Basic Land — Swamp
: Gain .
|Have (2)||rockleemyhero ,|
|Want (9)||Nagash4life , spiderduck96 , Ender666666 , bloodmoonhowler , theoriginalbugg , skeletonkey8 , jakwok21 , Pyrezz , wildabeast27|
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|Commander / EDH||Legal|
1 day ago
Cut the duplicates
- 1x Snow-Covered Forest
- 1x Snow-Covered Island
- 1x Snow-Covered Swamp
- 1x Forest
- 1x Island
- 1x Swamp
- 1x Dryad Arbor
- 1x Urborg, Tomb of Yawgmoth
- 1x Tainted Wood
- 1x Tainted Isle
Other good (utility) lands which are always good:
- Scavenger Grounds = mass graveyard-hate (exiles EVERY yard, which is including your own) on a land: because it's colorless you can... no you should play it everywhere (except in decks like muldrotha here which care a lot about the ohn graveyard)
- High Market/Miren, the Moaning Well = sac outlet on a land (I can highly recommend those lands
- Reliquary Tower = only worth the slot if you have TONS OF CARDDRAW I never found this card good outside of blue and black decka with wheel effects or cards like Ad Nauseam or Necropotence
- Geier Reach Sanitarium/Mikokoro, Center of the Sea = let's draw cards
- Haunted Fengraf/Buried Ruin = let's bring things back
- Rogue's Passage = make creatures unblockable
"Slow Lands" which sadly enter the battlefield tapped but, (in my opinion) are worth that downside:
Bojuka Bog = graveyard-hate on a land: which is every of my black decks, because somebody is always playing graveyard strategies
The Tri-lands = like Opulent Palace
I can also highly recommend visiting as a source of inspiration.
It would really appreciate it if you would visit some of my decks and leave comment there
1 week ago
Well, here's how I would do this deck (since I already did!): Karlov's Tithes
Jokes aside, here's what I would do with your current list:
For the lands, I would just turn them into basics. I'm sorry if I gave the impression you should actually cut lands, what I meant was run different lands in those slots. In a two color deck like this, fixing shouldn't really be an issue often, if ever.
Specifically, I would put in three Plains and two Swamp to keep your lands balanced. In addition, I might add maybe two more lands bringing your total to 35. You might be able to get away with 33, but that is a little light for my personal tastes.
Looking at what you want to add, we need to make 12 cuts (which is a lot) but here's what I would cut (starting with the easiest cuts and getting murkier as we go):
Armillary Sphere - This fixes your colors, but doesn't ramp you. I would personally run any other ramp over this.
Fountain of Renewal - I get where you're coming from with this; however, it is just too slow.
Tablet of the Guilds - The issue with this one is how many spells you are going to cast. Orzhov doesn't ramp super well, you're probably going to be casting one, maybe two spells per turn, making this ever so slightly better than Fountain of Renewal.
Spirit Loop - I also see where you are going with this. For an aura it's not bad, but I also don't think it is as impactful as some of our adds
Orzhov Cluestone - Just an okay rock. I usually avoid ramp that costs more than two mana
Sorin, Vengeful Bloodlord - His effect is not bad; however, you will rarely have sufficient boardstate to protect him, in my opinion.
Heliod's Intervention - I like the versatility and instant speed of this. I considered it for my own deck at one point. Unfortunately in EDH you can't run everything so sometimes you have to cut decent cards to make room for more decent cards!
2 weeks ago
Maybe a Swamp and/or Island (for 1 or 2 Karn's Bastion)? That way you still have enough basics to make Fabled Passage useful and still have the green sources to make the deck playable. Black is the least used color in this list followed by blue so I would cut a Swamp first then an Island if you want two, but don't cut any Forest for any more because then Fabled Passage wouldn't work as well with more basics than passages. I don't think that playing at least 1 Karn's Bastion would hurt because of the mana fixing from the Paradise Druid and Gilded Goose, and playing 2 probably wouldn't hurt too much either for the same reason. However, playing with 4 basics and 4 Fabled Passage doesn't look well, so you could also try cutting 1 Fabled Passage for another Temple of Malady to balance it out a little. End result of -1 Swamp, -1 Island for +2 Karn's Bastion, and -1 Fabled Passage, +1 Temple of Malady if you think having 4 basics and 4 Fabled Passage would too much of an issue.
3 weeks ago
Personally I think the logistics of the deck should always come down to playtesting and the local meta. That being said, here's what I'd change out from a glance. Also I avoided most of the discard to make room for card draw.
Remove - 15
- 4 Drainpipe Vermin - No evasion
- 2 Nezumi Bone-Reader - Resource intensive
- 1 Pack Rat - Even more resource intensive
- 1 ravenous rat - Terrible late game
- 4 Despise - To make room for card draw
- 1 Duress - Keep 3 to check for counters or board wipe before committing a lot of creatures to the board.
- 2 Barren Moor - Really bad in opening hand.
Add - 15
- 4 Swamp - Bringing the land count to 22 because a lot of cards in your deck still require mana for abilites. (Pack Rat, Bone-reader, Piper, Ink-Eyes)
- 3 Ayara, First of Locthwain - Not 4 to avoid dead draws because it is legendary.
- 4 Piper of the Swarm - Not legendary, earliest token generator, and works with pretty much everything in the deck/fuels Ayara and Marrow-Gnawler.
- 2 Morbid Curiosity - To fill up your hand mid to late game.
- 2 Read the Bones - More card draw
- Dark Prophecy - Extra value from sac engines here. Ayara should offset the life payment.
- Skirsdag High Priest - Rats heralding Demons!
You'll still have 20 rats in the deck, which should keep Marrow-Gnawler happy. Read the Bones and Morbid Curiosity are probably the easiest thing to change here for sideboard. I'd probably replace it with Throat Slitter and/or Okiba-Gang Shinobi (or two of the bonus cards) depending on the meta. Hope this helps and I wish you luck with you FNM =).
3 weeks ago
Odyssey Swamp 341 is missing
1 month ago
1 month ago
I don't think Flash was ever banned previously. Protean Hulk was, but if you're only going to ban one of the two, Flash is undoubtedly the superior choice.
Anyways, the primary reason to be against a Flash ban is that it sets what is a troubling precedent for some players: the RC banning on competitive grounds (and really only competitive grounds), making EDH more like every other format in existence.
Every non-rotating constructed format in existence, over time, trends towards increased speed, efficiency, and consistency. Your sweet 20 mana 6 card combo that takes 5 turns to setup is assuredly brutally outclassed by something like (Legacy example) Swamp -> Dark Ritual -> Entomb -> Reanimate Griselbrand.
EDH is the one notable format which sort of holds this trend at bay thanks to various factors, which is a large reason for its continued popularity. And banning Flash, to some players, says that the RC acknowledges competitive EDH and will perhaps continue to ban with them in mind, potentially fucking with casual decks in the process (like right now I'm sure someone out there has some janky Flash->Arena Rector superfriends deck that they would really appreciate holding onto).
This isn't to say I personally am against a Flash ban, this is just me trying to explain why a Flash ban could be considered troubling.