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Said on where can't I ......

#1

You can't play with signed cards? That seems odd.

Where do card art alters fall?

October 19, 2019 5:03 a.m.

Said on Mono blue tempo ......

#2

I have a pet theory that Sarkhan420X shitposts under new accounts that contain an X at the end, like Liliana69X and this new one Uchiha9001X. Also lol @ RedPowerRanger9001 and Uchiha9001X both joined tappedout 24 hours ago with a 9001 in their name, and both decided to jump right into aggressive postings in the modern forum before any decklists, neat coincidence.

I think its extremely obvious what Toolmaster was getting at, and its unfortunate that we are caught up on definitions instead of reading the entire message for comprehension. No one is saying Lightning Bolt doesn't win games, but when your deck is 20 mountains and 40 bolt variants, calling all of them a wincon isn't really giving you any new information.

As far as cards for your deck, I think Curator of Mysteries is criminally underrated, especially for budget builds. 4/4 flyer for 4 that can cycle away if you're flush with them early, and gives extra utility from running other cycle cards. An updated version of the classic Air Elemental . Works well with the cycle lands if you want to draw on the cheap while still holding up control during your opponents turn.

Pteramander is also an excellent choice. You get your flying beats earlier than with Curator but you still have the option of adapting later in the game to keep up pressure.

October 12, 2019 6:01 a.m.

Said on How to build ......

#3

The most important question for building any deck is the environment its going to play in. If you have a competitive deck, you almost always need a discrete infinite combo to finish out games. Especially in a format like EDH, where players gain life, pillowfort up, and generally stall out games, having a guaranteed A + B combo to win makes a huge difference. The combo you want will depend on your colors and commander, but once you know a handful of them you can simply plug and play.

Mana is especially important, as people have touched on. I like to run my decks around 33 mana, never more than 36 in fatty casual decks. I definitely recommend running extra cards to give you more mana, one of the easiest ways to improve the efficiency of your deck. Somewhere 8-11 rocks is usually excellent, and you can cut it smaller if you run mana producing creatures. Regardless of whether you choose creatures, artifacts, or enchantments to help ramp, I recommend at least one set. In EDH it is common for players to run wipe cards that will wipe out entire mana bases, such as Armageddon against lands, Wrath of God against creatures, and Shatterstorm against artifacts. Not having your entire mana base get destroyed by one of these is crucial.

Next, every deck needs removal and every deck needs draw or tutors. Removal is interaction for your opponents who are also trying to achieve their own game plan. Draw and tutor give you access to more resources, so there's a higher chance you get the resources you need at the correct time. Learn the cheap and efficient staples for each color in these regards, you will see them in deck after deck. You want to slot low cost spells, a strong rule of thumb is if it costs more than 3 mana, it better be able to handle two or more things.

As others have also mentioned, pare down your deck to focus in on your big themes. One way I like to do this when I'm building paper is to separate my potential cards into different piles based upon what they do. For example, if I have 120 cards I want to put into a Nekusar, the Mindrazer deck. I'm going to make piles for mana rocks, cards that make everyone draw, removal and wipes, creatures for value, etc. I can then see that my pile of sweet equipment for Nekusar to attack with only includes 3 parts, and it makes it easier to cut them where I would have otherwise kept them in. Piling them by effect helps give that distance.

My last piece of advice is to consider the way the format is set up. You run a 99 card deck of singletons, and you have a single card that you always have access to. Your commander is your bread and butter, and while its possible to build great decks that work independently of the commander, you shouldn't ignore the consistency of having 100% access to your commander. What do I mean by this? You need to choose the cards that go into the 99 based on how they perform with the commander before you add them based on how they perform with each other. Yeah casting Scheming Symmetry after ramming Aven Mindcensor is a pretty sweet play, but its going to be rare situations where you happen to draw both of them at the same time from a 99 card deck. Run cards that are strong in the slots at all times, not just when you get the Christmasland 1 2 or 3 cards in your deck that make it go. Focus your cards to work in tandem with the commander, and after you gain more experience in the format then consider how you can layer combos that work without your commander.

