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I have two very important words for anyone that complains about mass land destruction
Mass permanent removal is one of the few ways red and white can keep up with the other three colors much better drawing powers. Nobody will seriously sit down at a table and expect a blue deck to run without access to counterspells, so why is pulling out mass land destruction expected?
B-b-b-b-but it isn't fun and stalls out games
So does Wrath of God but nobody complains about wrath effects.
B-b-b-but I can't play around it
- Counterspells stop it on the stack
- Not playing out all your lands in hand prevents overextending and getting wiped, similar to creatures against Wrath of God
- Every single color combination has access to more than enough mana rocks to prevent a total mana wipe
- Mana dorks also exist to work around mass land destruction
- MLD causing huge problems with playability in your deck points to your CMC's being too high anyways.
Rather than complain and demand other people change how they build their decks, someone on the receiving end of an Armageddon should think about what they can do to make their deck perform better knowing that such cards not only exist, but are legal in the format. P.S. I also feel the exact same way about every other salt inducing card and strategy.
October 29, 2020 4:22 a.m.
Well boys, more than a year later I was proven correct about the price spike. The spoilering of Opposition Agent in Commander Legends has caused Scheming Symmetry to begin climbing. I hope everybody bought their playsets already as I expect prices to continue to rise
While the Opposition Agent is a printing for commander/eternal, I think this proves that Scheming Symmetry has a lot of potential to pop off with new printings for Modern. This will be a card I keep returning to with new sets being released.
October 28, 2020 4:28 a.m.
You're missing some obvious optimization includes in your mana base. Notably, you have 6 more fetchlands to include, 3 green and 3 blue. 36 is also definitely too many lands for a competitive build, and could easily go down to 32 or even 31, freeing up slots for more spells.
There are also a handful of staple mana rocks missing that should be slotted. Mana Crypt and Chrome Mox come to mind, so does Mox Diamond. I'd also recommend Priest of Titania as a must for this deck.
The biggest problem with this build as opposed to the Magical Hack build is that you're forced to run a bunch of sub-optimal cards that don't advance your game plan simply to get Momir Vig triggers. Almost every single Simic creature you run is only slotted to get triggers, and without Momir are dead draws on their own. Now compare to the Magical Hack build. After hacking, the mana dork suite that powers out Momir has now also gained value by being able to start the hack chain and serves a double purpose, freeing up other slots for interaction and problem solvers for cards that shut down the Momir dork chain. The creatures being green only also means that there is blue mana available to throw counterspells as needed to protect the dork chain.
Another problem I can easily identify with this build is having to pass the turn in the middle of the chain. You're giving opponents an opportunity to remove your commander or necessary combo pieces for winning. You're also letting them untap their mana to hold counterspells to stop your game plan. I also think that the combos you are choosing to slow are rather low value too, Palinchron has been abandoned in competitive builds for quite a long time due to needing lots of lands on the field and the high casting cost, as well as opportunity cost from slotting and potentially drawing it during the game. Deadeye Navigator is another card with all those same complaints. The Cloud of Faeries combo requires having one of two specific lands, so I'd recommend a slot for Crop Rotation if you want to rely on that combo at all.
October 22, 2020 5:03 p.m.
Sire Of Insanity is insanely good, and turns being ahead on the board into wins. Also quite inexpensive to purchase. Does great work when your deck plays from the graveyard
Terastodon is a 9/9 beater that solves 3 problems immediately. Also rather inexpensive to acquire. You can even nuke 3 of your own lands to get three 3/3's and one 9/9 for 18 swinging power on the field.
Protean Hulk isn't too expensive and is a fantastic choice if you have a creature based combo already in the deck.
Sheoldred, Whispering One is expensive to buy, but an absolute powerhouse in reanimator strategies. Sticking this on turn 3 can put you super far ahead.
Avatar of Woe can be great board control when reanimated early.
Massacre Wurm is about $2 after all the reprints, and while it isn't the best reanimation target, it can certainly bring the hurt for opponents.
Ancient Stone Idol is a 12/12 Trampler, no crazy effects but a massive beater that has a die trigger.
