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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Incarnation
As long as this is in your graveyard and you control an Island, creatures you control have flying.
1 month ago
Stitcher's Supplier is pretty much a staple in self mill decks.
You have alot of lands. For a 60 card deck typically you won't go much higher than 24. You have 33.
You have cards in your deck that aren't modern legal. Brawn Sewer Nemesis Deathrite Shaman are not modern legal. Some substitutes that are legal are Wonder instead of brawn. Lord of Extinction over Sewer nemesis. Scavenging Ooze over deathrite shaman.
Lhurgoyf is only playable in a commander setting in my opinion. You can't count on your opponents graveyard being filled with creatures at all. I'd recommend Urborg Lhurgoyf as a direct upgrade. Has a self mill abilities and cost half as much Mana.
I'd take out most of your cards that cost 5 Mana. You have quite a few and i don't really see the purpose of Consuming Aberration also your deck is mostly creatures and lands so a Grisly Salvage will get you the same effect as Sultai Soothsayer I hope this helps.
2 months ago
Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.
- Entomb and Buried Alive are good options to get your things into your graveyard that you can later reanimate with Scarab God. Alternately, Filth and Wonder are good things to put into the grave that give you added bonuses. (If you go the Filth route, Urborg, Tomb of Yawgmoth is super-valuable.)
- For mana rocks, Thran Dynamo, Gilded Lotus, and Chromatic Lantern are all very handy and budget-friendly. If you have them, of course there's also Mana Vault, Mana Crypt, and Chrome Mox, but don't just get them for this deck. (I happen to have opened them, so they move around between decks a lot.)
- The ultimate zombie enabler, to me, is Field of the Dead. You would need to likely swap some basics for snow-covered basics to make it work more, but the condition (7 lands with different names) is incredibly easy to meet. You can also go the route of some fetching (Terramorphic Expanse and Evolving Wilds, Fabled Passage, Polluted Delta, Prismatic Vista...). Watery Grave is also highly advised, along with Contaminated Aquifer, Ice Tunnel, Underground River, and Drowned Catacomb. Port of Karfell might also be worth considering.
- The best mill payoff from your opponents is Rise of the Dark Realms. Alternately, Reanimate, Animate Dead, and Extract from Darkness are great for bonus reanimation. Junji, the Midnight Sky is another possible option. Desertion and Aethersnatch are also good to take your opponents' things before they knew what hit them.
- More tutoring. Expedition Map will help for lands; Vampiric Tutor, Demonic Tutor, and Diabolic Intent are good in general; Lim-Dul's Vault is, I find, underappreciated and very handy. Fact or Fiction is also handy to get through your deck and get fun things into the graveyard (or make your opponents wonder what's happening).
- The Meathook Massacre, Damnation, and Cyclonic Rift are extremely handy for removal. The first is also a bonus payoff if your zombies die in the process! Yawgmoth, Thran Physician is also super-useful when it comes to removal, turning your zombies into both extra cards and weakening your opponents' creatures.
- High-cost things: Force of Will, Force of Negation, Mana Drain, and Commandeer are useful for control and making sure things don't stick and Memory Jar for filling up graveyards.
3 months ago
If your looking for input and/or Suggestions you need to help us out and give and ideal what your looking for. Raffine, Scheming Seer is a great open ended commander that it's hard to help out w/out know the direction you aiming for. That said, what I found/find out with my deck and no matter how you play him you want to be attacking every turn, this tends to leave you open on the back swing so War Tax cards like Propaganda and Ghostly Prison or flip side play things like Heliod, God of the Sun and Odric, Lunarch Marshal (+ Vigilance toon out). Long story short your deck looks weak to the crack back. Another thing I find is the Wonder is < Filth + Urborg, Tomb of Yawgmoth . Most of your team is sporting fly as is. As for real suggestions how do you want to take him? +1/+1 you could play cards like Tenured Inkcaster or Oona's Blackguard Reanimator Unburial Rites or Vohar, Vodalian Desecrator Discard Bone Miser or Faith of the Devoted wheel Queza, Augur of Agonies or Feast of Sanity
anyway, cheers and GL
4 months ago
No use for Final Fortune?
6 months ago
Ninjas are awesome: one of my EDH decks is a Yuriko deck that makes people "very happy". And it's a good start that you have! Some thoughts about things to add that vary in budget-friendliness:
- I like a lot of spells that you don't pay full price for, but that will hurt if Yuriko flips them. Commit / Memory, Dig Through Time, The Magic Mirror, Shadow of Mortality, and Commandeer are all, if memory serves, not so expensive price-wise and also quite powerful. (Force of Will is another classic, but I don't recommend it unless you have it because it's quite pricey!)
- Other good evasive creatures/enablers are Krydle of Baldur's Gate, Wonder, Nighthawk Scavenger, and Vampire Nighthawk. If you have one, Bitterblossom is also another great generator for nuisances.