October 12, 2019 5:10 a.m.

I just learned of some awesome new red stax enchantments and was wondering why they don't see more play.

Smoke is like a red winter orb for creatures. Most competitive green decks run a suite of 1 mana cost dorks, so this slows them drastically. Slows draws from Tymna, and beat down from stax decks. It has some serious defensive applications against wide decks.

Tectonic Instability seems like an obnoxious card, and potentially back-breaking with Winter Orb Static Orb Hokori, Dust Drinker Mana Web . At the very worst, this card reads "Your opponents lands ETB tapped"

Mudslide is another creature hoser, and while players can get out of it, it seems strong in combination with other taxing effects like Sphere of Resistance and friends. Once again this card robs mana dorks of their speed and resilience.

Are these stax effects strong enough to be viable?

October 9, 2019 5:02 p.m.

Said on Haïti chérie...

#5

I'm assuming this is a budgetless list, so my first question is why no Mox Opal ? Oversight or intentional?

Next, how do you handle resolved creatures? You have three spells capable of removing a critter off the board, in Chain of Vapor Cyclonic Rift and Toxic Deluge , but that's about it from what I can see. Why don't you run Ensnaring Bridge Humility Damnation or similar? I understand you want to be proactive with counterspells but there's no way you can lock the other 3 players with 1 for 1 trades while you're also building your board. Also consider that bouncing THEN countering a spell is 2-for-1'ing yourself when you could just Swords to Plowshares it. Literally every deck features a creature as the commander so its not like you won't have targets except the unbelievably rare pod of 4 PW commanders.

Are you aware in that you have a wincon with Angel's Grace + Ad Nauseam + Silence + Brainstorm + Windfall + Yawgmoth's Will ? I don't see the line listed despite being a built in backup if both labman + Jace are exiled. I see Yawgill + Grace listed but it doesn't look like you realize you can force 99+ draws to win.

Have you considered running tutor hate in tandem with Scheming Symmetry ? Aven Mindcensor or Leonin Arbiter break parity and are worth running even without Symmetry. I understand this is meant to be a bear-lite build but with how many wheels (free draws for opponents) you're running, turning off tutors may save your bacon. Also works well with Wishclaw which you seem to enjoy (its a Grim Tutor for first activation but being reusable for cheap unconditional tutor is fantastic so I have mixed feelings)

Have you considered miracle cards for Aminatous +1? Having the ability to always get them for the miracle cost is pretty rad. Banishing Stroke Devastation Tide Temporal Mastery Terminus . The timewalk one should be worth a consideration for sure. Miracle cards also make great surprise plays with EOT Vampiric Tutor or Mystical Tutor

Have you played against a discard stax deck like Nath or a mana denial stax deck yet? Your low amount of removal is leading me to believe that a resolved Trinisphere or Oppression makes this deck cry big sad tears.

Why would I choose Aminatou as the commander over Zur for a similar build? Zur can consistently grab Waste Not to kickstart wheel lines or value grinders like Necropotence Rhystic Study . I like the Aminatou interaction with Wishclaw but I don't think that single interaction in your 99 can justify the choice when Zur is going to give you 100% consistency. I normally see Aminatou decks run stax pieces that it can break parity on by blinking your own permanents ( Static Orb shutting the game down but you blink a tapped Mana Vault to get far ahead, blinking a 1 counter Tangle Wire to reset it, untapping your Ancient Tomb while Winter Orb is out, etc.etc.). You could certainly run strong hate cards like Winter Orb without turning off your combo lines. Cost enhancers like Trinisphere or Sphere of Resistance might prove unwise though.

Extremely interesting build, curious to see where it goes. Cheers

October 8, 2019 9:59 p.m.

Said on Tana / Tymna, ......

#6

Alright, lets look at Loyal Retainers in another way.

