Submerged Boneyard enters the battlefield tapped.
: Gain or .
Printings View all
|Zendikar Rising: Commander (ZNC)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Core Set 2019 (M19)||Basic land|
|Aether Revolt (AER)||Common|
|Oath of the Gatewatch (OGW)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Submerged Boneyard occurrence in decks from the last year
Latest Decks as Commander
Submerged Boneyard Discussion
2 months ago
DragonSliver9001 yea, thats all fair criticism; I started a few months back and this isn't super refined, just sort of an idea I threw together on my free time. While undead alchemist is def better with other zombies, its effect triggers any time the opponent discards from their library, so i still get decent use out of it when hitting with Nemesis of Reason or Mind Funeral, etc. What mill cards do you recommend? Ive got eyes on Maddening Cacophony in Zendikar Rising but I would like to optimize with more and replace stuff I dont need. I'll also look into better lands, I have some Submerged Boneyard, but ive kinda focused more on everything else besides lands so far.
2 months ago
3 months ago
also I would do some small mana fixing that is cheap like:
6 months ago
TCK_Green you are a true saint! If only you knew how happy i get when i see i've gotten another comment from you! Thank you so much for taking time out of your day to comment!
Anyhow. As per your advice i will try and remove the Amulet of Vigor, Intruder Alarm and Reliquary Tower. The main reseason these three were in the deck to begin with was because i got them from mystery booster packs and thought: Hey look! Free value!
AS of right now i have changed a couple of the lands and i think for now this is as much as i'll change. I have ordered the deck two weeks ago and i'm still waiting for it. I did add Guardian Project Once it arrives i'll figure out if it needs more card draw, but right now. In terms of card draw im keeping it where it's at. as for the lands i have changed i put in: Submerged Boneyard, Vivid Grove, Stone Quarry, Highland Lake, Temple Garden, Godless Shrine, Overgrown Tomb and Hallowed Fountain
in the process of making this comment i saw you made another comment! I have now also added Skullclamp, how i did not think of that in a deck like this is beyond me! Thanks alot
if i do end up needing more card draw i will be sure to keep posting updates to the deck to notify you.
Once again thank you so much for your time! Stay safe, friend!
8 months ago
Temple of Triumph replacing Stone Quarry
Temple of Malady replacing Foul Orchard
Temple of Silence replacing Forsaken Sanctuary
Temple of Mystery replacing Temple of Mystery
Temple of Epiphany replacing Highland Lake
Temple of Plenty replacing Tranquil Expanse
Temple of Malice replacing Cinder Barrens
Temple of Abandon replacing Timber Gorge
Temple of Deceit replacing Submerged Boneyard
Temple of Enlightenment replacing Meandering River
8 months ago
Alright, let's see if maybe this will help. I'm really new to everything on here sorry. //Lands 2 Dismal Backwater 1 Dimir Guildgate 2 Submerged Boneyard 4 Evolving Wilds 2 Desert of the Mindful 1 Arcane Lighthouse 1 Reliquary Tower 1 Temple of the False God
//Spells 4 Duress 2 Ghoulcaller's Chant 3 Macabre Waltz 3 Sleep 4 Slip Through Space 2 Taigam's Scheming 4 Tome Scour 4 Lich's Caress 4 Sovereign's Bite 4 Resourceful Return 3 March of the Returned 1 In Garruk's Wake 1 Army of the Damned 1 Dutiful Return 1 Decompose 1 Worst Fears 1 Rise of the Dark Realms 4 Hubris 4 Countermand 1 Tezzeret's Touch 1 Paranoid Delusions 1 Coerced Confession 2 Mind Sculpt 1 Compelling Argument 1 Index 1 Redirect 1 Dream Twist 2 Gift of Tusks 2 Rewind 3 Thought Scour 2 Psychic Spiral 1 Gigadrowse 4 Negate 1 Overwhelming Denial 1 Dramatic Reversal 1 Impulse 2 Cremate 3 Crypt Incursion 2 Grim Harvest 1 Scarab Feast 1 Grim Return 1 Gravepurge 1 Dark Ritual 4 Font of Return 3 Death's Approach 2 Cast into Darkness 1 Triskaidekaphobia 1 Grave Betrayal 1 Endless Ranks of the Dead 3 Invisibility 2 Curiosity 4 Curse of the Bloody Tome 3 Illusory Wrappings 3 Ice Over 1 Chronic Flooding 1 Navigator's Ruin 1 Chant of the Skifsang 3 Bone Saw 3 Millstone 3 Tormod's Crypt 2 Trepanation Blade 1 Ghoulcaller's Bell 1 Masterwork of Ingenuity 1 Sol Ring 1 Nihil Spellbomb 1 Illusionist's Bracers 1 Codex Shredder 1 Profane Memento 1 Loxodon Warhammer 1 Bonehoard 1 Trusty Machete 1 Mirari 1 Argentum Armor
//Creatures 1 Archetype of Finality 1 Overeager Apprentice 1 Agent of Erebos 1 Butcher Ghoul 1 Risen Executioner 1 Dutiful Attendant 1 Sly Requisitioner 1 Sepulchral Primordial 2 Zombie Assassin 1 Nightmare 1 Marshmist Titan 3 Graven Abomination 4 Workshop Assistant 4 Guardians of Meletis 2 Phyrexian Revoker 2 Ornithopter 1 Juggernaut 2 Veilborn Ghoul 2 Minotaur Abomination 4 Undead Servant 3 Gravedigger 2 Mogis's Marauder 2 Bogstomper 4 Walking Corpse 3 Corpse Hauler 4 Gravewaker 2 Returned Phalanx 3 Faerie Miscreant 1 Master of Predicaments 2 Benthic Giant 1 Stormtide Leviathan 4 Screeching Skaab 2 Seer of the Last Tomorrow 1 Floating-Dream Zubera 3 Fog Bank 1 Possessed Skaab 3 Armored Skaab 2 Murmuring Phantasm 1 Wall of Frost 4 Doorkeeper 1 Clever Impersonator 1 Jace's Mindseeker 1 Oculus 1 Mindshrieker 1 Willbreaker 1 Spellweaver Eternal 1 Wall of Mist 1 Sultai Skullkeeper 1 Diregraf Captain
8 months ago
So I have a few suggestions. Feel free to ignore any/all of them.