Most demons are decent choices. I'm a big fan of how Kuro, Pitlord can instantly clear a board, but his upkeep cost is kind of gross.
As far as budget reanimation cards, I'm a huge fan of Apprentice Necromancer for reanimation targets with ETB triggers. It works extremely well with Sun Titan, which is out of Korvold colors but a gross combo to be aware of nonetheless (Sun Tit ETB returns the Necro, the attack trigger returns something else too). I also like Life / Death which has lots of potential in Korvold (make lands into creatures, then sac creatures to draw tons of cards) outside of just reanimation. Animate Dead and Dance of the Dead are both inexpensive at around $5 and $10 respectively last I checked and are worth getting, they will be staples even in 100% optimized reanimator. Whisper, Blood Liturgist has nice use when you get Korvold sac triggers, but needs cheap token or reusable bodies to use consistently and is expensive to cast at 4 CMC. Victimize is a great card, but once again requires bodies on the field. Exhume is fast to cast but you usually want to pair it with graveyard removal or time it well. Dread Return is a useful card that does well with lots of bodies and can be used twice. Doomed Necromancer is great Korvold tech but slow at 3 CMC + summoning sick, usually activating on turn 4 or later.
Buried Alive is a phenomenal card that can enable reanimator strategies, a definite must-include.
Cheap discard outlets also help move fatties from your hand to the graveyard. I can recommend Putrid Imp as the GOAT, but also Tortured Existence, Wild Mongrel, Faithless Looting, Noose Constrictor and Fauna Shaman. You can also look to some one-time spells to help you discard, I recommend Collective Brutality and Smallpox especially. Bog Witch can work wonders in slower metas, but will be a cut when your deck gets more optimized.
October 21, 2020 7:20 p.m.
Hot take here, but I actually really hope that Imperial Seal doesn't get reprinted now or ever. Seal is much more of a collector's item, and I'd hate to see it pop up in every single black deck I sit down against. Vampiric Tutor is the card that should receive reprints and be in the medium budget range ($25-$50) for decks to acquire. I'd also dislike to see Personal Tutor, Sylvan Tutor, and other valuable Portal cards like Capture of Jingzhou receive reprints as well. All of these cards have equivalents that are much more affordable, and those cards should be receiving the reprints. I also think it will help the player base more to have common staples like Vampiric Tutor and the mirage tutors at budget prices ($10-$25 if I'm dreaming) rather than drop an expensive card like Imperial Seal from $500 down to $200 or $150. Even if Imperial Seal were to drop down to $75 which I consider extremely unlikely, it would still be out of the price range of many of the players who wanted the reprint.
That being said, I believe Imperial Seal will get a reprint in the next 2-5 years with almost 100% certainty. It will be a mythic rare to chase in some premium product.
I'd love to see any and all land reprints outside of ABU Duals. By far the least fun and least sexy part of assembling a deck, but absolutely necessary for 3+ color commanders. Shocklands, Checklands, Filterlands, and Painlands should all be affordable so players can build various decks. I'm even on board for fetchland reprints. I'd also like to see more fast mana reprints, specifically Mana Vault and Mox Amber. I'd also like to see efficient answers reprinted, always down for a Force of Will reprint and even Force of Negation, and I also think Abrupt Decay Assassin's Trophy Toxic Deluge Vandalblast Wrath of God Damnation and more.
I'd also love to see another cycle of Magus creatures. I've always thought they were very tastefully done, and excellent for EDH.
October 21, 2020 4:12 p.m.
Simian Spirit Guide into Crack the Earth is 2-for-1'ing yourself. Land + Crack the Earth is also 2-for-1'ing yourself. I see the appeal of Crack the Earth, but often times it won't be enough to truly bury an opponent's game plan. Smallpox is a much stronger card and there are more angles to exploit playing it i.e. not having a creature in play, or gaining benefit from the land/creature sac or the discard. Having Crack the Earth as a cornerstone of the deck with no card draw will be a recipe for falling behind game after game.
Consider white splash. Flagstones of Trokair lets you break parity on symmetrical land destruction like Smallpox. Also hitting a Fulminator Mage with a Gift of Immortality is a surefire way to wreak havoc on enemy lands, as well as handle swinging aggro decks that can easily play in the 1-2 mana range.