You're running 7 legendary creatures outside of your commanders (which we will assume you WONT send to GY), so there are only 7 creatures that Loyal Retainers can return. Assuming a 99 card deck, 7 in starting hand, and 2 specific cards to see (retainers + legend), you've got a 7% chance to get Retainers, and a 41% chance to have one of your legends in your opener. After 5 draws, you're only at a 60% chance to hit a legend.

Now lets compare to Life . Same chance to see the card, 7%, but it works with 29 creatures instead of 7. Geometric calculator is telling me 91% chance to see a creature in your opener that works with Life . After 5 draws, 98.8% that you'll have a critter.

Obviously Retainers does have some benefit. It can be used to make an infinite etb/ltb loop for winning. How valuable is that to your deck though? Loyal Retainers can only be used BEFORE combat on your turn, and Tymna gives you cards AFTER combat. Your main source of card advantage is going to cause you to have to wait a rotation after finding all the pieces to your combo. This is a massive downside. You can already assemble infinite loops with Saffi + Titan, or Saffi + Karmic.

Lets imagine another scenario. You have the Saffi on the board with Retainers, but you have Sun Titan/Karmic Guide in the graveyard. Loyal Retainers can't grab that half of your combo back for you.

Reveillark is going to outperform Loyal Retainers most of the time. It forms a loop with Saffi + Karmic + sac outlet to recover your entire GY.

  • Sacrifice Saffi Eriksdotter targeting Karmic Guide
  • Sacrifice Karmic Guide . It returns to battlefield, we put ETB trigger on stack targeting Reveillark
  • After Reveillark returns to battlefield, we sacrifice Karmic guide. We now have both Saffi + Guide in GY
  • Reveillark is sacrificed, we will return both Saffi AND Karmic.
  • We now pull creature 1 we want from GY with Karmic
  • Sacrifice Saffi, targeting Karmic. Sacrifice Karmic, it returns from Saffi effect, giving us Reveillark again. Sac Karmic so its in GY, then sac Reveillark to give us Karmic + Saffi. Karmic entering gives us creature 2 from our GY. Rinse and repeat until you pull entire GY and combo finish.

Other Stuff

You're running Kiki and splinter twin but you don't have any creature payloads to win. If you want to value reuse/copy creatures with an ETB, there are more cost efficient ways of doing it. I recommend you either cut these or put in Village Bell-Ringer or Combat Celebrant to have a Kiki payload. Overall though, I would just cut this combo.

You're running Yisan and Birthing Pod but you aren't running the cards to make them go. You need effects that untap them based off creature ETBs or actives, which are slot intensive. Yisan is dope, but if you aren't running the cards to support it you're running a slow tutor. Once again, I'd cut these if you aren't going to build around.

You are trying to fit too many combos in. Pick 1 or two that overlap in card usage and cut the others. Its better to do two things extremely well than it is to do 5 things mediocre. You should run reanimation loops + protean hulk + sac outlets, OR you should run kiki combo + pod/yisan lines. The hulk/animation loops both require sac outlets to be present on your field, while kiki/pod lines require untap effects. This will let you reuse your combo cards in multiple spots which will help reduce dead draws. Nothing feels worse than when you're holding 3 different pieces to three different combos that have very little utility outside combo lines. This is also why you're struggling to find space for more stax and ramp pieces.

You are also running a pretty high amount of beater cards. You should pare them down and run only the most efficient beater cards with high utility. Cathars' Crusade is a nice card but it does nothing on its own and buckles from Wrath effects. Compare to Elesh Norn, Grand Cenobite which gives a buff but can also beat even if its your only creature. It also hurts your enemies board presence greatly. Bitterblossom is a fantastic card but you aren't getting as much value out of it because you aren't running enough pieces to slow down the game. Keep it but consider that a 1/1 flyer doesn't do much if your opponent is able to drop their giant dragon commander, you have to slow the game! Champion of Lambholt will provide you with free swings, but if you just lock the game out instead you don't need the evasion and this card doesn't beat that well. Custodi Soulcaller is a meme card, it requires either haste or an untap step (so its slow), you have to swing to use it, and its limited in what it can grab, and it gets worse the fewer players there are.