- One of Yuriko's main tricks (or how I play her) is really being able to adjust your library on demand for maximum pain and suffering (for your opponents). Of course, Vampiric Tutor and Mystical Tutor are (expensive) classics, but Lim-Dul's Vault is a go-to I use, as is Sensei's Divining Top. For any of the instants, Isochron Scepter is great for repeatable "fun" with a lot of your stuff.
- Another option to maximize pain is any of the double-faced spell/land cards from Zendikar Rising, like Sea Gate Restoration Flip, Zof Consumption Flip, Umara Wizard Flip... not all of them are good, but they are great things to flip with Yuriko.
6 months ago
Hey, some nice upgrades to the precon so far. Good additions of wincon combos: Sword + Foundry + Altar and Urza, PoK + Altar + Battlesphere.
Consider cutting a few of the lesser unnecessary higher mana cost creatures for some more draw? Constructs have an easy time if they can attack at doing combat damage to an opponent thanks to menace from Urza. If you can draw a card each time a Construct does combat damage to an opponent then you're getting great value from Constructs and a good reason to want to attack. Bident of Thassa is in the precon and it's repeatable draw with Constructs. Research Thief is more repeatable draw with Constructs that's also a flying artifact creature. More repeatable draw from Constructs can help to draw combo pieces.
Skullclamp is in the precon and it's excellent with Sword + Foundry combo since it creates 1/1 Thopters that can then each be saced for 1 mana to draw two cards. Because Urza's artifact creature affinity can pay for his Commander tax then Skullclamp with Urza is another way for repeatable draw.
Grim Hireling doesn't draw with Constructs it makes ramp, treasures which can help with Revel in Riches since the only reliable source of treasures here is Tithe. Hireling's effect is like Thopter Spy Network where you can trigger it more than once if you have creatures do combat damage to more than one opponent.
When deciding to add a card, it can help deck building and the mana curve to cut a card that's more mana cost. Wire Surgeons is a lesser 6 drop here than the rest and it's effect is only artifact creature not artifact. Having to pay the mana cost of an artifact creature in your graveyard to then exile that artifact is not good. Sharuum the Hegemon another 6 drop here who reanimates an artifact which is much better than what Surgeons does. Marionette Master can be a wincon with combos: Sword + Foundry + Altar and Urza, PoK + Altar + Battlesphere, but this is adding a fourth card, 6 drop, to the combos which is a lot and is really not needed because these combos create infinite artifact tokens which gives Constructs infinite power/toughness.
If you want to combo with Sword + Foundry then you can't control any effect that increases p/t of artifact creatures. Thankfully, Foundry can sac any nontoken artifact, before you want to combo with Sword + Foundry sac the artifact anthem effect. This makes anthem effects that increase p/t that are artifacts better than anthem nonartifact cards. Urza, Prince of Kroog is the exception since it's part of another combo. Since playing Sword + Foundry consider cutting Tempered Steel?
You want to avoid artifact exile effects as much as possible because you have no way of getting back a card in exile. Playing some more Counterspells is a mana efficent way to counter opponent exile effects. Urza's Ruinous Blast hurts you too much since it exiles all Constructs and all combo pieces here except Urza, Prince of Kroog. All the 4 drops here have effects either when ETB or repeatable except Filigree Attendant doesn't, making it a much lesser card that could be cut?
Steel Seraph is a reasonable priced upgrade for Hexavus. Seraph can be cast with prototype for 3 mana giving you a 3/3 artifact creature flier to help artifact creature affinity for Urza and it can on your turn at combat give a creature you control flying including Urza. Wonder is another better option then Hexavus for flying, Unctus, Grand Metatect or Armix, Filigree Thrasher can discard it while in combat. Discard Wonder when you have to discard down to 7 card hand size because you drew so many cards.
Good luck with your deck.
7 months ago
Hey, it sucks when opponents gang up on you, Disk and Deed unfortunately have that negative effect. At least you got to see Urza eliminated before you lost :)
If playing Disk and Deed then think of everything else in your deck as expendable, doesn't matter if all your stuff dies because all opponents will too. Muldrotha gives you this flexibility and by adding totem armor effects then Muldrotha can be saved from Disk or Deed if she's enchanted before they pop.
You're slowly removing Elementals making your deck Elementals in flavor, but not much else for the tribe or game play. Risen Reef is the only reason here be Elemental tribal and while it's a good card, it's not good enough to stick to Elementals.
- Cavalier of Night, Cavalier of Gales, Cavalier of Thorns
- Risen Reef
- Mulldrifter, Foundation Breaker, Shriekmaw
These Elementals are good because for what they do there's not other better budget cards that are not an Elemental that could replace them. Playing an Elemental because it's an Elemental instead of a better budget card is not worth it when you don't have much Elemental tribal synergy. Some examples:
- Wayfarer's Bauble --> Embodiment of Spring
- Nyx Weaver --> Splinterfright
- Aether Channeler --> AEthersnipe
- Altar of Dementia --> Lord of Extinction
- Viscera Seer --> Forgotten Ancient
- Woe Strider --> Night Incarnate
Sac outlets are how you can abuse Muldrotha ability with creatures, casting the same creature from your graveyard over many turns. Sac outlets can do more for Muldrotha strategy then some Elementals.
