This deals 2 damage to target creature or planeswalker.
Delirium — This deals 6 damage instead if there are four or more card types among cards in your graveyard.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Unholy Heat Discussion
1 week ago
Oh wait soul scar mage isn't 7 bucks anymore scratch everything I said about his price being high
The deck definitely looks better. Shock isn't great but there really isn't anything other than bolt thats good in that slot.
I originally didn't suggest Dragon's Rage Channeler because Mishra's Bauble is so expensive, but I think you could maybe cut 2 pyromancer 1 soul scar and 1 sprite dragon for 4 of them. Although you don't have artifacts, if you go up to 4 Curious Obsession youd have a decent number of enchantments, and you could also go up to a playset of Serum Visions for more sorceries. Running the delirium package would let you replace Shock with Unholy Heat. My main concern with that is you can't get lands into the graveyard without fetches or Fiery Islet, so it might not be worth adding the DRC package.
1 week ago
modern is a fast format. Your current list reads more like a midrange list than an aggro one. This is fine, but i believe you should keep steering towards that path of midrange-value-plats, and not worry so much about trying to finish the game quickly (stuff like Knight of the Ebon Legion and Robber of the Rich feel off here)
you have faaar too many 1-ofs and 2-ofs in the deck, which is going to make your hands and draws super inconsistent. I’d suggest getting playsets of all the important pieces you want to see in most games
i’m worried you’ve made the deck too awkward for Dragon's Rage Channeler (and Unholy Heat) to get online. I’d suggest getting the full playset of Mishra's Bauble, dropping your creature count a little, and having a roughly-even ratio of instants to sorcery cards.
you’re super close to being able to run Lurrus of the Dream-Den, and the 4 cards you have that are currently preventing you from running him don’t look particularly important, so i’d suggest making some changes to get him as a companion
1 month ago
could be very powerful as well so you have better access to card advantage by having access to Consider and Faithful Mending which would help fuel Smoldering Egg Flip to go along with Dragon's Rage Channeler, Unholy Heat, and Murktide Regent. Unless you wish to go the ramp route of Arbor Elf+Utopia Sprawl, doesnt offer your strategy anything.
BTW Icingdeath, Frost Tyrant is a halfway decent 4cmc dragon to think about.
1 month ago
You can always just have bounce affects for non-cast spells, containment priest also does well. You could also just try supreme verdict or even a Engineered Explosives. I dont recommend tri lands as they enter tapped which makes things harder for you. The only tapped land id recommend is Celestial Colonnade. The control shell really makes the deck more powerful.
- As for the changes id recommend going down to 2 Dragon's Rage Channeler, and cutting delver. 4x Emry, Lurker of the Loch seems much better. A spicy Thassa's Oracle might be possible elastically if you have remand plus scepter.
- Ive seen some decks run Unholy Heat which might help you out.
- some decks run Mox Amber but only do that if you have 8 legendary cards in deck.
- Serum Visions can also help you get the card advantage you need to win match ups.
- Underworld Breach could help you recycle your burn spells to give your deck reach.
- Mana is hard i wouldnt run more than 3 basics. Maybe even 2.
1 month ago
I'd say one of the main decisions you should make with this deck is whether to go for Lurrus or not. Currently, you only have one card, Lili, which is preventing you from playing Lurrus. If you went the Lurrus route, I'd cut the LotV, and Ignobles. Iggys are best used to accelerate into 3 and 4 drops, which means they don't really fit in with Lurrus. Instead, I would probably add some Dragon's Rage Channeler (the card is just too good), Scourge of the Skyclaves, and maybe some bauble. Since Lurrus is so powerful, the best versions of Jund DS are almost certainly Lurrus builds.
That said, imo going into Lurrus-free jund midrange with Death's Shadow like you've done here is more interesting. However, you'd definitely need some more powerful 3-4 drop threats (although I guess Kroxa is kind of a "4-drop"). 4 Iggys seems a bit overboard to me, I think 3 may be more optimal given that its a weak topdeck. Grimlock suggested Varolz and I wholeheartedly support adding 1 mainboard--He's a very fun 1-of and a great topdeck. Bloodbraid Elf is another powerful 2-for-1 threat and a good 1-2 of. There are some other good 3-4 drops like Klothys, God of Destiny, Seasoned Pyromancer, Huntmaster of the Fells Flip but I don't really think any of them are a good fit for this deck.
