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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle your library.
1 month ago
If you're planning to run a couple of tutors, I'd suggest running stuff like Dig Up or Traverse the Ulvenwald. With only 34 lands and a 7-drop commander, I'd think the extra land fetch when necessary would be a welcome addition.
2 months ago
Thank you so much for the feedback aholder7!
You bring up a lot of really good points here. I suppose I could just get the same result of mana ramping if I just used Rakdos colored stones. I was using green because originally I had 4 copies of Ravenous Squirrel for saccing my creatures so I did need the green to activate its ability, but since I've decided to drop the squirrels I guess there isn't much need for green beyond needing it for tutors and for the occasional time I use Bala Ged Recovery Flip. Speaking of the tutors, I do think having at least a couple is really necessary for finding Void Maw, which I feel is a really important combo piece in this deck. I've also found that it's surprisingly easy to get the delirium effect of Traverse the Ulvenwald off even with only 3 fetch lands, but if I really want to keep the tutors I guess I could just add a couple more Profane Tutors, or maybe even the new Diabolic Intent.
I've also been noticing too that Bone Shards isn't really enough early game interaction, so maybe adding a few more 1 drop removal or burn spells might help the early game consistency. Jaxis, the Troublemaker has been an absolute superstar in this deck so adding at least 1 more couldn't hurt anything.
As with Chainer, Nightmare Adept, I don't think it hurts to have just a 1 off of him since he doubles as a way to recast my important non-artifact creature combo pieces should they ever get removed or dumped into the graveyard from my library, on top of him just being a great source of free discarding. I actually feel like I would need him more if I were to remove green from the deck since I wouldn't have access to Bala Ged Sanctuary Flip anymore.
Last, I don't know if I would add the fenlurker, the rat, or the zealot just cause I feel like they would be taking up space for more useful cards. I also don't actually like the idea of using Sundering Titan in this deck since it can very easily backfire and force me to blow up my own lands if my opponents don't have any black or red basics.
I really like all of your suggestions and your reasoning for dropping green is pretty sound. I do like how the deck feels right now, but I'm going to make a new version of this deck with the changes you suggested and see how much more I like it. Chances are you're right about the changes that I need to make here and I'll probably end up overhauling this version to match the version you suggested.
Thanks again for your comment, it's much appreciated!!
5 months ago
The problem with Blood Artist and Kitchen Finks is that protean hulk has a cost limit of 6 and with the other cards they just cant fit into gap. I ruled out Smothering Abomination a while ago because I don't always have something that I want to sac to sac at my upkeep. Rhystic Tutor has always been filler for another tutor, I think Traverse the Ulvenwald could fit well here, because even if we already have the hulk, we can still tutor up a land to make sure we hit our drops. Wishclaw Talisman has always been interesting. You could target whoever has the least interaction, use a different tutor if you can find one, or really just pray to god that your opponents are too selfish to want removal and rely on one of the many backup win-cons. As for the first two tutors you mentioned, too slow for a turn 7 win or earlier. Primal Command is a good suggestion but I have tried to cut back on 5+ tutors cuz I don't wanna have my tutor countered right before turn 6 (The most important turn ). Only reason Final Partings in here is because it tutors up the infinite turn combo very nicely. Grim Backwoods costs 4 mana and a creature to draw a single card so I don't think it'll be included here. Burnished Hart is just more ramp that I don't exactly depend on and Morbid Curiosity is an intriguing card that ill continue to consider. Does the protean hulk trigger go on top of the stack or does the morbid go first?
5 months ago
I love your deck! It looks really cool and fun to play, and you certainly do a better job of explaining how your deck works than I do with mine.
Citanul Flute could work, but Protean Hulk costs seven mana, so it'd take longer than other tutors. Corpse Connoisseur is another possibility, but again, Protean hulk costs seven mana so it'd be difficult to get with your commander. Primal Command could work well, as well as Traverse the Ulvenwald. Morbid Curiosity, Smothering Abomination, Grim Backwoods, and Burnished Hart all might work.
Now for cards to remove. I will say that Rhystic Tutor is a staggeringly bad card, and if your opponent knows how your deck works, they will almost always pay the. Wishclaw Talisman allows you to search for your combo pieces, but could also allow opponents to search for just the right card to counter your combo. I haven't really playtested your deck much, so I can't really see any other weak cards just by looking at the decklist.
I'll also say that I'm not as experinced a Magic player as I made myself sound, so be careful when taking my advice. And you know your deck much better than I do, so you probably know that some of the cards I sugggested won't work.
