UndeadCow

51 Decks, 187 Comments, 38 Reputation

All good! Hope I helped a little. Since it looks like you've now swapped for Muldrotha as your Commander, as you mentioned in your update 2 below, that could change recommendations as well. You may want to consider a few less instants and sorceries in place of creatures, enchantments and artifacts that do similar things, since Muldrotha can bring one permanent of each type back once a turn (that also includes planeswalkers and battles!). So if you have an enchantment that acts as a removal card, like [[seal of removal]], [[seal of doom]] or (my favourite) [[sinister concoction]], you can essentially use them every single turn one time by recurring them, rather than having an instant or sorcery that is only good once. Or other things, like [[spore frog]] or [[siren stormtamer]], which can protect you and your permanents from being damaged. I have a Muldrotha Commander deck in my deck list. Feel free to take a look if you're curious. Either way, I hope this works well for you and is as fun to play as it looks.

0
Posted 31 May 2023 at 05:12 in reply to #649833 on A Grave Mistake

Permalink

That's awesome, thank you!

0
Posted 31 May 2023 at 05:01 in reply to #649842 on Raiders4Less(Pauper Commander)

Permalink

Can I ask a random question? How did you hyperlink those cards in your comments? I had no Idea you could do that! Makes things so much easier for the reader.

1
Posted 26 May 2023 at 05:07 in reply to #649842 on Raiders4Less(Pauper Commander)

Permalink

Great concept! I like it and have similar builds. Here are some other suggestions that I think would fit well in a "Graveyard Matters" type deck. These are just some thoughts - totally up to you what you decide works best for the way you want to play.

If you really want to take advantage of Sidisi's ability, I think you need more creatures. I would aim for around 35-40 depending on how they synergize. You have recursion in here which is great, and you can get other creatures that help you with that as well. The more creatures you mill, the more tokens you get from Sidisi, and then with the recursion, you can bring them all back from the graveyard. You typically want to swarm the board with Sidisi, so consider taking out more non-creature spells and replacing them with creatures.

Creatures:
Muldrotha, the Gravetide - recursion on all permanents
Apocalypse Demon - takes advantage of your graveyard size
Embodiment of Agonies - takes advantage of your graveyard size
Eternal Witness - recursion of ANY card including non-creature spells - and replayable with other recursion cards
Graveblade Marauder - takes advantage of your graveyard size
Gravebreaker Lamia - mills your deck and allows you to cast cards from your graveyard at a discount
Gyruda, Doom of Depths - mills cards and gives you a free cast
Polukranos, Unchained - great removal on a stick and can easily be "escaped" with the size of your graveyard
Revenant - takes advantage of your graveyard size
Soul Swallower - takes advantage of your graveyard size
Spring-Leaf Avenger - recursion on all permanents
Archpriest of Shadows - recursion on creatures
Stitcher's Supplier - self mill
Storrev, Devkarin Lich - recursion on creatures and planeswalkers
Dreadhound - self mill and pings your opponent whenever a creature hits the graveyard from anywhere
Old Rutstein - self mill and gives you benefits
Slogurk, the Overslime - takes advantage of lands getting milled
Laboratory Maniac - self mill win condition
Dreamborn Muse - fun mill card but risky for you too unless you have a way to replenish your library (options below)

Other non-creature spells that you may find useful:
Reanimate - self explanatory lol
Regrowth - recursion of ANY card including non-creature spells
Altar of Dementia - great potential especially with recursion - you can mill yourself OR opponents with zombies tokens
Feldon's Cane - make sure you don't actually mill yourself and lose
Gaea's Blessing - similar to Feldon's Cane
Sinister Concoction - cheesy removal but I like it in this kind of deck
Sultai Ascendancy - self mill
Bala Ged Recovery - similar to Regrowth but can also act as a land - flexibility is key
Thassa's Oracle - self mill win condition
Jace, Wielder of Mysteries - self mill win condition in planeswalker form
Endless Obedience - recursion of creatures but you can use your little zombies to convoke it out cheaper
Rise from the Grave - recursion from ANY graveyard meaning you can grab a creature an opponent milled
Stitch Together - recursion of creatures and very easy to get threshold in this deck to cheat the creature into play
Vat of Rebirth - recursion that takes advantage of your creatures dying including your zombie tokens (yes, true!)
Rise of the Dark Realms - the ultimate creature recursion card

