Sulfur Falls

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sulfur Falls

Land

Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.

: Add or .

ViscountVonSausageRoll on Jhoira of the GG no re

10 months ago

I think the deck isn't consistent enough because it doesn't have enough draw and/or tutors. Brainstorm is one of the best draw spells out there, but it's because of the way it interacts with shuffle effects such as Scalding Tarn or Mystical Tutor. This is because you draw 3, put 2 back, and then shuffle the deck-> ergo you are not drawing the 2 cards you put back. However, if we're not running lots of these shuffle effects it basically just cycles itself, because you're stuck with redrawing those two cards again. In this case I'd prioritize cards like Ponder & Preordain over Brainstorm.

That said, this seems to be a control deck. Win con is to get Jhoira of the Ghitu into play, then suspend a big spell to win the game. So the question of the deck becomes: How do we survive until we get her in play, and until the spell goes off, and how do we make sure we get her?
Survive: We're U/R so we have an almost overwhelming amount of options here. You could write a book on counterspells (Counterspell stops everything, Remand for tempo-draw if your opponents tend to play large spells themselves, Daze if you need the speed, Dispel is crazy good at protecting your stuff, etc)) We've also got nutty bounce spells like Echoing Truth, the classic Unsummon, and the mother of everything: the Cryptic Command Since we're red I am somewhat perplexed that we aren't running 4x Lightning Bolt. It stops most early-mid game threats dead. We already have Propaganda x2, so that'll help us as well.

How to get her in play: Well, we're U/R, so our tutor options are somewhat limited, but off the top of my head we have: Step Through, Vedalken AEthermage, & Drift of Phantasms.

To make room, I'd recommend cutting Clockspinning, Jhoira's Timebug, Fury Charm. They don't do anything unless we have Jhoira of the Ghitu in play already, and if we don't they're just dead cards in our hand. Our suspend cards will go off a little slower, but if we have enough blue fuckery we should be able to survive long enough.

Land suggestions: If you can, see if you can get your hands on Steam Vents or Sulfur Falls if you're on a budget. Sanctum of Ugin could also help you get more late game threats in case one or more get put out of commission.

PS: Jokulhaups could be used to replace Obliterate. It's can be countered, but it can also be much more easily hardcasted.

scotchtapedsleeves on

1 year ago

Icbrgr Cycling lands are definitely not your friend unless there's some other interaction.

With that in mind I'd take out: Desert of the Fervent Desert of the Mindful Blasted Landscape Smoldering Crater Remote Isle Forgotten Cave

Could replace those with: Training Center Silverbluff Bridge Cascade Bluffs Riverglide Pathway  Flip Spirebluff Canal Sulfur Falls Steam Vents Shivan Reef Stormcarved Coast

Storm the Vault  Flip is another card that looks fun.

Generally I'd be wary of including too many tap lands. Better to have a basic land that you can tap that turn than a land that enters tapped that you have to wait for. Basics are your friend!

DemonDragonJ on Kill them With Kindness

1 year ago

I have replaced the three checklands in this deck (Hinterland Harbor, Clifftop Retreat, and Sulfur Falls) with the shocklands of the same colors (Breeding Pool, Sacred Foundry, and Steam Vents), because, with this being a four-colored deck, I cannot take the chance of the checklands entering the battlefield tapped.

Spirits on

1 year ago

Hey Zorke,

Ok based on your comment about the combo, I'm basing these recommendations on a:

Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.

-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway  Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island

--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season

--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)

--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance

--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman

--Control-- +Beast Within -Fog

I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist

Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)

Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.

Hopefully you find some useful ideas here.

multimedia on Miirym’s Temur Dragons

1 year ago

Hellkite Charger could replace Skanos Dragonheart? Both these Dragons want to attack to trigger abilities, but Skanos needs other Dragons to make it good, Charger doesn't. Skanos can't pump itself and doesn't have evasion, Charger can be part of a combo Skanos can't. Thrakkus the Butcher is a better five drop Dragon with trample who pumps itself as well as all other Dragons you control.