Price of Glory is a wonderful hate card, but unfortunately far less effective than you think. Compare to Grand Abolisher . Abolisher can beat down, which is your game plan. Abolisher 100% protects your combo window. Price of Glory doesn't stop the counterspell that stops your combo, it just exacts a massive price for your opponent casting it. However, when faced with the option of losing the game or losing two lands, every single opponent is going to choose the two lands. Strong card but you don't need to run it.

Zombie Infestation is a nice discard outlet, and great when you're ahead and have locked the board. Just like Bitterblossom though, you have to slow the game or this card will be outclassed by the casual stompy 6 drops that are allowed to hit the table. Stax up or cut out.

Broken Bond is nice for minor ramp but bad for sorcery speed. Doesn't let you stop combos popping off. Don't be tempted by this card. Run Nature's Claim for cheap instant speed removal.

Cryptolith Rite is strong when you have a mana sink or tons of critters. Tymna will keep you stocked up on cards to dump with, while Tana gives you the critters. If you can afford it, Carpet of Flowers will outperform this card though. Keep it around if you don't have access to the Carpet.

What Goes In

So after cutting down all the shenanigans, heres what you want to add

DORKS: You get cards for hitting with creatures. Dorks are creatures that give mana and come out very fast. The maximum density of turn 1 dorks means Tymna turn 2, means free cards turn 3. This will improve the consistency of your deck more than anything else you can put in. You're currently missing Llanowar Elves Fyndhorn Elves Boreal Druid Deathrite Shaman Arbor Elf Elvish Mystic . These have the bonuses of working well with Priest of Titania and Elvish Archdruid , which will help you if you decide to run mana denial cards like Winter Orb or Armageddon (which I recommend both). Deathrite hates on GY and will ramp consistently with fetchlands which are prevalent in the format, extremely value. Arbor Elf can ramp more than 1 in tandem with Utopia Sprawl and Wild Growth . These dorks will help guarantee strong starts and consistent power to your deck I can't stress this enough.

ROCKS: Adding in the signets/talismans is going to ramp you, color fix you, and work in tandem with shutting off your opponents mana. Really really recommend these especially if your playtesting leaves you unhappy with mana availability.

STAX: This deck only works when you slow the game, I also want to stress this. Yeah you have some neat combos for winning discretely, but you are primarily a beater stax deck. Your commander gives you cards PER TURN, your other commander gives you CREATURES PER SWING. You want to games to go longer so you get more turns for more cards and more free creatures. It really isn't that hard dude. Cards that slow down the game will help you far more than they help your opponent, even symmetrical ones. This is why the deck runs Blood Moon despite being a four color deck. If you let your opponents start tutoring and dropping their big creatures, they will do better in combat than you and you will have a real bad day. If you hit their mana, stop their tutors and draw, and destroy their engines, you will pull ahead from the massive value you generate in the command zone. Please look at Root Maze Winter Orb Armageddon Rule of Law Deafening Silence Eidolon of Rhetoric Stranglehold Collector Ouphe Kataki, War's Wage

SAC OUTLETS: Real important if you decide to go with Reanimation/Protean combo lines. Look at Viscera Seer Carrion Feeder Altar of Dementia

Closing Thoughts

If you want to run a stax deck, you have to run the slow down pieces. If you want to build a cool reanimation combo deck, I recommend switching commanders or lists, take a peek at Karador Boonweaver

https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/621075-karador-boonweaver-combo

This list is certainly looking a lot better with the first round of revisions! With some more cuts and shaving off some combos, you will improve its efficiency a lot!

P.S. I couldn't open the choice guidelines tab you made sorry bud.

October 7, 2019 4:01 p.m.

The set that will benefit you the most really depends on what you're looking for in your new cards.