6 months ago
This is coming a couple hours later after thinking a bit more; on the notion of swapping Commander's Sphere for Smothering Tithe - it is no secret I'm not a fan of Smothering Tithe, but with as little mana acceleration as your deck currently runs, I disagree with what the others have posted above. Not only are you getting rid of a mana source, but you are also getting rid of a source of card advantage.
On the topic of card advantage, I'll finally get to what I wanted to discuss earlier. Right now, you only run seven cards that let you draw a card on them. Below are the cards in question and my general opinion on them.
- Kwain, Itinerant Meddler - I don't like this card simply because it gives your opponents card advantage. Okay if you're running a group hug deck, and you appear not to be. Replace with something like Brainstorm.
- Rhystic Study - Excellent card. I advocated for this card in your last thread, and I'm glad to see you add it. The main problem with this card is it's up there on the "kill on sight" cards I spoke about in my first post. You can help protect it with cards like Heroic Intervention.
- Cryptic Command - I am mid on this card. It was great in other formats, but I don't think it translates well to Commander. I'd also advocate for getting rid of it due to it's CMC; you're a three color deck and this has three blue pips. I.e; it's not that easy to cast. Replace it with something like Ponder.
- Sphinx's Revelation - Again, I'm mid on this card. I don't like lifegain strategies in EDH for a myriad of reasons, but you need to pay at least four mana to draw one card. You could go for something like Harmonize, which is also four mana but lets you draw three cards instead.
- Treva's Charm - You don't even really get card advantage from this card as you're essentially paying two cards to draw one card; a net loss of one. I would actually go with something like Eladamri's Call or Growth Spiral. Growth Spiral replaces itself by drawing you a card, while Eladamri's Call allows you to tutor for any creature in your deck, effectively replacing itself.
- Commander's Sphere - I've heard a lot of people not like this card, but I have a soft spot for it. I like it because it can act as mana advantage in the earlier turns, and once you no longer need it you can use it to draw a card. Keep it.
- The Immortal Sun - Six mana to draw a card every turn. Again, this is one of those "kill on sight" cards, and I especially don't like it because of it's CMC. It does do other things, such as acting as an anthem in regards to reducing your spell's CMC and giving your creatures +1/+1. It's alright. If you wanted to, you could go for something like Mind's Eye which does require more investment in the long run, but it can draw you at minimum three cards every turn cycle if you want to go that way. If not, just go for something like Sensei's Divining Top. It's one of the best artifacts ever printed.
Now that I've spoken about your current cards, I'd also try to include more tutors. These range from a wide variety, such as Enlightened Tutor, Worldly Tutor, Traverse the Ulvenwald, Mystical Tutor, Sterling Grove or even something like Land Tax. Any of these will help you speed up your game and lower your CMC. Also, while on the topic of Sterling Grove, I see you run Privileged Position. If you get both out together, no one can target any of your permanents.
11 months ago
I'm thinking Eladamri's Call and/or Plunge into Darkness are probably my best bets. If I considered more of a pox route, Traverse the Ulvenwald or Infernal Tutor might be viable, but I don't think I'll end up going a pox route, but I'll keep it in mind as an option.
11 months ago
11 months ago
There are big choices to take this from historic to modern - the main problem is modern is a faster format. This means that turns 1/2/3 often decide the game. This gives two choices - wraths and hand disruption to slow down the game and eventually hit a slower combo -the control plan-, or trying to combo off as fast as possible with as many pieces as possible to survive a few getting blown up.
You can hit a middle ground, where against some decks you are on one plan, and others trying to race, but that requires a good read on your meta so that you know which tools to pack - I'd wait on that for a while.
I feel like this list has potential - Dig Up has another potential 4 copies in Traverse the Ulvenwald which points to a creature based combo/toolbox using bounce (and also helps fix mana). Getting delerium in modern is fairly straightforward - a little more draw/discard and it becomes really simple.
Splashing blue for intruder alarm or white for Village Bell-Ringer interactions would be great if you commit to mana dorks, which can be pretty budget friendly or an absurd backup aggro plan depending on setup.
With so much creature removal hitting artifacts/enchantments right now, it doesn't feel too awful to just run creatures as the nonland permanents - it still points to a race where you play redundant pieces, but it will be fine for control too if you have enough card advantage.
The biggest thing is focusing in on your plan - disrupt noncreature with hand hate, then wrath, then play combo, or throw pieces onto the board and search for your wincon, then clean answers out of your opponent.