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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Enchantment Land — Urza's Saga
(As this Saga enters the battlefield and after your draw step, add a lore counter. Sacrifice after III.)
: Urza's Saga gains ": Add ."
: Urza's Saga gains ", : Create a 0/0 colourless Construct artifact creature token with "this creature gets +1/+1 for each artifact you control.""
: Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle. (Lands do not have a mana cost, not a mana cost of , thus it cannot be searched for this way.)
wallisface on taxes
3 days ago
You have 5 Leonin Arbiter in this deck (1 mainboard and 4 sideboard) - your deck can only have 4 of any card total. Personally i'd move the Arbiter into the mainboard and ditch Aven Mindcensor entirely, as that's a much slower/clumsier card.
19 lands is waaay too low for a Taxes deck. You want to be running at least 23 lands imo - especially with your quantity of 3-drops. In particular for your land choices, you'll find Blast Zone does nothing for you in almost all games, and really you should be running much higher quantities of Ghost Quarter and Field of Ruin so that you can make the most of Leonin Arbiter.
If you're unable to run at least 3 Stoneforge Mystic for budget reasons, then i'd say its better to run none. The artifacts they're meant to search for are more likely to trip you up than help you with such a low number (Kaldra Compleat is never getting into play in this deck). Even if you manage to get 3-4 Stoneforge Mystic into the deck, I wouldn't suggest running more than a single copy of Kaldra Compleat or Maul of the Skyclaves - These cards are awesome when you can grab them with Mystic then cheat them in, but pretty terrible if you draw them naturally. You want these to be "toolbox" options for Mystic, and limit their quantity.
Personally I'd ditch Cloudsteel Kirin... it's just too likely to be a liability and do-nothing card. Maybe its worth a sideboard slot at-best.
really try to find room for that 4th Aether Vial!
1 week ago
Captain Sisay serious synergy with the strategy.
Mox Amber free legend.
1 week ago
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This will not work as you want. The saga will be sacrificed as a SBA before any player receives priority so you will not have a chance to activate the Hex Parasite's ability targeting the saga. If you already have the Hex Parasite out you can remove the counters before the final chapter ability resolves though and keep your saga at that point.
715.4. If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack.
4 weeks ago
I actually really like the inclusion of 4 Voidwalkers since it gives the undying cards another target besides Grief, especially since one voidwalker can cast cards exiled with a different Voidwalker (or its past dead self).
Having so many fetches in mono B for deck thinning is probably not necessary imo. I would probably put like 2-3 Urborg, Tomb of Yawgmoth along with 3-4 Urza's Saga. Urborg also goes pretty well with a couple horizon lands like Silent Clearing. Force of Despair is a cool card that a lot of 8rack players were excited to test out when it got spoiled, personally I don't think running 3 copies is a great idea in a deck already pitching cards to Grief but you could maybe run 3 combined between mainboard and sideboard.
Path of Peril is a really funny boardwipe since a) you can sack your Dauthi anyways and b) it doesn't hit Grief. Obviously some antisynergy with Saga but its probably fine if you sequence plays correctly.
This is definitely a deck where I would put some copies of Surgical Extraction in the sideboard.
20 lands is probably on the low side, although you aren't running any Raven's Crime. Need testing for that one.
The tweaks I'd make before playtesting would probably be:
Reasoning: with Saga, you can cut on Afflictions since you can tutor racks more consistently, Needle and Spellbomb are just mainboard saga target staples, and then some other removal to replace Force of Despair. Funeral Charm can let a big construct through with Urborg. What removal you choose to run is probably meta dependent.
This is definitely a lot more meta dependent so I can't comment as much.
Go Blank is decent grave hate but can be replaced with extra Nihil Spellbomb or 4 Leyline of the Void, personal preference. Also good to note that Go Blank can sometimes be too slow (vs grinding breach) and also doesn't shut down some decks as effectively as leyline like Murktide, Scam, Grinding Station, Yawgmoth, Living End, etc while Leyline stops all of those in their tracks.
You can also move the Spellbomb + Needle package to the sideboard if you think mainboard is too crowded with the scam package.
4 weeks ago
Very interesting build - how has it been going for you?
I'm really not sold on Force of Despair, feels like it's at-best a sideboard card - but maybe this is more valuable in your specific meta?
1 month ago
FYI Urza's Saga can't fetch Mox Tantalite. There's a reason it's written to specifically say "mana cost or " and not "mana value 1 or less". It can't be used to search for something with no mana cost at all.
Still, +1 for concept.
1 month ago
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I think the main decision you have to make with this deck is whether you want it to be a true control deck or a tempo deck. A true control deck would try to trade one for one and build card advantage before dropping a threat like Murktide or Jace or simply winning with Snappy beatdown. A tempo deck on the other hand would try to turbo out a quick Murktide and then protect that threat.