As far as price is concerned, check out this handy little graph. It will show you the cost versus the expected return of opening different sets that are still on the market.

https://www.mtgstocks.com/analytics/expectedvalue

As far as my personal recommendation, I bought a box of Masters 25 last year and absolutely loved it. It spans the whole gamut of Magic sets, and it will have a lot of playability in commander as well as other formats. I know you aren't looking for chase-rares in sets, but Masters 25 has some great rares/mythics and you'll probably pull a neat one if you get a box.

https://magic.wizards.com/en/products/masters-25/Cards

No matter what box you get though, I'd recommend inviting a few friends over to draft it as you open it! Its tons of fun and is one of the best reasons to get a booster imo.

October 6, 2019 2:42 p.m.

Lets math it.

Fervent Champion gains effectiveness by having multiple Knights. Lets assume Fervent is the only Knight in your deck and you're running 4 of in a 60 card deck.

2 or more in opening: 6.32%

Pretty marginal benefit. However, we can assume that you don't need the second Knight until turn 2. This gives us either an additional 1 or 2 cards (play or draw)

2 or more turn 2 on play: 8.23%

2 or more turn 2 on draw: 10.3%

So if you could errata the Knights P/T to decimals, it would (effectively) be a 1.1/1.1. Does it deserve a deckslot for that power increase over say the utility of Fanatical Firebrand or Legion Loyalist ? Depends on what you want for your deck I suppose. Personally in this scenario I advocate for the slot of the Firebrand, I think the pinging to remove 1 adds much more utility than the 10% expected value on the attacks from the knight.

However

Fervent Champion performs much better in decks with more knights. This shouldn't be too much of a surprise but its worth showing the numbers for comparison

Assuming 12 knights in a 60 card deck (3 different 4-ofs)

2 or more in opening: 42.8%

2 or more turn 2 on play: 50.7%

2 or more turn 2 on draw: 58%

Having Fervent be a 1.5/1.5 is a significantly better than a 1.1/1.1. This does require you to run knightsgoodstuff.dec, so this is a card that will probably return in the future with the printing of a NEW knight that burn would run over Monastery Swiftspear or Goblin Guide .

The other scenario I foresee this card rising to prominence is if Wizards smokes meth and prints a card that is Pyrite Spellbomb stapled to Bloodforged Battle-Axe with an equip cost of 3.

October 6, 2019 2:04 a.m.

For absolute power purposes, talismans > signets > lockets.

As you play with more competitive EDH decks, the meta really begins to focus in on turn 3. Build a strong board or threaten a win by turn 3. Talismans and signets both allow you to untap on turn 3 with 4 mana available to expend. Talismans give you the option of a 1 cmc spell on the turn you play them, while signets do not. Lockets have the bonus draw, but it eats your precious turn 3 to have a better late game (less valuable the more competitive the pod is)

One often overlooked aspect to the signets is that they always provide 2 colors of mana, while talismans always provide 1 color of mana. If you had a plains and a Gruul Signet you could cast Lightning Bolt + Simplify , while a plains + Talisman of Impulse only gives you Lightning bolt OR simplify. If your deck needs better color consistency, the signets will outperform the talismans.

TL;DR talismans are faster, signets filter better, and lockets are not good.

October 5, 2019 4:08 a.m.

Said on Tana / Tymna, ......

#10

Alright, the single most glaring issue here is that you're running Razaketh but you don't have a Razaketh package to win. Normally in competitive decks, Razaketh is used to instantly assemble a combo to win after coming into play, off of the neat tools Life and Lion's Eye Diamond . While its a fantastic combo, LED is some serious $$$, and Razaketh is going to enter and potato for you here. I'd cut it

Second, you're suffering from trying to run too many things. There's simply no reason to have Ghave + Raza + Hulk + saffi/titan + kiki combo. Blood Pod is primarily a stax deck, so its much better to hit your stride on controlling the table than try to race the other (faster) combo decks. It will also free up a lot of slots. You should slim it down to just kiki combo, and up stax pieces. Look at Root Maze and other cards that come down on turn 1/2 and will slow extremely fast decks. Manglehorn is 3 CMC but its stax stapled to removal so its extremely worth considering. You also need to up your hatebear count, because currently you aren't really slowing the combo decks like you need to, just disrupting their mana. Look at Leonin Arbiter Eidolon of Rhetoric Spirit of the Labyrinth Glowrider and ofc both Thalias.

