Verdant Catacombs

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Verdant Catacombs

Land

, Pay 1 life, Sacrifice this: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle your library.

DreadKhan on EDH Merens Reanimator

1 day ago

Do you mean cheap 'fetch' options like Evolving Wilds, or pricey stuff like Verdant Catacombs? Proper Fetchland are really strong cards, and very few things screw you over for playing them. People typically benefit from Fetches if they have landfall effects, usually you need quite a few, or very good ones, or they are a lot of money for relatively little value, especially 2 colour deck. This changes a bit if you've got other synergies, especially cards that let you play lands from your graveyard, Fetch lands are incredible in decks like Muldrotha, the Gravetide, where getting a single one in your graveyard technically means you'll never miss a land drop (unless something happens). In your colours people often run Fetch lands with cards like Crucible of Worlds and Ramunap Excavator (there are more options, these are just very popular ones that synergize with effects that give you the ability to play extra lands, such as Burgeoning). The nicest thing about these sorts of combos is you can also throw in something like Strip Mine/Wasteland to generate a great deal of advantage over time.

Looking at your deck for a bit, it doesn't have a lot of 'bad' cards kicking around, so it's hard to improve your deck without raising it's power level. Arguably fetches don't increase your power level, they just make your deck a lot more consistent, but with enough synergies you can possibly shave a few lands if you ran all of the true Fetchlands that can find a Swamp or Forest (at this point there is a range of dual lands that have the Swamp/Forest typing, but most ETB tapped fwiw. I'd run at least 3 duals you can fetch out if you're going to run a bunch of Fetchlands, as well as a smattering of Basics.

Hope some of this helps!

CickNason on Prosshy Prossh

2 weeks ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

msimcoe on Discardelves

9 months ago

So to flesh out the mana base, in essence I would recommend: - increasing the number of dual lands over basic lands and the quality of the dual lands, i.e. Verdant Catacombs, Woodland Cemetery and Nurturing Peatland. (Having perfect fixing often is the difference between winning and losing.) - and just bumping up the number of lands to something like 21, I know it would feel weird in a deck with so many mana dorks, but in the outlandish event you face a deck playing Fury or Fire / Ice, I think you'll be happy to have land-drop number four over mana dork number four.

Secondly, since you fancy playing Devoted Druid in the main deck, maybe you could take advantage of her combo potential or at least her synergies with cards like Tyvar, Jubilant Brawler especially in place of Tyvar Kell who I don't seeing being a very impactful four-drop. Or alternatively, you could just cut a few mana-dorks for a playset of Waste Nots who would help get you some advantage off of the opponent's discard. And while on the topic, I would suggest playing more just strict "target opponent discards a card" like Funeral Charm over the hand-hate like Inquisition of Kozilek and Dread Fugue since a.) you don't really care about hating on the opponents pieces as much as just making them discard, b.) instant speed discard is always better than sorcery speed and c.) it scales better into the late game.

As well, side note, Harmonize over Beast Whisperer just seems a little too low-impact for the modern format, sure it's a guaranteed one-for-three, but at four-mana it doesn't touch the board and beast whisperer is probably a better investment with all your small creatures that ramp you into more small creatures ramp imo.

Lastly, you asked for some sideboard suggestions, I might play one or two Crippling Fear as one-sided board wipes. As well, pioneer sideboard all-star Go Blank might be good in this shell with some more main-deck discard synergies. Also, just general good green and black sideboard cards are like Veil of Summer, Force of Vigor and Fatal Push

Thats all that I have for how I might build this list, and I hope this was even mildly helpful! Overall, this is an interesting list! A solid idea that I find very similar to The Rack strategies in modern!

wallisface on Two Colored Decks / First …

10 months ago

As legendofa mentioned this answer will depend highly on format. If you’re playing on Arena, then you’re likely playing Standard currently, which will typically have decks playing 1-3 colours - though as this format rotates this number may vary (i’d think 1-2 colours is more typical).

I’m only really knowledgeable in two of the current biggest 60-card formats, Modern and Pioneer, so i’ll provide some insight into those:

—————————————

Modern decks typically run 2-3 colours, though its not at-all uncommon to see them run 1, or 4 (5 colours are a bit rarer to see, but very easy to field if you wanted to).

There’s a decent range of mono-coloured decks in Mono-White HammerTime, Mono-White Taxes, Mono-Red 8Whack, Mono-Black Coffers, Mono-Black 8Rack, Mono-Blue Merfolk, Mono-Green Tron, and Colourless EldraziTron. Saying that, some of these decks are a much smaller part of the meta than others, and the Modern meta is soo diverse that these decks only take up a small portion of it, with the vast majority of decks running 2-3 (or-more colours).

The format has a landbase that makes running any number of colours easy, and would likely be overwhelmed with 4-5 colour nonsense if it weren’t for a few cards keeping those gameplans in check - most notably Blood Moon and Magus of the Moon - these cards will constantly be rising-and-falling in popularity depending on how greedy the current metas manabase is (at the moment, they’re played quite a lot, with Blood Moon in 33% of decks (though a lot of that will be sideboards)).

—————————————

Pioneer is an entirely different beast. It has access to most of the landbase of Modern, and there are no real hate cards to prevent you playing colours. However, without fetchlands (tge cycle of cards including Verdant Catacombs), it becomes a much harder struggle to justify multiple colours.

Decks typically run 1-3 colours, with 2 colour decks being super-common. It’s worth noting that some top-tier decks still run 5 colours here also.

Mono coloured decks include Mono-Green Ramp, Mono-White Angels, Mono-White Humans, and Mono-White Clerics (there’ll be others, i’m still reasonably new to this format).

