
- cut Remove Soul, if you're paying 2 mana for a counterspell, you want it to hit more than just creatures
- cut Spell Snuff, 3 mana counterspells are too expensive
- cut Vile Rebirth for the same reason as Shamble Back
- cut Manalith and Nyx Lotus. When you're in 2 colours, you generally don't want to pay more than 2 mana to ramp. Plus if you ramp on turn 2, you'll have 4 mana on turn 3, allowing you to cast your commander early
- cut Telepathy, it's not worth using a card to see your opponents hand unless you're playing something specific like maybe Sen Triplets.
- For semi-budget 2-colour deck, your mana base looks pretty good. I would just cut Skyline Cascade, having it come in tapped isn't worth it for it's effect in commander. You can probably just play a basic island in its place.
If you want to upgrade your mana base, avoid lands that come in tapped like Dimir Guildgate. A few suggestions would be Command Tower, Choked Estuary, Darkwater Catacombs, Drowned Catacomb, Tainted Isle, Underground River, Watery Grave.
I hope that was helpful! Here's a link to my The Scarab God commander deck which has a pretty similar zombie tribal theme to what you have. Take a look through it and maybe you'll find more cards that I forgot to mention. If you have any questions don't be afraid to ask!