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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Temple of the False God
: Add . Activate this ability only if you control five or more lands.
multimedia on Necros
5 days ago
Hey, good upgrades to the precon on a semi budget.
Staff of Domination in your graveyard is a card that breaks Trazyn the Infinite because it allows to repeatedly untap Trazyn for only 1 mana each time. Use this with any mana rock in your graveyard that can tap for more than one mana: Sol Ring, Basalt Monolith, Thran Dynamo, Worn Powerstone to make infinite mana. With infinite mana then use Staff to draw as much of your library as you want. Sceptre of Eternal Glory if you control three basic Swamps allows for infinite black mana + draw from Staff to draw and cast as many cards as you want.
Scarecrone is another excellent upgrade, you can take advantage of it with Imotekh + Wingrattle Scarecrow for repeatable draw + Necrons because Wingrattle is an artifact and a Scarecrow. It has persist, when it dies it returns to the battlefield after first entering the graveyard. A returned persist creature gets a -1/-1 counter, but you can remove the counter with a +1/+1 counter allowing the creature to persist again.
Thran Vigil enablers repeatable persist and it has other uses too because outside of the combo other artifacts are leaving your graveyard to trigger Imotekh. Steel Overseer can remove -1/-1 counter while also putting a +1/+1 on all other artifact creatures you control which can be a helpful repeatable effect with 2/2 Necrons.
Some changes to consider:
- Myr Battlesphere --> Technomancer
- Staff of Domination --> Plasmancer
- Wingrattle Scarecrow --> Necron Overlord
- Thran Vigil --> Haunting Voyage
- Steel Overseer --> Royal Warden
- Thran Dynamo --> Thought Vessel
- Basalt Monolith --> Temple of the False God
Technomancer is subpar for 7 mana, can only return artifact creatures and they all return at the same time only triggering Imotekh once. Plasmancer only gets a basic Swamp and it's only put into your hand not onto the battlefield, thats not very good for 4 mana.
Necron Overlord, for 4 mana and have to tap artifacts you would think it would hit all opponents, but it doesn't only one opponent makes this effect not worth it. Haunting Voyage, there's a lot of nonNecron creatures here making this inconsistent in what it can reanimate for 6 or 7 mana.
Thought Vessel gives you no max hand size, but that effect doesn't help you, you want to be able to discard hand down to 7 cards, that helps to get artifacts into your graveyard for Imotekh. Temple of the False God is a terrible land especially when you have none or very few land ramp effects, you don't need it. A land that can't tap for mana in the early game or even mid game is unplayable.
Good luck with your deck.
3 weeks ago
It's an instant, cost 1 and puts your win condition directly into play... What more does it need to do... Give you a handjob? Haha agree to disagree.
Expedition Map Fits under Saga, keeps your CMC low and finds your win condition.
Scavenger Grounds graveyard removal is as clutch as the two Channel lands you added.
I'm just spitballing. I really like this concept. Keep thinking outside the box.
1 month ago
Not much of a comment but here's some stuff to consider based on edhrec and my dragons deck. Once we playtest this a bit I'll have more for ya. Ancient Tomb Atzocan Seer Boseiju, Who Endures Chaos Warp Commune with Dinosaurs Congregation at Dawn Finale of Devastation Goring Ceratops Kodama's Reach Marauding Raptor Pyrohemia Ranging Raptors Return of the Wildspeaker Rhythm of the Wild Shadow in the Warp Temple of the False God The World Tree Trapjaw Tyrant Yavimaya, Cradle of Growth Elvish Mystic Fyndhorn Elves Llanowar Elves Realmwalker Selvala, Heart of the Wilds Shaman of Forgotten Ways Avacyn's Pilgrim
2 months ago
2 months ago
Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.
My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.
lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/
Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.
Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate
The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.
To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample
Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.
2 months ago
I would look at removing Temple of the False God in place for something like Castle Vantress for a couple reasons. Temple is a rough draw early game as it take a several turn to be online and it doesn’t provide colored mana on top of that. I can see the argument that it helps pay Jeleva, Nephalia's Scourge commander tax but I think a repeatable scry effect from the castle would be more beneficial to make sure you hit the spells you want when she ETB’s.
2 months ago
so first thing: your deck's not Modern legal. not that this should deter you, but basically some cards are printed in sets meant for other formats. if you're wedded to Modern, you'll have to make some substitutions. Counterspell instead of Mana Drain, for example.
that said, I'd encourage you to just call it a Casual deck. there's nothing wrong with it. you're not powergaming; for example, Fishliver Oil isn't a gamebreaking card by any means, but it's fun and whimsical. I don't think you're doing any harm to your playgroup by running the cards you're running here, even if a few like Rhystic Study are quite powerful!
is there a big payoff for cards like Temple of the False God and Spreading Seas? That Spreading Seas is a cantrip certainly works well with Nadir Kraken. But it seems to me you don't have any big "I want to sink a lot of mana here" cards in this build. consider substitutions if you're not particularly attached to them!
3 months ago
You're welcome! I'm always happy to talk about Yuriko.
I can't deny Isochron Scepter is a powerful card, but I've found that Yuriko decks just aren't the best fit. This is primarily because we want most of our instants to be >2 cmc, and because Yuriko is not really looking to play long value-based games where scepter really shines. Also note that you can't imprint sorceries like Ponder (I just realized this myself a couple months ago while playing my Veyran, Voice of Duality deck :P)
Another thing I forgot to touch on last time was the mana base. Colourless mana is really awkward in Yuriko decks, so I'd stay away from most/all lands that only produce colourless such as Access Tunnel, Rogue's Passage, and Temple of the False God. If you don't have more dual-coloured lands, I think basics are much better. I also noticed you have more swamps than islands, so I'd suggest cutting a couple swamps for islands to better fit your card costs!
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