|Commander / EDH||Legal|
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Basic Land — Swamp
: Gain .
|Have (4)||rockleemyhero , , pskinn01 , littlesniperman|
|Want (21)||timido , achrist , Arcane-Dissonance , Kajunkrawdad , science_MTG , MarzipanHipster , Toddington , EDH.ghost , ANemoAcids , UncagedTomb , Kilian2012 , bluegoo , TwoWieners , IcyGames , WickedVampire , PepperJack , pwatts57 , Latch , gmcannon , Zerxes_WolfHawk , skeletor984|
1 week ago
2 weeks ago
ShaperSavant i don't have the OG Duals but do have all fetches/shocks... I've slotted in the shocks for the duals that aren't being ran but what would you suggest for Bayou / Tropical Island ... The fast lands Blooming Marsh / Botanical Sanctum , the canopy lands Nurturing Peatland / Waterlogged Grove or just a basic Snow-Covered Forest / Swamp ?
2 weeks ago
My friend made a weird version of this deck using Alms Beast . My suggestion (Which is what my friend did) is to use 4 Wall of Shards , 4 Devour Flesh in the main board. The other enchantments in the deck cost too much mana for modern and don't have enough pay off. In addition, you have enough life gain in the deck that you probably only need the 4 Wall of Shards and 4 Alms Beast . Your other creatures are too easy to kill with Fatal Push , Electrolyze , Lightning Bolt etc. Also, you probably want to change your land base to more fetches and only one or two copy of each shock land that works and a single copy of each basic. Finally, Beacon of Immortality makes a player instantly lose and should be included in the deck for a last resort. And you defiantly need draw. You'll run out of cards really fast and also need to dig for Tainted Remedy , so I suggest Harmonize
Overall, here is what I would recommend
3 weeks ago
1 Welder isn't a combo piece. It is recursion.
2 You said you challenge me to find a scenario where making piles was more beneficial and I gave you one without much thought. TBH the untapped monolith is less likely than double welder.
3 My point wasn't that it was equally likely for piles to be as strong as choosing. The point was that it is possible for piles to be stronger in some scenarios. Therefore it is not as simple as "choosing is stronger".
4 If you don't like multiple copies of the same card let's do an Oloro EDH deck (again off the top of my head).
Lili needs to deal with both a hard lock and the combo that the lock allowed them to get out. The one making the piles gets to decide if the picker gets to deal with one or both.
The point isn't that these scenarios are likely. It is that they exist and therefore the statement "choosing is always better than making piles" is false.
I am done giving scenarios in which you can make make piles so that either win or neither win. You were unaware that the situations exist and that is fine. You are now trying to act as if you had stopped at saying they are corner cases and didn't "challenge" me to prove what I said was true. They are corner cases. But they exist.
3 weeks ago
There are only five cards that count as auto-includes in every deck that has those colors:
3 weeks ago
3 weeks ago
This list looks really good. I have a few thoughts:
With regard to combo packages, you generally want to use pieces that can be valuable on their own, while taking as few card-slots as possible. I highly suggest only leaving in the Kiki-Jiki, Mirror Breaker and the Worldgorger Dragon combos. I say this because the other combos require more cards that are dead on their own and/or cost too much mana. Leaving in just two combos, which have some interchangeable parts, means you have more slots for disruption, the deck is more consistent, and the average power of each top-deck you get increases.
You may want to consider haste-enabling reanimation magic, since you can use it to combo off without needing your general on the table. In general, the more you can combo off independent of your commander, the more frequently you'll win; people know 'kill on sight' generals, and can generally keep them off the table. Some spells to consider are: Corpse Dance (stacking the creatures you Buried Alive so Necrotic Ooze is on top of your 'yard), Shallow Grave (same stack) and Torrent of Souls . Obviously, this is a secondary method, but it's worth considering running one of these spells.
Your opponents are going to hate on you pretty hard (as people hate on all combo decks), so counter-disruption is going to be necessary. By Force is a powerful way to knock out Grafdigger's Cage , Nihil Spellbomb and similar stuff. Enchantment-based hate is a lot more difficult to deal with in Rakdos; I suggest using Engineered Explosives and/or Blast Zone to deal with cards like Leyline of the Void or Rest in Peace .
Your manabase is good, but I see some room for improvement. I think High Market is probably better than Miren, the Moaning Well as a sac-outlet, simply because it costs a bunch of mana to activate Miren, the Moaning Well . I may be missing something, but I don't think Piranha Marsh and Sunscorched Desert are very good here. I suggest running basic Mountain s and Swamp s instead.
