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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Training Center enters the battlefield tapped unless you have two or more opponents.
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scotchtapedsleeves on EDH: Saheeli's Mana Rocks You
2 months 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!
The_Warleader on Feedback Wanted - Optimus Prime Rolls Out!
4 months ago
Cool deck! =)
Lightning greaves is typically going to be much better unless you need to target your own creatures (which you don't have too much need of, aside from modular triggers). I would personally cut the Saheeli - you might not know this as a returning player but planeswalkers without any dedicated support aren't typically worth running in commander unless they have an immediate impact on the game (something like Ugin, the Spirit Dragon for example ). They're just too easy to remove in multiplayer games and are especially difficult to ultimate.
To go back to the discussion of lands - I totally agree with multimedia. If you can afford it, you should definitely include fetch lands to show off those awesome dual lands you have! Here are some auto-includes for my 3-color commander decks that I don't believe were mentioned:
Battlebond lands - Spectator Seating , Training Center , and Sea of Clouds basically regular dual lands in commander
Reflecting Pool is very potent in 3-4 color decks and isn't too expensive
Triomes - so Raugrin Triome is all three of your land types to help your buddy lands come in untapped. Is searchable with fetch lands and can cycle in a pinch.
And don't forget your lands can offer utility! Buried Ruin , Inventors' Fair , Slayers' Stronghold / Hanweir Battlements Meld , Spinerock Knoll / Windbrisk Heights , Academy Ruins (though that one is pretty expensive).
Anyway, I hope this helps and hope you are enjoying playing Magic with your friends again!
The_Warleader on Brewing gross poisons
4 months ago
The Battlebond lands (such as Training Center ) are usually an auto-include for me and aren't too expensive (around 6-12 dollars each) and basically function as regular dual lands in EDH. You could use those instead of the fetch lands.
You aren't running a Command Tower.
Reflecting Pool is another powerful option (especially in 3-4 color decks) that isn't too expensive since it's been reprinted several times.
I wouldn't run Prismatic Vista at all even if you had the budget for it - there's just no reason to be fetching basics unless you're trying to fill your graveyard/or have important landfall triggers, etc. The same logic applies to the panoramas and Evolving Wilds, however if you are on a budget then it makes sense to include those as they're dirt cheap.
Another auto-include for me are buddy lands (e.g. Woodland Cemetery. They should work very well since you already have triomes and honestly they usually work fine even if you're running a lot of basics.
Temples are good but enter tapped ( Temple of Malice )
Exotic Orchard is quite cheap and is a staple in 4-5 color decks because you're almost guarenteed to get 2+ colors out of it.
If you're still looking for a lower budget, I would include the Battle Lands (e.g. Smoldering Marsh ) and just keep lots of basics and basic-fetches.
As for tutoring options - there are no good budget options really. Tutor's are often quite expensive because of their extensive use and the fact that most were printed early on in Magic's history. But you could go for the worse tutors like Diabolic Tutor and Increasing Ambition. Or Solve the Equation to look for spells that will target your Venerated Rotpriest.
Hope this helps!
4 months ago
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.
4 months ago
I have a Budget Animar deck built around morph.
Couple questions, first is what is the goal of the deck? Briefly looking, seems to be a Tuned (Mid) 5 or 6 deck, is your goal to stay around that or looking to build towards an Optimed (High) 7 or 8? It really will change what the recommendations are in terms of Land Base / Ramp Efficiency / Combo / Mana-Curve.
The obvious missing card here is Ancestral Statue. With Animar, Soul of Elements at 4 counters, he can make an infinitely large general just by repeatedly bouncing Ancestral Statue with itself. It also contributes to the infinite ETB triggers for things like Beast Whisperer and Purphoros, God of the Forge as examples. You have some non-morph in there, so I'm not sure its a flavor exclude, but maybe a no-combo exclude?
Keep in mind too that although Animar, Soul of Elements discounts the casting cost to play the morph face down, however, he doesn't discount the morph cost to flip them back up, so you have to selective on the morphs you choose, otherwise you lose the ability to activate their morph abilities.
There are some noteable ramp creatures missings, Birds of Paradise for sure, flying/ramp/animar counter, checks lots of boxes. Solemn Simulacrum can be decent ramp, he sticks with a 5/6 theme a bit tougher to find space in a 7/8 if that is the goal. Peregrine Drake is another notable ramp createure.