I really don't see the point in playing Blood Moon if you're going to be destroying lands as the focus.
October 19, 2020 3:37 a.m.
My favorite chaos card is also one of my favorite griefer cards, Planar Chaos. Extremely powerful if you are ahead on the board state, and powerful against opponents who wish to cast lots of spells in a single turn or ram down a combo. Gets absolutely bananas when combined with uncounterable spells, or recursion effects like Sun Titan/Hall of Heliod's Generosity.
October 17, 2020 2:04 p.m.
Uhhhh, I don't know fellas, should we build our 99 card piles around the 1 card that we literally always have access to at every single point in the game, especially considering that we only start with 7 of those 99 cards and will most likely see 10-30 of those 99 cards over the course of the entire game?
October 17, 2020 2:23 a.m.
Temur Sabertooth + Zacama, Primal Calamity works by repeatedly bouncing the Zacama to abuse the "untap all lands when it enters the battlefield" ability on Zacama. It will require 11 mana from lands to break even, or 12 mana from lands to create a positive infinite mana loop. With the very high land requirement, it is not a good inclusion for competitive edh unless Zacama is your commander.
I recommend looking at infinite combos in already existing cedh decks in those colors. Synergy has recommend some competitive level combos, but I can contribute some more. Off the top of my head, I can recommend some:
Big Dork + Untap effect = Infinite mana. Look at Priest of Titania, Selvala, Heart of the Wilds, Bloom Tender, or Marwyn, the Nurturer for your big dork needs. Look at Umbral Mantle and Staff of Domination for your untapping needs, honorable mention to Sword of the Paruns which I don't recommend.
Underworld Breach has lots of great combos, most of the playable ones are in mono red for Naya colors. Shameless self plug, check out my EDH Underworld Breach combo guide here, I cover card choices and how to pilot the combos in detail here - https://tappedout.net/mtg-decks/the-underworld-breach-edh-combo-guide/
Another option, but definitely not a top tier combo, is Boonweaver Giant + Pattern of Rebirth + Sac Outlet. This combo works by abusing creatures that return Boonweaver from the graveyard to play to continue pulling creatures from your library until you have assembled your actual winning combo. Generally you pull Karmic Guide -> return Boonweaver -> sac Boonweaver to fetch Fiend Hunter -> Fiend your Guide -> Sac Fiend to return Guide, which returns Boonweaver -> Fetch Reveillark which returns Guide + Fiend Hunter to loop to pull all creatures from your deck. You can find a very well detailed guide for this combo here - https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/621075-karador-boonweaver-combo The guide is for Abzan colors, but the core of the combo is GW and can easily be adapted to Naya colors, especially with red creature sac outlets like Goblin Bombardment. This is a fun combo, high powered but not competitive, and will blow the minds of most players who haven't seen it in action before.
October 12, 2020 4:33 p.m.
DeinoStinkus Nowhere did I accuse anyone of anything. Thinking outside the box is not a synonym for intelligence, and I have called nobody stupid. Thanks for calling me toxic without discussing the topic, linking cards, or talking qualitatively about the discussion, you've contributed greatly to the discussion and education of every reader!
October 10, 2020 7:55 p.m.
Does incredible work with Mana Echoes, pair with any X spell.
Free cantrips with Glimpse of Nature, fantastic with multiples. This was the basis of a legacy deck, here's a link https://www.mtggoldfish.com/deck/508428#paper It is a deprecated deck, but it is probably 1 or 2 printings from a spicy return, and should be looked at in any serious discussion of kobolds
Huge ramp with Gaea's Cradle
Wombo combo with Essence of the Wild for beatdowns
Just because you can't think outside the box doesn't mean they are terrible cards. It took me five minutes to find these combos and this deck, probably less time than it took to write your article.
Kher Keep is not a bad card. Instant speed token creation has lots of uses, especially blocking in EDH. Being on a land means it is extremely hard to interact with. Off the top if my head, it can be useful for creatures in a Polymorph style deck, or any deck that doesn't want to slot creature cards in the deck.
October 10, 2020 7:06 p.m.
Commander / EDH*
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