I think you're also running two to three too many lands. You're running the best two-mana rocks, but running some of the slightly-less-awesome ones instead of a few lands can let you ramp to cast your general turn three. Mind Stone , Fellwar Stone and Coldsteel Heart are all good in addition to your Sol Ring , Talisman of Indulgence , etc.
Finally, red has some pretty great hate cards. Pretty much every deck searches at some point, so Stranglehold is a great card (that also occasionally hoses Narset, Enlightened Master decks). Price of Glory is good as a deterrent to countermagic. Depending on your meta, Flashfires , Boil and Omen of Fire can all end games -- I'm not sure what dork at R and D make Boil and Omen of Fire instants, but he deserves a high five.
Right. That's all I got. Good luck man! Hope this helps.
3 weeks ago
Hey man! Always good to see another Tasigur list. Here're some suggestions:
Dorks, in addition to your Bloom Tender , are one of the main reasons to play green. Llanowar Elves , Deathrite Shaman , Birds of Paradise and Elves of Deep Shadow are all worth including; Fyndhorn Elves , Elvish Mystic , Priest of Titania and Arbor Elf are all worth considering. Arbor Elf is especially good if you end up running something like Utopia Sprawl or Wild Growth . One common reason dorks are left out of Tasigur, the Golden Fang is because if they die, they'd be returned with his ability rather than a more relevant card. However, first, with delve you have a level of control over what is in your yard; second, I feel the mana-bonus is good enough to justify their inclusion, as they can help activate Tasigur MORE often.
If you include dorks, running Edric, Spymaster of Trest is a good idea. Originally, I thought I'd cut him from my final list, but with dorks to poke with he can easily draw four or five cards.
If you include dorks, you can also start including artifact hate. I've had such success with Collector Ouphe that it's actually slightly scary, as a Null Rod effect you can tutor with Green Sun's Zenith (if you wanna run that too) is a big deal.
Ponder and Preordain are both worth including. Having them returned with Tasigur on an opponent's end step is actually better than it seems prima facie, and being able to dig to or past lands/action you need is a big deal. Brainstorm is worth including, as you have fetches like Evolving Wilds and Windswept Heath as a shuffle effect to get rid of blank cards.
Windfall is a great card that's usually card-positive for you, especially if you can resolve it with Narset, Parter of Veils on the table. Similarly, Jace's Archivist is a card I've been thinking about a lot for this list.
Speaking of delve-spells, I think you should run either Treasure Cruise or Dig Through Time . I understand that running both is problematic, as especially with Tasigur their delve-costs can get in the way of each other. One or the other, I think, is great.
I think there're easier ways to exile your deck than needing an infinite-mana combo and Tasigur. Demonic Consultation with Jace, Wielder of Mysteries on the table is an immediate win, and if you craft your mana-base to include only one land of each name you can run Tainted Pact for the same effect. Note that, for this purpose, Snow-Covered Forest and Forest are different names, so you'd only have to functionally replace one Island and one Swamp . I suggest using things like Waterlogged Grove and Nurturing Peatland .
Extra untaps are great with Tasigur. Wilderness Reclamation and Seedborn Muse are great ways to squeeze extra value out of Tasigur, and with your counter magic you can probably keep them on the table for a while.
My main win-condition in my Tasigur list is actually Nexus of Fate . If you manage to exile your entire deck, Nexus of Fate becomes your deck on resolution. Pairing it with the aforementioned Tainted Pact can result in instant fun. Of course, one of the main attractions of Tasigur is the wide variety of win conditions you can run, but I figured I'd mention my favorite one.
Biomancer's Familiar and Training Grounds : I suggest running at least one of these. Biomancer's Familiar is great in metas that don't hate on search effects, as you can fetch it with Worldly Tutor or Green Sun's Zenith , if you end up using them; it's also a body to bash with, if you run Edric, Spymaster of Trest . If your meta has a bunch of Wrath of God effects, Training Grounds is better and cheaper qua its mana cost.
There're some good draw-spells to consider. Painful Truths is a favorite of mine I think is wildly underplayed in EDH; Night's Whisper , Harmonize , the Fact or Fiction you cut and the like are all good too.
Noxious Revival is a great way to grab what you need from your yard if your opponents don't wanna give it to you.
Good luck! That's all I got.
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