|Commander / EDH||Legal|
Printings View all
|Tempest Remastered (TPR)||Uncommon|
|Seventh Edition (7ED)||Common|
|Battle Royale Box Set (BRB)||Common|
|Mercadian Masques (MMQ)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Destroy all enchantments.
3 months ago
Looks like a fun deck, but I would recommend more artifact and/or enchantment destruction. Since you're light on both, I'd recommend board-wipe effects like Bane of Progress and Calming Verse and Creeping Corrosion and Tranquility .
4 months ago
Looks like a fun deck! +1
For ramp, I would recommend land based ramp like Cultivate and Rampant Growth and Kodama's Reach and Arboreal Grazer . Some artifact ramp like Mind Stone and some creature ramp like Llanowar Elves is okay, but strive for land based ramp. Creatures and artifacts die all the time, but lands are usually pretty safe.
Overall, when starting out, it's a good idea to have at least 10 mana ramp cards and 10 card draw effects.
Hope this helps!
8 months ago
Looks like you've done pretty well, given your stated budget. A couple up-front suggestions would be to combine the Oxidize and Spring Cleaning into 4 Naturalize so that you can hit both enchants and artifacts with either card. If you're worried about 2 mana being too much to keep on-hand, you can go for Nature's Claim instead. Secondarily, I don't believe Tranquility is modern-legal. Better choice in the sideboard is Back to Nature .
Next, after goldfishing your deck a few times, I found too many instances where I had giant monsters in hand, but was still waiting on the mana to cast them. I'd suggest lowering the curve a bit; dropping some of the bigger guys for 2 more Thought-Knot Seer or Matter Reshaper . You've got 11 threats that are 6+ mana, which is a bit too heavy, according to my goldfishing. Reality Smasher is another great threat at sub-6 mana which won't break the bank.
Other than that, unfortunately, the best way to improve your deck from here is to start acquiring some of the pricier cards. In addition to a 4th copy of Sylvan Scrying , I'd prioritize Ancient Stirrings first, as it helps dig for both your lands and creatures. Once you can dig better for lands/creatures, you may be able to drop your land count 1 or 2 for more spells.
10 months ago
I'm not Argy of course, but I think it's just that she hasn't gotten to comments yet today rather than a 'no' ... esp since it's not in her 'Cards Already considered' list. That said, I don't see how you can say Lantern Scout is strictly better than Kalastria Healer. That term is generally reserved for cards that offer a better effect at the same cost (e.g., Negate > Flash Counter), the same effect at a lower cost (e.g., Lightning Bolt > Shard Volley), or both (e.g., Back to Nature > Tranquility). And of course the Scout offers a VERY different effect (and not necessarily a better one ... the Healer is MUCH better for example vs. Ensnaring Bridge decks), plus it's at a higher cost (which of course raises the mana curve). Please note I'm not saying it's bad. Just that you and I have a very different definition of "strictly better" :-D
10 months ago
The non competitive meta is way too large to test against, If you don't have a defined meta, just make sure that you can deal with the popular cards in the most popular archetypes: creatures, instants/sorceries, tokens, stax, control, graveyard based, artifact, enchantment, and combo. Note that Krosan Grip stops most combos with no iffs ands or buts. Cards should be able to deal with multiple of these archetypes, ie. play Swords to Plowshares to answer creature, combo, and some artifact decks. Play Return to Dust and Krosan Grip to stop artifact enchantment and combo. Don't play Tranquility, play Merciless Eviction and Austere Command. Just make sure you arn't playing overly specific cards and that you can stop the common things that will surely get thrown at you. These are all generalizations because I don't know your meta, and you don't seem to either, so this is probably the best way to start. "testing" in edh is just playing games against your friends/the people you play with. This isn't testing for a grand prix you can't just hop into a magic online league. Play the game and tune as you go, just don't forget what you are expecting to play against, and if that is everything, then you must plan and prepare for everything. As the flavor text on Game Plan says, "Plan for victory, or prepare for defeat."
11 months ago
Endless Whispers is essentially a control-changing effect. When a player leaves the game, all control-changing effects they control end, which would return control of Phage the Untouchable to its owner. It's already on the battlefield, so it's not entering again. Just changing control. So its ETB won't trigger at this point.
Lich's Mastery is pretty strong, but does have downsides.
While it has hexproof, it can still be taken out by sweep effects like Tranquility, or you could end up sacrificing it to something like Annihilator, at which point you lose the game.
If you're gaining life while this is in play, you're drawing cards. If you don't have a Reliquary Tower effect in play, you're also discarding cards, which means not being able to cast them. Obviously this is something to build around.
People can still attack you with creatures, target you with burn spells, drain you with life-drain effects, and so on. You won't lose life from them, but you do have to exile permanents you control and cards from your hand and graveyard instead, for each life you would've lost. Unless you've found a way to be constantly creating new permanents or drawing new cards, you will eventually have to exile more than you have access to, at which point you will end up exiling Lich's Mastery, at which point you lose the game. If you're exiling your defenses against attacks, it becomes even easier to hurt you, forcing you to exile things.
In effect, this card paints a big target on you until everyone else takes you out, or you pull off your wincon.
1 year ago
- Back to Nature (all: enchantments)
- Calming Verse (opponent's/all: enchantments)
- Creeping Corrosion (all: artifacts)
- Essence Filter (all/nonwhite: enchantments)
- Hush (all: enchantments)
- Multani's Decree (all: enchantments)
- Primeval Light (single player: enchantments)
- Seeds of Innocence (all: artifacts)
- Serene Heart (all: auras)
- Tranquil Domain (all: non-auras)
- Tranquil Grove (all: enchantments)
- Tranquil Path (all: enchantments)
- Tranquility (all: enchantments)
- Wave of Vitriol (all: artifacts, enchantments, nonbasic lands)
1 year ago
Bracothegazer, I guess I was trying to offer ideas not only for the clear direction of this deck but also for alternative plans for when Plan A's critical cards are hiding or get Disenchanted or fall to Tranquility, etc. Depending on the directions or directions desired, some ideas will apply and others will not. No successful deck could use them all, as that would dilute the themes enough that none of them would work well. I do get, and really like, the direction you chose. One thing I did totally miss is the number of sacrifice cards you have for making Boggart Shenanigans work on your own terms. Saw the Grenades but missed the Prospectors and the Commander. My Casual Goblin deck runs Goblin Bombardment to sacrifice creatures for direct damage.
So, sticking strictly to the no-swinging theme, I'd drop the Goblin Arsonists and maybe Empty the Warrens and keep/add the most efficient token-makers. Your Mogg War Marshals are the best of this bunch (3 ETB triggers for 2 CMC), especially if you can sacrifice the original for value on the turn he's cast, rather than letting the Echo replace him. It's a shame that Skullclamp isn't Modern-legal, as it would be fantastic to swap for one or two of the sacrifice outlets.
Foundry Street Denizen would be mostly a Plan B card for this theme, though a very good one, unless you toss in stuff like Fling or Soul's Fire, which I wouldn't recommend, as the odds of drawing the right combination of cards at the right time is too low. If you want to do this as a small inclusion for a swigning Plan B, Goblin Bushwhacker will actually do more for you than the Denizen in most cases. It's that good, and the Haste makes a nasty surprise for the opponent when you need it.
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