Heraldic Banner is a bit strange, name by volume, or for a majority of the flyers? I'm not sure. Something like Ornithopter of Paradise feels better even without haste/riot.
Dunno why Stuffy Doll would be in here, he needs either a Blazing Sunsteel or Ill-Tempered Loner Flip to elminate a single opponent, so no highly efficient. You dont really have a way to retarget him either, even with a Blazing Sunsteel would need more creatures like Icefeather Aven or Echo Tracer. Not recommending, just saying without more bounce he just wasting a spot.
Aether Hub just seems like a bad City of Brass or Mana Confluence. There a lots of lands that would improve your deck, commander lands like Rejuvenating Springs/Training Center or fetch lands like Misty Rainforest/Wooded Foothills.
Unless Tidespout Tyrant is a favorite or something, his CMC is ridiculous and shouldn't be in there, Animar, Soul of Elements can't pay the .
Keep Safe isn't a modular counterspell. Just a plain Counterspell would be better. Depending on power level, there are 0 mana counterspells, 1 mana counterspells, and good 2 mana counterspells. Also, don't forget you have your morphs with counterspells.
Shaleskin Plower is a good example of a heavy morph cost, for an ability you dont really need.
Gilded Lotus isn't reduced by the general counters, not sure why we would want it.
Have lots more ideas, just need a deck goal point of reference to give some better recommendations.
amarthaler on Pirates!
1 year ago
Shock: - Steam Vents - Blood Crypt - Watery Grave
Check: - Sulfur Falls - Dragonskull Summit - Choked Estuary
Bond: - Luxury Suite - Training Center - Morphic Pool
Mortlocke on The Queen's Egg
1 year ago
Indeed it’s been awhile since you commented, glad to hear from you. Thank you for bringing these cards onto my radar, let’s discuss them - I can easily tell that Survival of the Fittest would dramatically change the way the deck plays – with Survival of the Fittest + Dregscape Sliver on the board, access to at least 3 mana, 1 creature in hand, and at least an additional I can combo out and win the game on that turn. The only drawbacks I can see here are the mana requirements coupled with the more than likely opponent interaction that would be coming my way. Given that Dregscape Sliver’s ability is only sorcery speed – that only solidifies my concern as A simple Bojuka Bog could wreck me If I do not populate my graveyard with care and proper timing. This makes me wish that Paradox Engine wasn’t banned – I really miss that card. The verdict is out on Survival of the Fittest, I want to like to this card but I can’t help but feel hesitant in including it (let alone the investment). I think I’ll maybe proxy it in and see where that takes me. Speaking which, check out this really awesome alter:
Survival of the Fittest Sliver Alter Show
Dregscape Sliver on the other hand I’m considering including. Maybe cutting Patriarch's Bidding, as I do not like the mana investment and the potential added bonus of assisting opponents. In the metas I play in there are a lot of tribal decks – I’m sitting across from at least one or two other tribal decks every game. I’m ordering a copy today, so thank you for mentioning that card again.
Hi Sneuxfox (death by Snu snu?),
Welcome to my deck page! Thank you for posting. I’ve always wanted to work Magma Sliver into this decklist, but I don’t think it would be a good fit – Magma lends itself toward a Sliver deck that compliments a more Aggro strategy where the goal is to hit a “critical mass” of creatures and abuse enough evasion keywords to get a single creature to knock an opponent out. First Sliver's Chosen would be an absolute must include alongside Magma Sliver, as it would solidify a Voltron strategy by stacking Exalted triggers alongside Magma’s ability. I definitely agree that the aforementioned can get out hand when you have just one Sliver be the target of multiple triggers.