Cards to consider removing:
Boretuk Bonerattle - a little too slow and other creatures can offer better synergies - domain is also inconsistent
Elvish Rejuvenator - doesn't actually mill the cards which doesn't help with Sidisi
Flitting Guerilla - fun but hard to pull off the battle advantage in EDH/Commander
House Guildmage - the surveil in this case is a little too expensive and it won't trigger Sidisi
Hypnotic Grifter - same as House Guildmage
Mystic Snake - great card but doesn't really fit with the deck unless you plan on flashing it from the graveyard
Seeker's Squire - doesn't actually trigger Sidisi - the effect from explore doesn't actually mill the card
Scout the Borders - same as Seeker's Squire - doesn't trigger Sidisi
Garruk Relentless - fun card but doesn't really fit here, even when flipped
Invasion of Arcavios - I don't think you're playing with enough instants and sorceries to take good advantage of this

Also, just a random side note - EDH/Commander decks definitely need more than 30 land, especially when you're milling yourself as well. I would suggest between 35 and 37 in this deck, since it's relatively low casting, to make sure you can actually play out your curve properly.

There are plenty of other cards that could work as well but these were the ones that came to my mind quickly. Again it all depends on how YOU want to play the deck, so make sure you're not sacrificing the fun of playing this your way just because another card is good on it's own, or because I made a suggestion. This is your deck, not mine, and you need to be happy playing it.

Good luck and have fun!

0
Posted 26 May 2023 at 04:41 in reply to #649833 on A Grave Mistake

Permalink

I have Vision Charm in my mill deck as well on this site. Love the card and always have, just never thought of it as a wincon for Dreadnought.

Also, that is a mean trick to pull on someone trying to use a fetchland lol. Brilliant if you have nothing better to do.

0
Posted 05 October 2021 at 01:49 in reply to #644421 on Legacy Dreadnought

Permalink

Thank you for the friendly comment :) I really appreciate it. I was actually so focused on the deck itself, I completely forgot to update the tags and descriptions. I'm doing that now.

As for Vision Charm, I honestly didn't even think of phasing out as an option. This just blew my mind. I swapped out 2 Ponders for 2 Vision Charms. I didn't want to put in 4, because really the phasing delays my wincon by a full turn, but it's still useful if I can't find a Trickbind or Stifle.

0
Posted 05 October 2021 at 01:26 in reply to #644421 on Legacy Dreadnought

Permalink

Thanks for the suggestions! I was actually considering Winter's Grasp in my original deck build however I opted for cards that allow me to destroy non-land cards as well (ie: artifacts, creatures or enchantments) in case I can't handle what they're dishing out on the board. I'm not a big fan of Hurricane because of the risks inherent in lowering your own life total, but I see it's merit. I really do like Tremble as a sideboard card - similar to Raze, but amazing in multiplayer. Devastating Dreams was one I don't think I even considered. That could make a great addition, even in a 1v1 game. I really appreciate the time you took to give me other options that are pre-modern!

0
Posted 26 January 2016 at 06:58 in reply to #573538 on My Terravore is Hungry

Permalink

No problem. Enjoy :)

0
Posted 09 June 2015 at 01:06 in reply to #552605 on Count on Ajani

Permalink

Love the concept. Here are some other card ideas.

Abzan Battle Priest
Ajani's Pridemate
Avatar of the Resolute
Dragonscale General
Gleam of Authority
High Sentinels of Arashin
Incremental Growth
Inspiring Call
Nessian Wilds Ravager
Phalanx Leader
Sunbond
Subringer's Touch
Warden of the First Tree

0
Posted 08 June 2015 at 05:40 as a comment on Count on Ajani

Permalink

lol I found it very intriguing so I had to figure it out properly. I really like the concept, just hard to pull off. I'm sure there are other ways of doing it too. Some other cards to consider are:

Elvish Spirit Guide (green version of Simian Spirit Guide useable for Manamorphose)
Reckless Charge
Vampire's Bite
Lotus Petal (1 only to be legal in all formats, or if you have more it just won't be legal in vintage)
Black Lotus (obviously would be in here if you had it lol)

0
Posted 29 May 2015 at 21:58 in reply to #551300 on Turn 1 Infect Win

Permalink

Interesting combo, but (correct me if I'm wrong) it would be impossible to pull off unless you went second for the draw. I will show you what your only 2 options are. Both require you to go second, in which case you risk the opponent putting out 2 blockers, in which case your combo fails.

Working Option 1 (8 cards) - Memnite, Simian Spirit Guide x 2, Land (black mana), Hammerhand, Tainted Strike, Assault Strobe, Mutagenic Growth:
1. Play Memnite
2. Exile Simian Spirit Guide x 2 (2 red mana in pool)
3. Play a land and tap for black mana (2 red and 1 black mana in pool)
4. Play Hammerhand (1 damage) (1 red and 1 black mana in pool)
5. Play Tainted Strike (1 damage) (1 red mana in pool)
6. Play Assault Strobe (no mana left)
7. Play Mutagenic Growth by paying 2 life (2 damage)
You deal the opponent 10 damage which turns into 10 poison counters for the win.

