Oops All Lands

Commander / EDH SwiftCheese

SCORE: 52 | 16 COMMENTS | 24371 VIEWS | IN 28 FOLDERS


Attempted Consistency Update —May 28, 2019

I was able to play a few games of multiplayer this weekend. I won once and lost a few times. Some games were lost due to misplays and not respecting cards in my hand. Specifically, I lost the game by discarding Detection Tower because I thought I was safe, and I wanted to hold onto more punchy cards. Eventually I lost to a hexproof, commander Teysa, Envoy of Ghosts that I had no way of controlling, since I was never able to play my own commander.

The rest of the games, I just wasn't able to get my answers and pieces together in time.

To me this highlighted the need to try to get more consistency in the deck's ability to find the cards that it needs.

Removed

I hate to see the artifact lands go. I think they're very interesting and cool mechanically and flavor-wise, but in all of my games I haven't once done any of the things I intended for them. So far, all they've been is easier to remove colored mana producers.

Added

Cascading Cataracts and Crystal Quarry go in as excellent mana fixers to allow me to more consistently cast Child of Alara when I need her. Originally, these cards weren't in because I was concerned about mana availability, but recently mana usage hasn't been as tight as it has been historically.

Slayers' Stronghold and Flamekin Village go in to give me more punch and more control over Child of Alara. By giving Child of Alara haste, I can get in a swing of commander damage, and sac for a board wipe every turn, rather than once every other turn.

Soldevi Excavations, Irrigated Farmland, and Tundra go in to allow me to find the cards that I need. Even before removing Seat of the Synod, the deck was at a blue mana deficit that made it really hard to transmute Tolaria West. Irrigated Farmland and Tundra give two new sources of blue mana that can be tutored for by two of the fetchlands already in the deck ( Grasslands and Krosan Verge ). They also provide more wiggle room to enable Emeria, the Sky Ruin as well as allowing the introduction of Soldevi Excavations.

It's still far from consistent thanks to every card and strategy being very situational. And not having many redundant abilities certainly doesn't help. But, the addition of more tutor-able lands and a new scry will hopefully help to get to the answers faster.

Edit

Forgot to mention I also replaced Sea Gate Wreckage with Frostwalk Bastion, and all of the Plains with Snow-Covered Plains.

I have almost never been in a scenario where I don't have a hand.

Frostwalk Bastion is a neat manland and it costs nothing to switch to snow basics, so it was an easy add. (If I have card:Urborg, Tomb of Yagmoth and Dark Depths on the field that's even one more snow mana I can produce btw)

Also, I know Frostwalk Bastion isn't out yet. My playgroup is okay with me running proxies and technically not legal yet cards. And I get way too excited about making changes to wait until Modern Horizons drops.

ModernWalrus says... #1

What the actuall hell

May 17, 2019 12:06 p.m.