Mixing control and tempo is nothing new, and it sometimes works quite well. But because a lot of the cards from each type of deck don't necessarily go well together, you can sometimes end up in an awkward situation.
Here, you definitely have a mix of both types (which, I'd like to emphasize, is not necessarily bad). Archmage's Charm, Counterspell, Cryptic Command, Snapcaster Mage, Devastation Tide and Jace, the Mind Sculptor are all heavily control-flavored cards in your deck. They all either break even or generate card advantage, or massively stall out the game.
The problem with this combination in this deck is that half of your cards aim to turbo out a Murktide Regent as fast as possible with Otherworldly Gaze and Thought Scour and then protect it in the short term with cheap spells like Dismember, Force of Negation, Subtlety, and Spell Pierce. The main problems with these cards is that they are pretty terrible topdecks late game. Scour isn't too bad because it cantrips, but topdecking a Gaze when you really needed a counterspell or card advantage engine or a Murktide would probably feel terrible. And all the control-type cards aim to reach that stage of the game.
One example of a problem that arises when you try and combine these two archetypes is in the manabase. Tempo decks typically don't need many lands; depending on the deck's mana curve, we are generally looking at 19-20 lands, and occasionally even 18 or less. On the other hand, control decks almost always want at least 22-23 lands, sometimes up to 24-26 lands in order to reliably play their more expensive spells on curve like Archmage's Charm, Cryptic Command and Snapcaster Mage, and to also always have mana held up during their opponents turn for a reactive spell.
Of course, many cards fit very flexibly into both tempo and control decks, for example Counterspell is just so strong it works in both, while Consider being a cheap cantrip also fits into both types. So in my opinion one of the most important decisions you should make, if you want to make the deck more cohesive and just function smoother as a whole, is whether you want to lean more towards tempo or control.
Quick disclaimer: I think it is definitely possible to make the deck more competitive while keeping both tempo and control aspects; however you should probably then trim both the very slow control-leaning cards (Cryptic Command, Devastation Tide, Jace, the Mind Sculptor), and the cheap tempo-leaning cards (Otherworldly Gaze, Thought Scour, Force of Negation) and replace them with cards more towards the middle ground. The rest of the cards, like Archmage's Charm, Subtlety, Force of Negation, Spell Pierce, Dismember, and of course Murktide Regent are all flexible enough that they can slot into both types of decks.
The second important decision to make is what secondary color, if any, you want for your deck in order to complement the primary color (blue). The main issue with mono blue control is that you have very few ways to deal with resolved permanents, which is why most players typically splash white or black (or occasionally red). Blue only has access to bounce spells, which are decent in tempo decks but generally bad in control decks because they are card disadvantage (and also terrible late).
Here, I see you kind of "splashed" black, but your only maindeck spell with black pips uses phyrexian mana anyways, while the only black spell in your sideboard can be casted with only blue mana. In my opinion, since you already have black lands, I would commit fully to a UB manabase by including a few more fetches (U fetches since that's your main color) because it gives you access to a lot of strong options:
Drown in the Loch is a really good spell doubling as both removal and countermagic at only 2 cmc, and only gets stronger as the game goes on. Fatal Push is another great removal spell which is generally stronger than Dismember, although it needs at least around 7 fetches to show its full potential. You can also run discard like Inquisition of Kozilek, although that is more tempo/midrange-esque so it may not be a great fit for this deck. Black also gives you an actual boardwipe in the form of Damnation, which is definitely a lot stronger than something like Devastation Tide since it gets rid of the creatures permanently and indirectly generates CA by trading with multiple enemy creature cards. It also doesn't hit Jace. If you don't think you need it in the mainboard, it can be a great sideboard inclusion. Lastly you have access to some sideboard options like Unmoored Ego.
If all of the blue pip spells like Counterspell and Archmage's Charm have you worried about mana fixing issues, you can run the filter land Sunken Ruins which is great in these types of decks to ensure you can cast both BB and UUU spells.
Those two main points aside, I have a few other card suggestions I think could work well here, some of which lean more control and some which lean more tempo.
Ledger Shredder is a great card which leans a bit more towards tempo but unlike Gaze/Thought Scour it helps turbo out a Murktide while also growing into a significant threat itself.
Remand is a tempo-leaning card that is generally not great in pure control lists, but could be good here if you decide to stick to the turbo murktide strategy.
Memory Deluge has a bit of antisynergy with Murktide, but a very good digging spell if you decide to go towards control.
If you made it this far, thanks for reading all of my comments. I like the deck and I'm excited to see where you can take it in the future. Happy brewing!
1 month ago
If it’s something within budget you’d be willing to acquire, might I recommend some removal in the form of Beast Within? It’s on theme and gives the option to eliminate a particularly problematic permanent. With the wide range of creature abilities, enchantments, and even lands it can target you’ll be able to effectively deal with something like Urza's Saga or most of the rest of the meta dominating cards.