If you're against Eldrazi Titans then consider an exile creature effect because indestructible doesn't stop it and the Titan is gone for good, doesn't ever enter the graveyard after it's removed.
These are three options, Tear is best because kicked it can exile any nonland permanent. Resculpt and Shift are only two mana to exile a creature. The drawback of your opponent getting a creature afterwards is minimal because you'll be removing something much better. Pair any of these instants with Eternal Witness for a repeatable effect with Muldrotha. Either one of these could replace Return to Nature?
Another budget way to deal with an Eldrazi Titan is to it steal from your opponent and then wreck that player with annihilator. Steal a player's Commander and keep control it until Sower is removed. Stealing Sheoldred can be nasty since reanimation is quite good with Muldrotha. Sower is better because with any sac outlet that can sac a creature you can sac your opponent's creature you stole, it dies goes back to that player's graveyard or Command Zone and then you can sac Sower to repeat with Muldrotha. Sower could replace Forgotten Ancient?
Fauna adds a creature toolbox repeatable effect that can also fuel graveyard strategies for Muldrotha. The toolbox can be helpful because you have several creatures who are much better than the others. Fuana is also good with Wonder and Brawn as creatures to discard who want to be in your graveyard. Fauna could replace Icon of Ancestry?
Really consider cutting some basic Forests for more budget dual lands that have interaction with Forests or lots of basic lands? The allied Check lands have been reprinted in latest set Dominaria Remastered, now is the best time to get them since each are down to less than $4.
9 months ago
"I need to prioritize achieving the board state prerequisites my deck requires to function well, then focus on getting the biggest bang for my buck on the stuff that Muldrotha can do by supplementing her abilities." Bingo, well said, that's the direction to go.
The color pie here is majority green, but in three color deck that doesn't mean all basic Forests. Yes, you're right basic Forests should take up most of the lands, but you still want to balance the other colors. On a budget it's difficult to have a balanced ratio of color sources because good dual lands are so damn expensive, but even on a budget you can get closer to balanced.
You really need minimum 1x basic Island and 1x basic Swamp to help with color fixing for land ramp effects that let you search for a basic land. 31-15-15 is current ratio here of color sources, you can afford to cut a few basic Forests for basic Islands and basic Swamps.
Animate Dead is an excellent card upgrade, good choice, it's one of the best single reanimation in all of Magic and it's a permanent for great interaction with Muldrotha. Primal Rage isn't really needed here because you have a much better enchantment trample source in Garruk's Uprising. Wonder could replace Levitation? Wonder is great with self-mill and when you have effects such as Jarad's Orders that can tutor for it putting right into your graveyard. It also helps that you have many effects to search for a basic Island.
- Nissa, Voice of Zendikar --> Master Chef
If you're only playing 1v1 with this deck then adding Planeswalkers can be good. Planeswalkers lose a lot of playability in multiplayer Commander because you have many opponents who will attack them. 1v1 is different, protecting Planeswalker from only one opponent is easier and if successful the Planeswalker can run away with the game. The problem with Master Chef here is it doesn't do anything until your ready to cast Muldrotha. You can do better than a three drop that relies on a six drop to get any value at all.
If you're having problems with opponents attacking you these are great options, budget one drops if you need to prevent opponent from doing combat damage to you. In 1v1 these can shut down your opponent from attacking as long as you control Mudrotha to cast them for one mana from your graveyard on your turn, each turn.
Consider adding more board wipes? Night Incarnate is good, but it's the only board wipe here. The idea with Frog and Grass as well as more board wipes is to delay the game long enough to get Muldrotha online with protection. When that happens Muldrotha can help to recover permanents that the board wipe removed. This theoretically gives you an advantage because your opponent will most likely not have as good as recovery that Muldrotha provides.
Pernicious Deed, Nevinyrral's Disk, Blast Zone are board wipes that are permanents so they can be repeatable with Muldrotha. These wipe a lot from the battlefield, yours and opponents, but they don't destroy lands. If you choose to play these then land ramp: Sakura-Tribe Elder, Font of Fertility, Farseek, Nature's Lore, Harrow, etc. should take priority for ramp over mana rocks/mana dorks. You can activate these at instant speed, but before you do that they're deterrents that sit on the battlefield staring at opponents preventing them from casting nonland permanents.
Kaya's Ghostform is powerful with Muldrotha because it's a one drop permanent that can revive the destroyed or exiled enchanted creature or Planeswalker. In 1v1 Ghostform on Muldrotha makes your opponent spend a lot of resources to remove Muldrotha. Slap this on any other Elemental before Muldrotha especially an Elemental who has an ETB ability. Ghostform pairs well with your board wipes. With Golgari Charm regeneration all creatures you control survive your board wipes.