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Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Premodern | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Yavimaya Coast
Land
: Add .
: Add or . This deals 1 damage to you.



![Angus Mackenzie feature for Not UrAngus [EDH] ~{Turbo Fog}~](http://static.tappedout.net/mtg-cards-2/legends/angus-mackenzie/2014-angus-mackenzie-cropped.jpg)




Sliverguy420 on
Don't
2 months ago
i'd recommend cutting birds and kinnan for Arbor Elf and Utopia Sprawl, then cutting Yavimaya Coast and adding Misty Rainforest and Breeding Pool. 7 mana cards are a bit expensive for modern, but Elder Gargaroth is pretty nice. i'd cut the Gods Willing since you have no lands that produce white. Ram Through is probably your best removal option in green if you stick to tramplers.
GangstaFranksta on
Arcades, the Strategist's Army
1 year ago
You should think about adding The Pride of Hull Clade because he is good but also cool. But I think you would benefit a lot from improving your mana base. I suggest it should look more like this:
Lands
Basic
Pain
Adarkar Wastes, Brushland, Yavimaya Coast
Scry Lands
Temple of Mystery, Temple of Enlightenment, Temple of Plenty
Tri Color
Brokers Hideout, Seaside Citadel, Bant Panorama
Any Color
If you wanted you could also add the gain 1 life lands: Tranquil Cove, Blossoming Sands, and Thornwood Falls. You may also consider adding Krosan Verge or Myriad Landscape just to help ramp.
It would also be really beneficial to have at least a Sol Ring and an Arcane Signet.
Other
Remove Verity Circle. Seems like there are a lot of possibilities where it is just sitting on the field not providing any value. And it isn't even a creature so it can't block. You could replace this with one of the mana artifacts I mentioned earlier or like a Swords to Plowshares, Pongify, Rapid Hybridization, Path to Exile (I kind of think you need some more removal lol, but you could replace Verity Circle with whatever you wanted.)
Remove Alive / Well. Just straight up not worth. Replace with one of the cards I have mentioned.
Other than that I think this is a really good deck. I think you could use most of my suggestions and keep it close to $100.
legendofa on Improve my Magus Lucea Kane …
1 year ago
You can copy it into the deck editor here. It's pretty common practice to have the same list on two different sites.
There are good land options outside of shocks and fetches. Depending on how much money you're willing to invest, there's the pain lands Yavimaya Coast, filter lands Cascade Bluffs or Mossfire Valley, scry temples Temple of Mystery, check lands Hinterland Harbor, slow lands Stormcarved Coast, bond lands Spire Garden, any number of simple "enters tapped" dual lands that have their own nicknames, and more. Most of these have every two-color combination, so you can get all the colors you need. Then round out with Frontier Bivouac and Ketria Triome.
IHATENAMES on
Political Powerhouse
1 year ago
So it looks like you are asking both for the new card and the replacement. I will try but final choices us of course yours. I will also say I have never run this commander so I may be wrong.
I think you need more lands. 33 with some not tapping for mana sometime. Or at all. This is cheating a touch too much. Goal is 5 lands more here is what I suggest.
Volo, Guide to Monsters unless he is your commander he feels like a win more card. And yes I know morphs are morphs as their creature type.
Grazilaxx, Illithid Scholar interesting but might be not worth the effort.
Your high cmc stuff. Its... not nothing but isn't really good. Specifically Thieving Amalgam Ghastly Conscription personally I'd cut both but you have 2 of the normal big mana wincons Exsanguinate and torment. Between the 4. I'd suggest running only 2 think of all the card draw you have with your commander/other creatures. Do you reallyneed this many big mana i win buttons?
I'd also cut 1 of the morph into counterspell effects. I know it seems cool to have it as an option. But 4 mana counterspell that leaves a 1/1 or 2/2 is just bad. I'd suggest Kadena's Silencer
As for what lands. Look up the pain land cycle like Yavimaya Coast those combo* with your Forsaken Monument maybe redo you lands period. Idk how you gonna cast all these colored spells with greedy manabase you got.
I hope this helps. Don't mean to hate too much on your mana but my biggest concern in a game is having fun. You dont have fun when you can't cast your spells.
zandl on
1 year ago
You have an alchemy card listed.
Dual-lands are essential. There are many options, like Yavimaya Coast, Breeding Pool, Hinterland Harbor, Command Tower, etc.
You need more ramp. Sol Ring and Arcane Signet are both great. Things like Explore, Cultivate, and Harrow ramp and have good synergy with your commander.
Entity_178 on
Gimbal, Don’t Get Wet or Feed After Midnight
1 year ago
Replaced -> Replaced with
Yavimaya Coast -> Tropical Island
Shivan Reef -> Volcanic Island
Perplexing Test -> Alchemist's Gambit
Shamanic Revelation -> Acquire
Myr Battlesphere -> Tezzeret the Seeker
The changes I would personally make, though I don't tend to look at a deck with a budget since I don't play with real cards
legendofa on
Animar, Soul of Elements
2 years ago
Dezibell The dual lands work for that. If the first land is something like Stomping Ground, you can tap that for on turn 1, drop your Elvish Mystic or whatever, and play a Yavimaya Coast (or something that can make ) turn 2 to get Stomping Ground , Mystic , Coast .
DraconicDestruction on
Progress of Counters
2 years ago
You should run more interaction (stuff that disables / kills opponents' stuff) because it's just a good thing to have around in case you need it. also, you should cut Unclaimed Territory for Yavimaya Coast, because your deck doesn't have a lot of creatures with the same creature type (human, beast, elf) eliminating its maximum effectiveness. also, Avenger of Zendikar is overall good for ezuri because it makes tokens (generating exp) and buffs those tokens.