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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Elemental Nightmare
Whenever you cast another spell that has flash, you draw a card and each opponent loses 1 life.
TheBl0b on Sultai Flash Control
1 month ago
Have you considered Slitherwisp? I don't know if it's powerful enough on its own for your deck, but I am trying to make dimir Faeries work and am now more leaning towards "Flash tribal" and I must say Slitherwisp is pretty strong. Game one the opponent always leaves it be because he doesn't know what it is, and game two and three it always gets removed on sight.
Let me know what you think!
FearRipper70 on U/B Faerie Tempo Control
3 months ago
-1 Island, -2 Force of Negation, -2 Fallen Shinobi, -1 Counterspell, -1 Bloodchief's Thirst, +1 Mistbind Clique, +3 Cunning Nightbonder, +3 Slitherwisp
multimedia on Muldrotha: Budget Elemental Tribe!
5 months ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
Kret on Muldrotha: Budget Elemental Tribe!
7 months ago
Soul of the Harvest, Fertilid, Mulldrifter and Shriekmaw are good budget elementals.
Wolfbriar Elemental is a nice mana sink in the late game.
Consider adding backgrounds like Master Chef or Scion of Halaster.
You are running Joint Exploration. Consider similar cards like Explore or Growth Spiral. They can let your deck gain some early velocity.
If you play multiple elementals with evoke then a card like Village Rites becomes useful because you can cast it in response to the evoke trigger and draw 2. Card like Evolutionary Leap could also be used in response to evoke trigger to draw a fresh elemental
Zendikar's Roil can let you go wide with elementals.
Tatyova, Steward of Tides makes your lands into 3/3/ elementals
Kenrith's Transformation is a great removal spell that replaces itself and can be recurred.
Tezzeret's Gambit draws 2 cards and proliferates.
Nissa, Voice of Zendikar puts counters on each creature for just 3 mana
Cards I would replace:
- cards with kicker and Vine Gecko (they are generally worse cards than regular budget ramp spells like Rampant Growth or Cultivate)
- 6 forests because you have low mana curve (I would cut the land count to something like 36 lands, but you could also swap them for dual lands with basic land types from Kaldheim - Woodland Chasm, Dominaria United - Haunted Mire, Temple cycle - Temple of Malady or bounce lands - Golgari Rot Farm
- Titania, Protector of Argoth because there is only one card -> Harrow that can proc her ability to make elementals
I would also cut some of the elementals that don't have any useful abilties like Jaddi Lifestrider, Healer of the Glade, Glade Watcher, Floodhound, Offalsnout, Smolder Initiate and Slitherwisp.
Hope you find some of the suggestions helpful.
theGentlemanSeal on Devoted to two Gods
1 year ago
Helm of the Ghastlord would be a great addition to beef up all your blue/black creatures. Also, Oona's Gatewarden is an easy fit in here. Some more dimir fundamentals would be Baleful Strix, Cemetery Puca, Dimir Guildmage, or Dimir Guildmage.
In terms of finisher cards, you could add: Gyruda, Doom of Depths, Wrexial, the Risen Deep, Dragonlord Silumgar, Silumgar, the Drifting Death, Ghastlord of Fugue, Blizzard Specter, Dire Undercurrents,
A version of the deck will a mill wincon could also make use of Ashiok, Dream Render, Phenax, God of Deception, Lurking Informant, Nemesis of Reason, Psychic Drain, Mind Grind, Nightveil Specter, and the many more mill focused cards from across blue and black.
A deck that leans more into flash could use Slitherwisp.
Overall, I quite like and want to see it down the line!
1empyrean on Enter the Random Combo Deck …
2 years ago
I'll be building around Naru Meha, Master Wizard + Release to the Wind + Slitherwisp .
TheVectornaut on Blue/Black Beginner Deck
2 years ago
I think this deck is really well-positioned to become a "draw-go" style control deck that plays instants and flash creatures on others' turns. Pteramander , Augur of Bolas , Brineborn Cutthroat , Threnody Singer , Vodalian Arcanist , Naiad of Hidden Coves , Wavebreak Hippocamp , Murmuring Mystic , and all of your instants (save for the likely too slow 4 mana ones) already fit in such an archetype to at least some extent. The horse fish is particularly insane as a card draw engine, and I'd try to get a playset of it if you can. Stacking them to draw even more cards with Nymris, Oona's Trickster , Baral, Chief of Compliance , Slitherwisp , etc. would also make Ominous Seas more viable, possibly even supplemented by draw payoffs like Chasm Skulker and Nadir Kraken .
Some other options that care about flash might be Cunning Nightbonder , Teferi, Mage of Zhalfir , Leyline of Anticipation , Torrential Gearhulk , and Mystical Teachings .
For more generally good instants, Counterspell , Mana Leak , Countersquall , Frantic Search , AEtherize , Vapor Snag , Rewind , Cryptic Command , Opt , and Brainstorm (if you're playing with the legacy banned list) are options of varying budgets and power levels for a control deck.
The first cards I'd cut would be anything with suspend or that applies keyword ability counters. I think some amount of counter manipulation would be needed to maximize the value from such cards (with Clockspinning , Jhoira's Timebug , Paradox Haze , and Nikara, Lair Scavenger being a few things that come to mind). Then, I'd cull any sorceries or creatures that would take up all your mana on your own turn for minimal impact. Dead Revels , Frost Lynx , Alirios, Enraptured , and so on.
Sorry it took me a while to submit this after seeing the deck get posted earlier this week. Let me know if you have any questions and good luck with your build!
bobdaduck on Rogue's Paradise
2 years ago
Good & cheap Covetous Urge Deadeye Plunderers Evil Twin Extract from Darkness Mask of Riddles Nightveil Specter Victimize Soul Ransom
Expensive$$ (one to ten dollars but I favor cheap) Fallen Shinobi Memory Plunder Mind Grind Sire of Stagnation Vile Consumption
possible themes Slitherwisp Soulquake
Silly Flooded Woodlands
|Have (3)||Galdelonian , metalmagic , Rogue_Prince|