Third, anything over 3 CMC you should cast a real critical eye towards. You're trying to hit the board fast and strangle other players out before they get a strong board presence. Having expensive CMC cards is a double whammy, you aren't playing them early, and if it was different card you COULD be playing that card instead. I'm really looking at Doubling Season Ghoulcaller Ghisa Chainer, Nightmare Adept

Next, cut out utility dorks you don't need. Goodbye Soul Warden Magus of the Wheel Loyal Retainers . If you want life run Serra Ascendant instead. You shouldn't be trying to refill your opponents hands while you're staxing them out with Magus (plus its costing you 5 mana you COULD be doing something else). Loyal Retainers is slow and a meme outside combos, run Life in its place if you are looking for more resurrection effects.

Fourth, add more removal. If you add a creature based piece of removal like Caustic Caterpillar or Qasali Pridemage , all your creature tutors CAN double as removal.

TL;DR pull out expensive beater shiz and add more stax! This is a stax deck!

October 3, 2019 11:20 p.m.

Said on If Nicol bolas ......

#11

Correct indeed, I didn't see the exile to flip :O

October 3, 2019 2:18 p.m.

Said on If Nicol bolas ......

#12

The damage is indeed prevented

  • 711.12. When a double-faced permanent transforms, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it after it transforms.
  • Example: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn.

https://mtg.gamepedia.com/Double-faced_card

October 3, 2019 1:43 a.m.

Said on Blood Moon in ......

#13

Astrolabe is surprisingly good. Its worth running if you have enough snow basics. Compare it to Chromatic Star which sees play, and you'll like it. It gives 8 in hand starting turn 2 after dropping turn 1, while Chromatics give 7 in hand starting turn 2. If you aren't getting value from recurring the Chromatics to draw, then Astrolabe is worlds ahead.

The spirit guides are real nice, and they give some turn 1 or 2 explosiveness

Highly recommend the wild growths. They're like turn 1 dorks without summoning sickness who are removed by far fewer things than regular turn 1 dorks.

Search for Tomorrow is similar to Rampant Growth in that you will have 4 mana on turn 3 assuming land drops. It has the unfortunate drawback of being susceptible to taxing stax effects, so pass this over if you're running cost enhancers or expecting to play decks that do.

Karametra's Acolyte is pretty rad, but not helpful early. Swallow your pride and get Priest of Titania for $5, it plays in many cEDH builds so its a cheap worthwhile staple. Acolyte is helpful if your deck wants to hit infinite mana with an untapper and big dorks, but those lists will already recommend running Acolyte anyways. Not going to help you against Trinisphere and friends as much as you're picturing.

I also agree that if you have a Chromatic Lantern you should run it. While a 3 rock isn't ideal, the colorfixing that happens even after BM is fantastic. Not as many keepable hands as 2 rocks but there's trade offs to everything I suppose.

October 2, 2019 8:45 p.m.

Said on Blood Moon in ......

#14

You've correctly identified some methods already used (signets, dorks) which are extremely common in decks. This is because they 1) ramp 2) color fix 3) spread mana across permanent types to avoid getting wiped. You should DEFINITELY run the signets/talismans and available dorks, they are so incredibly efficient at what they do and at very low real dollar cost, and are diversified to avoid getting totally wiped. I know you want more lands but also consider Armageddon only costs $4 and has already had so many printings and you will see it in competitive decks and other low-tuner competitive decks. If you run Blood Moon on a budget, absolutely run the talismans and signets I can't stress that enough.