Working Option 2 (9 cards) - Memnite, Simian Spirit Guide, Dark Ritual, Manamorphose (2 red mana), Land (black mana), Hammerhand, Tainted Strike, Assault Strobe, Mutagenic Growth:

1. Play Memnite or Ornithopter
2. Exile Simian Spirit Guide (1 red mana in pool)
3. Play a land and tap for black mana (1 red and 1 black mana in pool)
4. Play Dark Ritual (1 red and 3 black mana in pool)
5. Play Manamorphose (2 red and 2 black mana in pool) - Draw one of the following necessary cards
6. Play Hammerhand (1 damage) (1 red and 2 black mana in pool)
5. Play Tainted Strike (1 damage) (1 red and 1 black mana in pool)
6. Play Assault Strobe (1 black mana in pool)
7. Play Mutagenic Growth by paying 2 life and/or play Deviant Glee (no mana in pool) (2 damage)
You deal the opponent 10, 12 or 14 damage which turns into 10, 12 or 14 poison counters for the win.

Reasons why other options fail:
1. Ornithopter won't work unless you can cast both Deviant Glee AND Mutagenic Growth, in which case you need at least 8 cards.
2. Titan's Strength won't work because you can't generate enough red mana without having more than 9 cards.
3. You can't just have one of Manamorphose or Dark Ritual because you would run out of land for your combo.

I can explain why other card combinations would fail as well, but it would take a long time to explain, so let me know if you want me to. Either way, great idea, but very hard to pull off, and wouldn't really count as turn 1.

0
Posted 29 May 2015 at 01:30 as a comment on Turn 1 Infect Win

Permalink

OOOOOO! I like the idea of Thawing Glaciers, and with Amulet of Vigor, you could really benefit from that. HOWEVER...... I get the feeling that if you did that, you'd be focusing too much on land and not enough of on actually playing your combo (since nothing else you have comes into play tapped). Plus, you'd have to get rid of some of your better land to do that. If you want, you could take away the 4 darkslick shores and 2 of the undiscovered paradise and add in 2 thawing glaciers and 4 basic land (probably 2 of each). Up to you - I personally do think that the filtering is really important in Legacy as many players will have the fetch lands. The benefit of filtering means that the chance that you draw a key card is higher because you have 1 less land in your deck to worry about. I think the rest of your deck falls into place well once you have the land settled. I think you should play test it with multiple different land bases and see what seems to be more consistent and what you prefer more. Websites like Tappedout.net allow you to build your decks and then try them out, so maybe give that a shot. Alternatively, you can just use the "draw sample hand" feature on this site and see what kind of draws you come up with. It allows you to mulligan too which is great. Once again, all the best, and keep me posted. I'm actually really excited to see how well this works!

0
Posted 07 April 2015 at 01:47 in reply to #543850 on Legacy Dreadnought

Permalink

this is impossible on the first turn because when you end up drawing more lotus petals and more glimpse of natures, you won't have a hand of creatures to keep drawing. You're stuck with them in your hand, until the following turn. However if you add in a card called scapegoat, you would be guaranteed to win, because you could return all your creatures to your hand and redraw that many cards. great idea with this deck - just needs that final touch.

0
Posted 05 April 2015 at 06:12 as a comment on Turn one deck (100% win)

Permalink

Ok, this looks a lot better but I do have a few other suggestions for you but it's just my opinion and I don't want you to feel pressured to make the changes if you don't want to. You made a good call to drop some of the land, because you have to also remember that the lotus petals are pretty much lands too. To be on the safe side, I would drop the trinket mages (I know I said I like them, but they're your only 3-drop and with less land, you may not be able to get them out anyway). I would also take out 1 more lim-dul's vault. In place of those 3 cards, I would add 1 more reconstruction (blue card for force of will) and 2 not of this world. This gives you more chances to save your dreadnoughts since they are your only creatures.

Back to land.... I don't like the "come into play tapped" lands when you need to play things out so fast. I would try to swap them out. You have City of Brass in your sideboard which is a great replacement for some of the vivid lands, and if you have any others like that, I would suggest adding them in as well. I'm assuming at this point you don't have polluted delta or watery grave, which is unfortunate. If you do decide to play with "come into play tapped" lands, may I suggest bad river as a substitute and put in basic land that you can search for. Deck thinning through land grabs really helps you get the cards you really need faster.

