Wasteland

Wasteland

Land

: Gain .

, Sacrifice this: Destroy target nonbasic land.

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Wasteland Discussion

Magic09865 on Foretell - Flicker/Exile UW EDH

1 week ago

Magic09865 on Foretell - Flicker/Exile UW EDH

2 weeks ago

Major Changes:

BEDECK on

1 month ago

Hmmmm. Are you really ok with all the life loss? If you happen to need to go Fetch Land > Blood Crypt > Faithless Looting > Lotus Petal > Reanimate you lose a ton of life...

I was thinking you could build the "traditional" BR Reanimator but with Emrakul (without Street Wraith, Bauble, Cabal Ritual and Simian Spirit Guide). The traditional version has a 60-80% consistency of a turn1/2 combo already.

If you choose to do so you would have 16 free slots. You could go with 4 Exhume, 4 Collective Brutality for some counterspell protection, 4 other creatures of choice that you like and 4 Thoughtseize.

I'm speaking from the veteran BR Reanimate player perspective that the opponent will usually have something to deal with you. Usually it is Karakas, Innocent Blood, Sudden Edict, Liliana of the Veil or a counterspell or something. Sometimes you can even lose because their creatures alone are faster than you (if you lose 16 life reanimating stuff).

So adding some other options as a "toolbox" could be good. Big beater creatures that mess up their plans are nice.

Sideboard

About the sideboard I was thinking the Wastelands may not be too effective.

If you are worried facing against troublesome Lands deck, I would recommend Magus of the Moon (since you can tutor and reanimate it). For creatures, usually a simple Pyroclasm does the trick. If you want to be fancy there is also Firestorm that may enable your combo.

For interaction you'll usually be worried about opposing Grafdigger's Cage, Leyline of the Void, Rest in Peace, etc. So to counter that you can either splash another color (white/green) or deal with it the same way Mono Black Reanimator deals with it: Ratchet Bomb and Feed the Swarm.

If you see too many counterspells it is always nice to have cheap good old Duress.

I think Engineered explosives was a nice touch. Just as By Force.

I think you can have a more effective 'change the target' effect with Ricochet Trap with all the blue in Legacy.

Blast Zone is interesting, but with so much Wasteland in the format it becomes unusable quite often.

I don't know what decks you are playing against and maybe it already works just fine in your meta/playgroup...

But I'm a BR Reanimator player of 6-8 years with it and I wanted to give some insights :V

Epicurus on Slogurk Land matters (Without Landfalls)

1 month ago

Strip Mine, Wasteland and Dust Bowl - They feed your theme, and subtly deny resources to your opponents.

Crop Rotation, Groundskeeper, Harvest Wurm, The Binding of the Titans, Grapple with the Past - All cheap spells on theme that might help lower your mana curve.

Goblin Charbelcher, because you probably run out of lands in your deck regularly.

Wave of Vitriol, because I really want to put it into a deck, but I haven't found the right fit, and I think you have it right here.

AstroAA on [EDH][Primer] Sythis Enchantress Prison

1 month ago

Willborn thank you for the comment!

Honestly really the only thing I look for in a starting hand land-wise is a green and a white source, whether that be through basics, nonbasics, or fetches. I've kept far too many two land hands and it's worked out mostly well for me. I'd say I'm satisfied with my hand 75% of the time. With the lower land count with not many backup sources of mana such as dorks and rocks, there is a greater chance of being mana-screwed. However, in my opinion the greatest part of running a low-CMC deck is you are still able to cast spells and you don't need to rely on getting to that fifth or sixth land drop; you're able to work with just three to four lands. The deck is designed to lock out opponents, meanwhile having the ability to constantly be playing two to three enchantments a turn, if not more. If every enchantment was four to five mana, we couldn't do that, however we're able to because 50% of the deck is less than two mana.

I will admit, I should probably look at replacing Ancient Tomb with either a basic or a fetch, as it honestly hasn't done much for me in the long run and there have been times where I wished it was a forest or a plains. However, I do love the utility having many of the lands you mentioned gives us. Deserted Temple pairs great with Serra's Sanctum and Nykthos, Shrine to Nyx. People in my playgroup do run troublesome lands such as Maze of Ith, Glacial Chasm, and even Dark Depths so being able to deal with them with ways such as Strip Mine and Wasteland is super nice. People also run Insurrection-esque cards, so being able to get your own stuff back is a must with Homeward Path. Emergence Zone is more niche, but it can allow us to flash in an enchantment that would screw someone over if we didn't cast it on our turn.

All in all, I suppose in the end it comes down to personal preference. I've been playing EDH with 30 or less lands for years at this point and it just feels natural to have a land count around 28 to 30, especially with lower CMC decks. If you want a higher land count, you could probably cut a few cards here or there in order to get to that point. However, 28 lands works for me just fine, so I roll with it.

Hopefully this answered your questions! If you have any more, feel free to ask.

WingsofIcarus on Omnath EDH

1 month ago

Quite a large update. The printing of Yavimaya, Cradle of Growth called for some re-evaluations. I could include more utility lands in the deck and minimal cost due to its effect. Also due to all lands able to be forests, it allows for more mono green hyper mana shenanagins.