I notice Mindlock Orb is in your MB. I think this effect can be powerful in the right meta, but if you do want to run it I think you should run Ashiok, Dream Render first. Being 3 mana rather than 4 is a big deal.
I like that you're running Ponder -- consider running Preordain, too. I realize it's harder to stack your deck for Yuriko triggers with Preordain, but thinking of it as just a 1 mana cantrip should show how good it is. After all, there's a reason it's super-duper banned in modern. Additionally, you can make your Brainstorm a lot better by adding some cheap shuffle effects; currently, if you don't have Yuriko triggers happening, you're likely to get Brainstorm-locked (stuck with two blanks on top of your deck). Traditionally these shuffle effects come from fetchlands like Polluted Delta or Verdant Catacombs, but since these lands are expensive AF, it's worth noting there're other lands that do similar things. Bad River, Flood Plain and Rocky Tar Pit ("Slow Fetches") are good for budget builds, as is Terramorphic Expanse.
If you want to speed up your deck, running as few ETB-tapped lands as possible is pretty much essential. I would cut Submerged Boneyard and Dimir Guildgate for Watery Grave, Drowned Catacomb, Sunken Ruins, Underground River, or even just basics.
Yuriko presents an interesting dilemma as a general: you want your average CMC very high, in order to keep his triggers powerful, but you also want to be able to cast your spells. In general, people use alternate-casting-cost spells to deal with this. Consider running things like Treasure Cruise, Dig Through Time, Temporal Trespass (which makes me giggle when I see it played), The Magic Mirror, Commandeer, etc.
There're other creatures you should consider running, especially if you consider them as recastable after being ninjutsu-ed back to your hand: Baleful Strix, Thalakos Seer, Snapcaster Mage (if you're rich), Cavern Harpy (a personal favorite), Murderous Rider (which strictly better than Murder), Man-o'-War, Rishadan Cutpurse, Spellseeker... Burglar Rat might be funny, though probably not too powerful.
There're some ways to stack your deck not included in your deck. Mystical Tutor and Vampiric Tutor (though vampiric is expensive now) are really, really good. Also note that Counterbalance is another way to exploit topdeck manipulation, especially if you have your Sensei's Divining Top out. Don't forget Mystic Sanctuary.
Finally, don't forget about artifact ramp. Sol Ring is obviously the all-star here, but I think you should be running 2-mana rocks rather than 3-mana rocks. Consider running Arcane Signet, Talisman of Dominance, Fellwar Stone, Mind Stone, Prismatic Lens, Sky Diamond, Charcoal Diamond or Coldsteel Heart instead of Commander's Sphere, Worn Powerstone and Seer's Lantern.
Right. That's all I got. Good luck!
8 months ago
I'm going to consider several changes to the deck. As for the creatures with inspired, I'm probably going to include Disciple of Deceit. The other three don't really fit any spot in my deck, so I'd leave them out.
Reagarding Thassa's Oracle, I will get my hands on one copy as soon as possible, in order to make up for an alternative win condition. I don't know if I shoud try to run also some recursion for creatures at this point, since I have some graveyard hate in the deck alraedy with Grafdigger's Cage, but I'll see.
I'm very surprised by Vizier of Tumbling Sands. It somehow slipped under my radar when Amonkhet was around. I really like the versatility it brings both through the cycle ability (which is an ability and not a spell, so it can be interacted only with a Stifle or similar), which can moreover be used at instant speed. The added bonus is the combo potential with Lotus Field (which I unfortunately traded away three months ago, screw me) and Pemmin's Aura/Freed from the Real. I'll definitely include it.
As multimedia said, I'll probably have to streamline the deck a bit more, removing janky combos in favor of consistency. It'll take some time, so I don't know when the update will come out.
I've tried the Naru Meha, Master Wizard + Ghostly Flicker shell that can interact with Phenax, God of Deception + Thousand-Year Elixir or with Altar of the Brood, or even to produce infinite mana for a Blue Sun's Zenith on an opponent to kill him or on me to combo out (even with Thassa's Oracle after the update). I however have a hard time in getting all the pieces, and many times I just found myself with one missing piece or no piece at all.
My main problem is that my playgroup doesn't like efficient tutors, so being able to keep a combo deck consistent is more difficult: for example, they may allow Lim-Dul's Vault, but not Scheming Symmetry (don't ask me why). Moreover, they don't like the presence of too many tutors, that's why I only run the vault - and I'll have to convince them to let me run Disciple of Deceit.
As a playgroup we have planned a meet up to talk about power levels and what is considered as taboo in the group. I'll have to convince them about tutors, but the social contract is something that gets hardly modified. Do you have any thoughts on how to improve or argument about it?
In the meantime, I'll try to use cards that can be both used as combo pieces and as value pieces, like the Oracle or the Vizier and to think of a streamlining of the deck.