—————————————

I would say that before worrying about what colours to play, you need to figure out what format you want to play in.

  • Modern is currently a very “open” format, being able to homebrew decks that win games, and has a massive range of cards, but is expensive, with decks usually costing around $800-$1000.

  • Pioneer has a less diverse meta and cardpool, but still allows for a bit of creativity, with decks usually costing around $250-$500.

  • Standard is likely what you’re already playing on arena. There is a LOT less room to brew, and a much smaller cardpool. Also, with cards rotating every few years, the worth of your collection is more likely to drop over time. The decks costs aren’t too dissimilar to Pioneer, usually ranging from $100-$500.

  • Legacy says money machine go brrr. I have no idea of the current health of the format, but i am aware its more likely to get periodically ruined by the various commander-focused cards than any of the above formats. Decks usually cost $2500-$5000.

  • I don’t want to mention Commander (because imo its gross and not fun/healthy for play-patterns or deck construction - but each to their own), but as it’s the most “popular” format I probably should mention it exists. Prices will largely be dictated by the group you personally play with, so may be $20, or $2000.

Mousemke on Glissa Minor

1 year ago

Modern upgrades

Land base -

4x Jungle Hollow > 4x Overgrown Tomb

4x Deathcap Glade > 4x Blooming Marsh

2x The Dross Pits > 2x Nurturing Peatland

3x Forest, 1x Swamp > 4x Verdant Catacombs

Other cards -

4x Cankerbloom > 4x Outland Liberator  Flip (but in the side)

I feel like Outland Liberator is better than Cankerbloom generally but I also think that the newly added Liberators should be in the sideboard though I don't immediately have a replacement suggestion. MV of 2 is good. Power of 3 is good. Maybe Grim Haruspex for the card advantage

4x Glissa Sunslayer

Great card. Keep 4. But you may want to sneak into the deck a way to ensure more consistently dealing player damage

4x Plaguecrafter

no notes. I'm unsure about this card but it has a bit of a unique ability so maybe it's ok.

4x Savage Gorger > 4x Dauthi Voidwalker

Gorger feels underpowered to me. Voidwalker is shadow so more consistent damage (though a tradeoff with no blocking). But much more so - all the discarding and sacrificing? Now you can cast those things

4x Urborg Repossession > 4x Unearth

you may want a mix of the 2. I understand Urborg Repossession can theoretically return 2 cards, but Unearth is directly to the Battlefield

SefTheReject on

1 year ago

All suggestions are mono black vampires and fit more of an aristocrats build.

Lords - Captivating Vampire buffs the squad and gives the ability of stealing an opponent’s creature

Vampire Nocturnus buffs the squad, gives evasion and since you’re mono black can play with the top of your library visible

1 drops - Knight of the Ebon Legion is the best 1 drop vamp imo. Can buff itself, gains permanent buffs and doubles as removal mid-late game

Viscera Seer a great sac target and let’s you scry 1

Vampire Cutthroat has skulk and lifelink

Vampire Lacerator a 2/2 for 1, you take one damage unless your opponent has 10 or less life

Indulgent Aristocrat a decent buffer with a sac engine

Guul Draz Vampire gains a buff if the opponent has 10 or less life

Pulse Tracker opponent takes 1 damage when it attacks

2 drops - Cordial Vampire not a lord in name, but has that buffing ability and triggers when ANYTHING dies. Buffs the team more efficiently than any lord imo.

Bloodghast a vital piece imo, it can’t block, but comes back when you play a land

Blood Artist a key piece for an aristocrat build, combos great with cordial and Vito

Asylum Visitor for card draw and the ability to come back

Kalastria Highborn great addition for a drain and gain/aristocrat build

Vraan, Executioner Thane combos great with Vito

Stromkirk Condemned can buff the team for a turn

Vampire Hexmage great sideboard piece for dealing with counters

Gifted Aetherborn might be favorite vampire, but doesn’t fit an aristocrat build

3 drops - Sorin, Imperious Bloodlord the only walker you need. Buffs, gives deathtouch & lifelink to a vampire, acts as a Lightning Helix and you cheat out a vampire

Silversmote Ghoul is a perfect target for Sorin’s second ability and comes back at the end of your end step

Vampire Nighthawk one of the best vampires imo, has evasion, deathtouch and lifelink, but doesn’t fit the aristocrat build

Nighthawk Scavenger a vampire goyf

Drana, Liberator of Malakir has evasion, first strike and buffs attacking creatures

Lands - Cavern of Souls an absolute MUST for any tribal build

Urborg, Tomb of Yawgmoth flips things to swamps

Nykthos, Shrine to Nyx is great for all devotion the build will have

Castle Locthwain for card draw later

Prismatic Vista, Verdant Catacombs, Polluted Delta, Marsh Flats & Bloodstained Mire to fetch and thin out your deck to keep the gas flowing.

SefTheReject on

1 year ago

Nice little build, ignore any suggestions that are not budget friendly, giving everything I can think of. Increase Sorin to 4, he’s very powerful and gets hate quick. 2 Vito should be fine. 4 Cordial Vampire, his ability is universal, not just your creatures dying. 2 Silversmote Ghoul work extremely well with Sorin’s second ability and comes back. 2 Vraan, Executioner Thane works great with Vito. Knight of the Ebon Legion is pump-able and doubles as a removal spell in the late game. Blood Artist combo’s well with cordial and several others. If you’re looking for a lord, Captivating Vampire is great with a decent second ability. Bloodghast is nice and comes back. 4 locthwain is perfect. 2 Cavern of Souls for tribal and protection. Fetches thin out your deck, Prismatic Vista works since this is mono colored. Verdant Catacombs, Polluted Delta, Marsh Flats & or Bloodstained Mire work too.

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