I can't really think of anything else off the top of my head at this point. If I do think of anything else, I'll be sure to post. I really do like this deck and I hope it works out for you. Let me know how it goes with play testing :)

0
Posted 03 April 2015 at 05:29 in reply to #543850 on Legacy Dreadnought

Permalink

I really like this concept, but I think in order for it to be Legacy viable, it needs a lot faster mechanics and filtering/drawing abilities. A lot of Legacy decks find ways to combo out cards at crazy speed, so simply using Lim-Dul's Vault and Ponder may not be enough. I would suggest starting with some land changes. This is one of the key pieces of a successful Legacy deck, and unfortunately the most expensive as well. You need to have a consistently flexible land base. One thing that seems to be a staple are the fetch lands (in your case, Polluted Delta) because it allows you to get land that you can use immediately as well as thin your deck. I would also add in the shock land from Gatecrash called Watery Grave. This counts as both an island and a swamp, so it is searchable with Polluted Delta as well. Obviously also including Underground Sea (Alpha/Beta/Unlimited dual land) would be advised, but that makes this really expensive. I would also try to find more ways to get Phyrexian Dreadnought into play safely. One card I would add in here would be Stifle. It fits well in the colors, and allows you to have another option beyond Torpor Orb and Vision Charm. Next I would try to find other ways to get the necessary combo cards into your hand faster, rather than just having them in place to draw. Some options would be cards like Sleight of Hand, Anticipate, Diabolic Vision, Impulse, Plunge into Darkness and Strategic Planning (which can be used to combo with Unearth). I like some of the cards you have in your sideboard, and would consider mainboarding some of them like Trinket Mage, Hunted Horror and Reconstruction. These allow you to do more searching and recovery and can allow you to use other searching cards that dump cards into your graveyard like Careful Study and Forget. Other than that, I think you have a great deck here. I hope this helps and best of luck :)

0
Posted 01 April 2015 at 03:47 in reply to #543850 on Legacy Dreadnought

Permalink

You're right. I actually thought you were trying to do it through heroic triggers, but the Sage is going to be the lowest toughness creature so he will always get the 5 bolster counters. My mistake. Well thought out. I'm guessing you'll end up using a second mastodon to attack with aqueous form each additional turn. crazy idea, wow.

0
Posted 17 March 2015 at 05:35 in reply to #541779 on Infinite Turn Combo

Permalink

Sorry to tell you, but this doesn't work. The bolster ability does not target creatures. You can actually bolster creatures with shroud. The combo won't work as is. However, what would work is using some of the Abzan counter craziness to do what you're trying to do. There are a lot of creatures and spells that put counters on creatures, without having to use the bolster ability. Armament Corps, Satyr Grovedancer and Living Totem are good examples in Standard. Plus if you add Hardened Scales, you can double, triple or even quadruple the number of counters you add on, which can get you to the 5 counters you need very easily.

0
Posted 16 March 2015 at 13:45 as a comment on Infinite Turn Combo

Permalink

I agree with vaan104 regarding fate unraveler and urborg, tomb of yawgmoth. I also really like the idea of adding in damnable pact when it comes out. In addition, here are some other suggestions

howling mine
liliana's caress (or megrim)
bloodgift demon
caress of phyrexia (or harrowing journey)
Seizan, Perverter of Truth
blackmail
cunning lethemancer
mind shatter
mind sludge
quest for the nihil stone
the rack

0
Posted 13 March 2015 at 03:11 as a comment on Draw/Discard Devotion

Permalink

No worries. I try to be thorough so that deck builders can see all the other options available to them. No point in giving 1 or 2 cards, if you end up not liking the ideas. Have fun :)

0
Posted 20 February 2015 at 13:18 in reply to #537113 on Omnath Token Generator

Permalink

I like the concept. Here are some other card ideas that fit well:

Awakening Zone
Beacon of Creation
Bringer of the Green Dawn
Budoka Gardener/Dokai, Weaver of Life
Carrion Call
Creakwood Liege
Doubling Season (Better than Parallel Lives because it gives counters too)
Fresh Meat (interesting card because tokens hit the graveyard when they die)
Gelatinous Genesis
Giant Adephage
Growing Ranks
Hornet Nest
Hornet Queen
Imperious Perfect
Living Hive
Miming Slime (Copying the size of your huge Omnath)
Phyrexian Swarmlord
Rampaging Baloths
Soul of Zendikar
Sporemound
Verdant Embrace
Wormcoil Engine

0
Posted 20 February 2015 at 06:22 as a comment on Omnath Token Generator

Permalink

1-20 of 174 items

1 2 3 4 5 6 7 8 9 Last