However, being a budget boy who wants to go fast myself, I've stumbled across similar questions before, so I'm more than willing to share what I've gleaned. You pretty much want cards that WILL come down turn 1 or 2, cards that give free stuff for cheap $$$, or or pump up those basic land #'s. You may also notice that in typical Blood Pod lists, there aren't that many red cards or red mana sources, and that many of my recommendations are green. You're going to want to weight your colors so red is a smaller part and to run very few red lands because all your nonbasics become Mountains, so run your nonbasics to include a red splash and then run more forests.

Sakura-Tribe Elder

It is a Rampant Growth on legs that can block-then-sac on annoying early creatures like Tymna the Weaver . Brings you to a basic so works with BM, it can swing to get Tymna triggers. It spiked a while ago but its still decently cheap to buy.

Rampant Growth Farseek Nature's Lore

Nature's Lore is the best of these three, as the forest enters untapped and it can grab shocklands with a Forest type if you dont have BM out. Growth gives the most utility by giving you any basic land for BM. Farseek gives any but a forest, but you have to make a green to cast it so you've got at least one green somehow. These are extremely playable fixer/ramp cards on a budget and are really going to help you with a budget Blood Moon land base. I recommend these over the 3 CMC counterparts Cultivate Kodama's Reach because they come out a turn faster so far lower chance you're going to get staxed out. They curve extremely well into having 4 mana on turn 3 (Tana on turn 3?), as opposed to using all your turn 3 mana for a big turn 4. They also raise the amount of keepable hands you will have, as 2 mana + growth gets you to Tymna, while 2 mana + Cultivate is a mulligan more times. They're even enjoyable to see sometimes late game after MLD.

Arcum's Astrolabe

Insane color fixing and it cantrips, the only problem is you have to run snow-basics instead. If you happen to have enough snow basics laying around, this is a very solid bet for color fixing.

Chromatic Sphere Chromatic Star

One of these is much cheaper to purchase, so I highly recommend that one. Fixes and cantrips, you really don't mind drawing them late at all.

Springleaf Drum

Color fixer and ramper, works real well with BM. Just add creatures.

Fetchlands

If you have them, they will deck thin + get you to the correct basic land. I know fetchlands are expensive, so also consider that there is a lesser known cycle of mirage ETB tapped fetchlands, while definitely worse, are much cheaper. Sleeper cards tagged for your convenience Flood Plain Bad River Rocky Tar Pit Mountain Valley Grasslands . Also DEFINITELY run Evolving Wilds and Terramorphic Expanse if you don't already. More sleeper fetches that might interest you Krosan Verge Thawing Glaciers

Simian Spirit Guide Elvish Spirit Guide

Nice replacements for Mox Opal and Mox Diamond . They let you hit signets/talismans/growths/big dorks on turn 1. They help you escape from underneath Trinisphere or Sphere of Resistance . They are slot intensive, but with Tymna in command zone to guarantee draws I would also highly recommend these. These will be invaluable in helping you get a stronger start than more expensive opposing stax decks. They're a small hit to the wallet but once again, fraction of the price of Opal/Diamond.

Wild Growth Utopia Sprawl

I didn't see these listed in the OP or in comments, so I definitely wanted to bring them up. Work extremely well to accelerate and color fix, they also work with Blood Moon . They're enchantments so it gives extra diversity from creatures/artifacts against wipes. Works extremely well with Arbor Elf and Voyaging Satyr

Landcycling

Tutors basic land of your choice to your hand. There are a couple downsides though 1) Doesn't ramp you at all 2) Most cards with landcycling aren't very good for the actual spell. Landcycling does have a few big perks though 1) its an activated ability, which makes it MUCH harder to interact with and mostly immune to stax effects 2) minor bonus utility of actually playing the card 3) it will become a land eventually so it dodges more hate than other permanent types. This would be effective if you had other strong stax decks in your meta, or a crazy amount of counterspells, but otherwise I'd try one of the other ones I listed first.

October 1, 2019 7:42 p.m.

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