About Deaths Shadow specifically: I've seen some comments above that there isn't enough self damage to justify Deaths Shadow and that the deck would function better as a midrange deck without DS. Honestly, this deck is more of a Jund midrange deck that happens to run Shadow than a full on Shadow deck. Only running lands and Thoughtseizes for life loss is enough to justify running shadow, since it is an efficient beater for mid to late game kind of like Goyf.
Although we have Iggy now as a one drop, DS isn't really a t1 play. I'd run more hand disruption: I think 2 Inquisition of Kozilek sounds good but whether you run 2 or 3 probably depends on the meta.
For the removal suite, I'd lower the curve. Unholy Heat would be good if you decide to run DRC and go Lurrus. Else, I'd run maybe 2-3 Fatal Push. Between Decay and Trophy, I usually like around 2-4 combined. Terminate is probably not needed to answer Murktide if you run 2 Assassin's Trophies. KCommand is pretty good right now so 2 seems like the sweet spot, although you could easily shave a copy or maybe even go up to 3. I don't think you need to go above 12 removal spells total.
Stuff like Temur Battle Rage isn't really what we want in a grindier midrangier deck, since its more for grixis DS decks to pull surprise wins out of nowhere.
In a Lurrus deck, 19-20 lands is usually enough. For Iggy jund, I would probably go for 21-23. You have mana dorks, but you also have more higher cmc cards. I would cut down on shocks and basics. Only 1-2 Blood Crypt, 2 Overgrown Tomb, maybe a Stomping grounds seems like enough. For basics I think you only need 1 mountain and 1 forest. I would probably go for 8-9 fetches total, since they can either help accelerate lifeloss or save life by fetching basics. If you go above 21 lands, some horizon lands to prevent manaflooding would be nice, like 1-2 Nurturing Peatland.
I won't really go into this one. I've noticed that most of your sideboards follow a very streamlined 4 4 4 3 pattern which can work well sometimes. I personally prefer a sideboard with more variety and 1-2 ofs but I guess it all depends on your meta.
1 month ago
Welcome to Tappedout! Delirium is an awesome mechanic! I like how you made use of it with Red!
I was really hoping we would get new delerium cards for Standard/Pioneer once Midnight Hunt released.. fingers crossed we see madness and delerium in Crimson Vow (pipe dream).
2 months ago
Several things right off the bat:
4 Dress Downs looks like way too many. I'd cut to 3 (if you go up a Kroxa), or 2.
The threat density looks too light. I'd go up to 3-4 monkes and maybe up a Kroxa.
4 Claim / Fame seems a little overboard. I love the card but I don't know if 4 is the right number here. How has it been working for you?
Only 4 Thoughtseize seems low as well for GDS, I'd add some Inquisition of Kozilek.
The land count seems unnecessarily high - 17-19 is a good range. City of Brass is just bad in 3 color. Even though you can damage yourself to help Death's Shadow grow, there's no option to make mana without damaging yourself when you're low on life. I'd also add 2 Fiery Islet to guard against manaflooding.
2 months ago
I think it's worth finding some room for Unholy Heat to hit walkers and beefier dudes (Omnath, in particular). Maybe -1 Spell Pierce, -1 Force, +2 Unholy Heat. As far as maindeck, it seems like you might also need a few more sorceries and/or fetches for delirium.
Regarding SB: I think Alpine Moon is MUCH better than Blood Moon, right now, and especially since the hammer matchup is usually rough. Anger of the Gods doesn't seem like where this deck wants to be; Fire / Ice or even Forked Bolt or something might perform the same function better, but honestly, I think you just want to press your card advantage and efficiently trade removal spells for threats.
Pithing Needle seems out of place, especially if you can use Unholy Heat in the same way to kill walkers, but with more flexibility. I also think Soul-Guide Lantern is better than Relic in a deck with Murktide, Snap, and DRC.
I think Chalice of the Void would be very important for rhinos, but Flusterstorm is also very good. As it sits, I'd go -2 BM, -3 Anger, -1 Relic, -1 Spell Pierce, +3 Alpine Moon, +2 Soul-Guide Lantern, +2 Mystical Dispute (or maybe Aether Gust, and a flex spot.