I agree that it's criminal that Magma doesn't make it's way into alot of lists, maybe it's due to most decks wanting to lean into the Mid-range Sliver tool box? Or maybe it's because the deck would need to be more Voltron centric? I decided to throw together a quick decklist as an example of what I think the average deck running Magma Sliver would look like:
Budget Aggro Sliver Decklist Show
- Sliver Hivelord CMDR
- Magma Sliver
- First Sliver's Chosen
- Bonescythe Sliver
- Brood Sliver
- Cloudshredder Sliver
- Crystalline Sliver
- Galerider Sliver
- Gemhide Sliver
- Harmonic Sliver
- Heart Sliver
- Hibernation Sliver
- Horned Sliver
- Manaweft Sliver
- Necrotic Sliver
- Quick Sliver
- Sedge Sliver
- Sentinel Sliver
- Shifting Sliver
- Sliver Legion
- Syphon Sliver
- Striking Sliver
- The First Sliver
- Venom Sliver
- Dregscape Sliver
- Synapse Sliver
- Hollowhead Sliver
- Homing Sliver
- Spiteful Sliver
- Arcane Signet
- Shared Animosity
- Chromatic Lantern
- Demonic Tutor
- Eladamri's Call
- Phyrexian Reclamation
- Grim Tutor
- Urza's Incubator
- Herald's Horn
- Nature's Lore
- Patriarch's Bidding
- Vanquisher's Banner
- Sol Ring
- Sylvan Library
- Three Visits
- Winds of Change
- Sylvan Tutor
- Worldly Tutor
- Skyshroud Claim
- Growing Rites of Itlimoc Flip
- Anguished Unmaking
- Assassin's Trophy
- Beast Within
- Cyclonic Rift
- Mystic Confluence
- Dovin's Veto
- Merciless Eviction
- Path to Exile
- Ruinous Ultimatum
- Nature's Claim
- Blasphemous Act
- Swan Song
- Swords to Plowshares
- Spectator Seating
- Smoldering Marsh
- Indatha Triome
- Rocky Tar Pit
- Breeding Pool
- Training Center
- City of Brass
- Command Tower
- Flood Plain
- Gemstone Mine
- Hallowed Fountain
- Llanowar Wastes
- Mana Confluence
- Vault of Champions
- Rejuvenating Springs
- Savai Triome
- Bad River
- Canopy Vista
- Scalding Tarn
- Prairie Stream
- Steam Vents
- Cinder Glade
- Zagoth Triome
- Raugrin Triome
- Underground River
- Sunken Hollow
- Verdant Catacombs
- Ketria Triome
- Watery Grave
- Mountain Valley
- Yavimaya Coast
What're your thoughts on the list, Sneuxfox ?
multimedia on Pirates a'hoyyyyyyy
1 year ago
Hey, nice version, but where's Glint-Horn Buccaneer? I saw your deck in the featured decks ad.
You can improve on balancing card quality since you have some amazing cards here, but also quite a few lackluster ones that are much lower on power level compared to the others. An example is Scalding Tarn which is excellent, but not playing a dual land that Tarn can search for... Steam Vents could replace Izzet Guildgate and Volatile Fjord could replace Highland Lake. Other Izzet dual lands to add in place of some basic lands to improve color fixing from lands: Training Center, Cascade Bluffs, Sulfur Falls, Stormcarved Coast and Frostboil Snarl.
I don't think I've even seen Armillary Sphere in the same deck before that also has Mana Drain, Ragavan, Nimble Pilferer, Jeweled Lotus, Dockside Extortionist, Goldspan Dragon, Jeska's Will and Urza's Saga. Sphere is really out of place power wise. Consider cutting Sphere for Arcane Signet? The Diamonds are also subpar, considering cutting both of them for Talisman of Creativity and Izzet Signet? These are not expensive changes, but can make a big improvements on ramp.
Another example of card quality balance are the counterspells. Mana Drain, Counterspell, Pact of Negation, Negate are great thus you don't also need to play Hornswoggle, Admiral's Order and even Lookout's Dispersal because these are not as good.
Some more one drop/two drop flying Pirates and unblockable Pirates can more easily trigger Malcolm and Breeches. Spectral Sailor, Warkite Marauder, Departed Deckhand could replace some higher mana cost Pirates such as Captain Ripley Vance, Deadeye Quartermaster, Prosperous Pirates and Sailor of Means. You have Ragavan, Nimble Pilferer, Dockside Extortionist, Goldspan Dragon and Corsair Captain which are all excellent thus you don't really need to play other Pirates that create treasures when they ETB because those cards are not as good.
Wonder and Anger are powerful with Pirates, but they need help to get them into your graveyard because you don't want to ever cast them. Expanding with more loot can help to draw/discard them that also adds more draw to your deck. Faithless Looting, Windfall, Mask of Memory and Frantic Search could replace Mutiny, Hornswoggle, Dowsing Dagger Flip and Admiral's Order. These changes are also not expensive and improve card quality.
Good luck with your deck.
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