Solemn Simulacrum ---> Allosaurus Shepherd

Vorinclex, Voice of Hunger ---> Azusa, Lost but Seeking

Wood Elves ---> Scryb Ranger

Primal Command ---> Ramunap Excavator

Akroma's Memorial ---> Arbor Elf

The Great Henge ---> Quirion Ranger

Evolution Charm ---> Crop Rotation

Desert Twister ---> Abundant Harvest

Forest ---> Ancient Tomb

Forest ---> Strip Mine

Forest ---> Wasteland

Forest ---> Wirewood Lodge

Forest ---> Yavimaya, Cradle of Growth

Forest ---> Mana Crypt

Mosswort Bridge ---> Maze of Ith

DawnsRayofLight on ULTRA REACTIVE MONO BLACK

2 months ago

I've been playing monoblack in EDH for a while! So, I have some advice I can offer that I hope will help you out!

Land base: 35 should be enough, consider some utility lands: Maze of Ith Cabal Coffers (get it while it is cheap!) maybe some land destruction like Field of Ruin, Wasteland, Ghost Quarter, Strip Mine, etc. Nykthos, Shrine to Nyx Temple of the False God Cabal Stronghold Castle Locthwain Rogue's Passage

Equipment to boost your general:

Sword of War and Peace, life gain and protection Sword of Light and Shadow, recursion and protection Sword of Hearth and Home, protection, blink your ETB kill a guy creatures, ramp Sword of Feast and Famine, expensive, but super good Lashwrithe: ouch Vorpal Sword: haha double ouch Blackblade Reforged Sword of Truth and Justice Sword of the Animist

I might try to add a few more win cons in your creature base

Vilis, Broker of Blood, draw and beat stick Razaketh, the Foulblooded, search and beat stick K'rrik, Son of Yawgmoth ramp and can get big Archon of Cruelty been debating adding it to chainer

Ramp and utility suggestions

Bolas's Citadel: super good but can be rough if you aren't gaining a lot of life Caged Sun: super good ramp and works when your opponents tap Skyclave Relic: better than darksteel ingot Tevesh Szat, Doom of Fools: good for draw and blockers Grief: hand control Thought-Knot Seer: hand control Ob Nixilis Reignited: stayed in my chainer deck for a while until Tevesh came along

Grim Tutor and Mastermind's Acquisition over diabolic tutor (depends on you play group if they allow a "wish board," some don't, I run acquisition but may pick up a grim tutor for groups not okay with it)

I might lose some of the instant speed removal for:

Hero's Downfall: which you are running Deadly Rollick Eat to Extinction Vraska's Contempt

Some general removal as monoblack suffers from inability to handle certain types like enchant and artifact:

Karn Liberated Ugin, the Ineffable Steel Hellkite Nevinyrral's Disk

Suggested drops:

Tattered Mummy: Not that good, more consistent ways of grinding out damage Skyclave Shade: Bloodghast is better 1x Skeletal Grimace: I get the point, but there are better cards 1x Underworld Dreams: I am iffy on this one, Painful Quandary and Polluted Bonds may be better or good additions to complement it. The entire instant pool save hero's downfall and malicious affliction, there are better killspells Expedition Map: really only useful for setting up tron or land combos Liliana, Waker of the Dead: Liliana Vess works better

The True Meaning of Death and Taxes: this is my chainer death and taxes reanimator list, check it out for suggestions, I have a lot of cards in the maybeboard I have considered and even used at one point that may spark some ideas.

ahthornev2 on Death & Taxes

3 months ago

Hey blessrain -- Walking Ballista is definitely at it's most fair in this deck but it serves a few cool use cases. It has a unique role in the deck where it can act like Umezawa's Jitte w/ counters and ping off some creatures or act as just a bear that can send a few points of damage at the opponent if it is about to be removed. In both cases it is pretty solid, mono-white can use the extra reach sometimes.

a) Tutor target for both Recruiter of the Guard and Ranger-Captain of Eos , and also Ranger of Eos that is in the maybe board. It's usually the best target for Ranger-Captain if the game is going to go long at all or I have some excess mana that I can feed into the Ballista the next turn. Would likely add Ranger of Eos if I was going into the Heliod combo just to maximize on ways to find Ballista.

b) Can help mana denial strategy. Pinging off x/1 creatures is really helpful when half of the payoffs in this deck involve removing the opponent's resources. Pinging their Noble Hierarch or Birds of Paradise leading into an Armageddon / Wasteland to choke out certain colours or an early 3 drop is exactly what we want to do to maximize our disruption.

c) Goes well with the fast mana draws, whether it is Mana Crypt or City of Traitors , Ancient Tomb , getting an early Ballista against creature decks is great for the reason described above, plus it can be a mana sink later while fitting the curve early.

I've been looking to add more +1/+1 counter synergy as well, both Anafenza, Kin-Tree Spirit and Luminarch Aspirant are underrated and there are a few other cards I have been looking at too. I think in a slower meta including the Heliod, Sun-Crowned combo is a very valid build, too. Heliod is just a little bit weak on his own but it is a good card to slam early off a fast mana start. Ballista is just a good enough card on its own that I have really embraced playing it in a deck like this!

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