There's another combo you could add that creates infinite Dragons with Astral Dragon and the enabler Cursed Mirror provides a wincon, haste to attack. Could of course have other wincons: Scourge of Valkas, Dragon Tempest or Warstorm Surge. Mirror is a good card, you wouldn't just be adding it for the combo, it's a mana rock that if it becomes a Dragon when it enters then Miirym can copy it.

When you control Cursed Mirror that's not a creature have Astral Dragon enter and copy Mirror. The Mirror tokens then enter as Astral and copy original Mirror that's not a creature and repeat. This creates a loop of Astral and Mirror making copies of each other, each copy of Mirror is a 4/4 Astral Dragon with haste. To break the loop stop copying Mirror with Astral, copy something else.


Sarkhan Unbroken would be another fine upgrade, but not when on a budget. $25 for a nonDragon creature card when on a budget seems not a good use of funds. For $25 you could improve the manabase with many land upgrades Reflecting Pool, more Pain lands (Yavimaya Coast, Shivan Reef), some Bond lands (Spire Garden), some Filter lands (Flooded Grove) or some Check lands (Sulfur Falls, Rootbound Crag). In my opinion when on a budget allocating some of the budget for good lands is more important than adding flashy cards such as Sarkhan.

Kiora, Behemoth Beckoner is less powerful than Sarkhan, but it's also less than $2. Kiora can still do much work as another Temur Ascendancy draw effect as well as give you 7 turns of ramp that can untap any permanent including Sol Ring or an Orb.

Shamanic Revelation could be a cut for some lower mana cost draw since you're more likely to have a higher power Dragon then that same number of Dragon creatures. That's what makes Return of the Wildspeaker and Rishkar's Expertise good draw with Dragons is they have high power. Revelation is better when playing little tribal creatures such as Elves which tend to have quantity of creatures rather than single creature with high power.

wallisface on Grixis Mana base

1 year ago

I would suggest running shocklands in place of Cascade Bluffs (awkward to use, non-fetchable), Mountain (generally basic lands are for blood-moon protection. Mountain then becomes a redundant land), and Sulfur Falls _(non-fetchable, awkward etb requirements).

As a side, i think part of your problem is the quantity of lands you’re running. 23 (incl. Glasspool Mimic  Flip) feels really low for what you’re trying to do here, and 25 might instead serve you better.

TypicalTimmy on Card creation challenge

1 year ago

This was an idea I wanted to try for a little while now; A tri-color checkland.


Mountain Fang Peak

Land

Mountain Fang Peak enters the battlefield tapped unless you control two or more lands of the following types: Island, Mountain or Plains.

: Add , or .


So, like Sulfur Falls, you need to control specific land types. But unlike Sulfur Falls, rather than just one land type, now you need two.

And if all you control is an Alpine Meadow, no Mountain Fang Peak will not ETB untapped. While you do have two subtypes, you need two different permanents. Alpine is just one permanent, ergo ETB tapped.


It bothered me that we have Jade Orb of Dragonkind as well as the blue and red ones, but not the white and black ones. I'd like to think that white would gain you life equal to that Dragon's power and black would have an opponent ̶d̶i̶s̶c̶a̶r̶d̶ ̶a̶ ̶c̶a̶r̶d̶ mill cards.


Quartz Orb of Dragonkind

Artifact

: Add . When you spend this mana to cast a Dragon spell, you gain life equal to its power when it enters the battlefield.


Onyx Orb of Dragonkind

Artifact

: Add . When you spend this mana to cast a Dragon spell, target opponent mills five cards.


Rineraz, the Covetous

Legendary Creature - Elder Dragon

Flying, Ward X where X is the number of nontoken artifacts you control.

Rineraz, the Covetous can only be cast by mana produced by artifact sources you control.

When Rineraz, the Covetous enters the battlefield, gain control of target artifact each opponent controls until Rineraz leaves the battlefield or you lose control of him. Untap those artifacts, they gain haste until end of turn. If you lose control of Rineraz, the player who gained control of him also gains control of all artifacts you control but do not own.

8/8

(He is an 8/8 because I recognize not only how difficult it will be to cast him only using artifacts, but that it will become increasingly more difficult with commander tax - and a simple bounce or artifact wrath shuts him down, entirely.)


Are there any "unfinished sets" or other ideas that have bothered you, that should have been finished or changed? If so, here's your chance to correct / amend it or them.

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