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Surgical Extraction Discussion
3 days ago
AtraxaIsBae That would be nice if it hadn't some unfortunate implications. Let's analyse such build, switching Darkness for Surgical Extraction in order to understand if at least our best case scenario build works out.
If we play
, we cannot play
. That's a fact. We cannot spend a whole card just to cast an otherwise useless card: at least
Field of Ruin
gives mana. So acting as
enablers we have:
, which however acts as such only from turn 3, because if start with
we usually open up the game with
, so that we'll get only on turn 2 and
as an enabler only as early as turn 3. Then we get our 2 mana millers, yet they can be coupled with
only from turn 3 on. Finally from turn 4 we get
Field of Ruin
, but that's too late. If we adopt surgical extraction, we can probably enable
Scheming Symmetry as early as turn 2 - but it would be as we mulliganed to 5 cards, since we spend 2 whole cards that don't advance our game plan only to put on top a usually replaceable cards. And fogging for 2 mana is not worth it because it's too expensive.
3 days ago
bam69icp I would be glad to give some feedback on your Goblins list. I just played at SCG Syracuse but just had bad luck in two games and finished 1-3. Incase you’re curious, Earwig Squad is amazing against Lands.
I considered playing Rest in Peace in the sideboard instead of Surgical Extraction and having a Karakas in the main board for lands and reanimator matchups and helping just cast Containment Priest . However, needing the white mana isn’t usually an issue and RIP isn’t much better than Surgical in some match ups. For example, Delver is one of the most common match ups and I’d prefer Surgical over RIP. However, I haven’t been able to test it so it might be worth trying but not in a single game I played at the Open would RIP have been better.
4 days ago
Piper of the Swarm or change the name lol.
You should find some non-basic lands that fit your budget. Ideally, I'd say you want 4x Swamp Island and 2x Islands. Also, 1x Urborg, Tomb of Yawgmoth is always good, but very expensive. Honestly, I don't really see the need for Tetsuko, as this seems like a flood the board strategy, which shouldn't rely on evasion. So mono-black will actually maximize your speed. If you're not already aware, All the lands in a sorted list is a great resource. You might consider Reliquary Tower so that you can grab your whole Colony with just one Secret Salvage without having to discard.
Defile might work here.
Sideboard: Duress (or Inquisition of Kozilek / Thoughtseize if you can afford it) Elixir of Immortality might be pretty useful, too. If not in the mainboard, at least the sideboard should have Negate or Remand . A Surgical Extraction or Extirpate , etc could be devastating against your Colony. Immortal Servitude might be pretty vicious as well, potentially bringing back quite a hoard. For example, using a Secret Salvage to pull the whole Colony, discarding most of them at turn's end, and then next turn cast Servitude for 5, bringing back a dozen Colony.
5 days ago
5 days ago
Also consider Thousand-Year Elixir for "haste". Additionaly, while not being competitive, you can have Thousand-Year Elixir + Teshar, Ancestor's Apostle +2x Emry, Lurker of the Loch for infinite self-mill followed by reviving Laboratory Maniac
1 week ago
zga sure! I'm currently on the following guidelines. However, be aware of your opponent game biases (aggressive, controlling..). This is more relevant to sideborading than you might think.
Burn: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . But really, side as you want. You can't win even sideboarding 15 dedicated cards. I tested the matchup extensively with any possible combination of cards.
Hatebears, Humans, Spirits: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . Thalia, Guardian of Thraben and Unsettled Mariner are Public Enemies Number One. We can usually play around the rest, nonetheless those matchups are really really hard.
Jund: -4 Darkness -1 Field of Ruin +4 Fatal Push +1 Crypt Incursion . The matchup is hard, there is no question their cards are better than ours. After thoroughly testing it, I can surmise their only ways of winning quite always involve an early unanswered Tarmogoyf , a rain of discard spells followed by a Tarmogoyf , or that same stream of discard spells followed by us flooding out. Crypt Incursion seems strong at a first glance, but we are usually forced to cast it too early because of the pressure imposed by Liliana of the Veil or Scavenging Ooze . What's left of their deck is often quite irrelevant (feel free to swear at me, Jund players of the world: it's the truth, against Mill your other cards are too much situational).
Death's Shadow: no changes. The matchup surely is difficult, but not one that we cannot emerge victorious from.
Hardened Scales: -3 Fraying Sanity -4 Visions of Beyond +3 Crypt Incursion +4 Fatal Push . Just time your Darkness correctly and win on top of it as the plan wisely prescribes. The matchup is probably played on equal terms as for winning odds.
Dredge: -4 Breaking -3 Fraying Sanity +3 Crypt Incursion +4 Surgical Extraction . We cannot win game 1 because of Creeping Chill . If you manage to insulate yourself from it, game 2-3 become fairly easy. Just wait for them to mill themselves or lose time while you set youself up.
Storm: -4 Fraying Sanity +4 Surgical Extraction . You cannot win game 1, but game 2-3 if you manage to extract Past in Flames with the aim of fogging Empty the Warrens the game becomes pretty straightforward.
Urza: -4 Fraying Sanity -4 Darkness +4 Surgical Extraction +4 Set Adrift . Game 1 revolves around them playing Urza, Lord High Artificer in time, game 2-3 are pretty easy for us. Set Adrift is not really needed, but so are so many card advantage sources: we play it just in case we can sneak it in to delay them mostly out of sadicity.
Control: -4 Darkness +4 Surgical Extraction . Just get rid of their counterspell or Snapcaster Mage 's targets. If they are going nuts with too many copies of Teferi, Time Raveler , Narset, Parter of Veils or Gideon of the Trials , add some copies of Set Adrift for Mind Funeral s in quantity depending on their mix of those spells. Narset, Parter of Veils nerfs down Visions of Beyond , Teferi, Time Raveler completely neuters Shelldock Isle and Gideon of the Trials wins by itself making ourselves uncapable of winning. Just ignore anything else. The matchup goes to unlosable to unwinnable depending on their list.
Amulet: -4 Darkness +4 Set Adrift . They usually cannot assemble the whole combo (haste+double attack) because we're milling them, so we just need to get rid of Leyline of Sanctity in game 2-3 and win before they do.
1 week ago
If you can afford it Surgical Extraction is a must for mill strategies sideboard.
Not sure if it's a good card or not but there's also Haunting Echoes .
2 weeks ago
This is not bad looking... Highly competitive is probably a bot of a stretch, but not bad.
You could turn it into a Hardened Scales Affinity deck, that would be a huge upgrade, but I can understand wanting to avoid being too artifact heavy. (And buying Mox Opal s.)
As it stands now, your sideboard needs a lot of work.
The main thing you should focus on when making a sideboard for a fair, uninteractive deck, is how you plan to avoid losing to unfair decks.
Then preparing for your worst fair match-ups, and just answering things that are hard to beat.
Surgical Extraction occurrence in decks from the last year
All decks: 0.11%
All decks: 0.06%