- ericbsmtg
- Registered User
-
Member for 8 years, 3 months, and 21 days
Last active Wed, Jul, 8 2020 05:51:47
- 0 Followers
- 113 Total Posts
- 13 Thanks
-
1
The Fluff posted a message on Your top pick ups from the new Guilds of Ravnica setWill get an Assassin's Trophy once the price settle's down... for now, all I can put on my SCG cart are fun cards for casual decks.. affectionate indrik, crackling drake, never happened, nightveil sprite, and ochran assassin.Posted in: Magic General - To post a comment, please login or register a new account.
2
3
If it is the former than this could enable some shenanigans.
Also i'm pretty sure that this would stack with multiples. so surveil 1 to 3 to 5 to 7 to 9. Sounds pretty good
2
3
2
2
1
3x Jaddi Offshoot
3x Tireless Tracker
2x Mina and Denn, Wildborn
3x The Gitrog Monster
2x World Breaker
1x Ulamog, The Ceaseless Hunger
1x Emrakul, The Promised End
Planeswalkers (2)
2x Nissa, Vital Force
Enchantments (6)
4x Crawling Sensation
2x Cryptolith Rite
Sorceries (5)
2x Nahiri's Wrath
3x Splendid Reclamation
2x Lightning Axe
Lands (30)
2x Blighted Fen
2x Cinder Glade
4x Drownyard Temple
4x Evolving Wilds
6x Forest
4x Hissing Quagmire
1x Mortuary Mire
3x Mountain
1x Swamp
2x Westvale Abbey
1x Sanctum of Ugin
2x Pick the Brain
2x Clip Wings
1x Fall of the Titans
2x Ishkanah, Grafwidow
3x Radiant Flames
3x Appetite for the Unnatural
1x Chandra, Flamecaller
1x Chandra, Torch of Defiance
The Gitrog Monster:This guy here has always been a personal favorite of mine, I have tried standard decks with him before and have a really fun commander deck with him at the helm. Gitrog does a lot for this deck, he provides card draw, additional land drops, and provides great strength on the board being a 6/6 deathtouch. Since we run 30 lands it should never be very hard to get that 2nd land drop per turn. The sacrificing of land every turn isn't to much to worry about since we have many ways to bring back the land or get enough land to where it doesn't matter.
Splendid Reclamation:This card is quite possibly the strongest ramp card in the deck. It is most times good at every point of the game from early game to late game. Early game you are able to bring back your evolving wilds and any lands that go to grave from an early crawling sensations most times hitting anywhere from 1-3 lands and bringing them back into play. Mid game you are able to bring back everything you could early game plus any more of the hits from the crawling sensations and the lands that gitrog has sacced. Late game again you have just more of the last two. The last thing about splendid reclamation is that if you get multiples of it in a game it is still really good because you will always have lands in grave from either gitrog or crawling sensations.
World Breaker:It's time for the first of the eldrazi. World Breaker is the all around safety card for enemy gameplans as when you cast it he exiles artifacts, enchantments, and if your opponent isn't playing either of those then you can always just get rid of a land. He also helps against flyers seeing as he is a 5/7 with reach. The reach really does matter because this deck has issues with flyers since it doesn't have many cards with reach or flying. And lastly to make world breaker the biggest annoyance of them all he also has recursion by saccing a land returning it to my hand.
Ulamog, The Ceaseless Hunger:This bad boy can help close out games by getting rid of anything on the board that is stalling the game out or by just milling the opponent out. You should practically always be able to pull a win out if your opponents board state is slightly ahead or if you are ahead. Really the card that will end a game that is at a stalemate.
Emrakul, The Promised End:Practically the same as Ulamog except it lets you deal with the major problems your opponents have on board through sabotage.
Tireless Tracker:This card is quite nice as for this deck it can end up giving us a pseudo emblem of pay 2 draw a card. The main problem with this card for us is that it is very susceptible to burn removal early since it is a 3 drop with only 2 toughness. Although, this card can do a lot on its own if it survives to 4 toughness by growing till it gets into one shot territory.
Retreat to Kazandu:This card helps you come back from the brink of death or pull a win out of no where. There are many scenarios to where you can get 3-5 landfall triggers in a turn and gain either a crud ton of life or get more damage on board. It could end up letting you get either a huge cushion of life or build up your military by getting 2+ triggers each turn.
Nissa, Vital Force:This planeswalker is filling many slots for this deck. She is ramp with her +1 by untapping a land, provides a creature with +1, can bring us back anything except radiant flames and splendid reclamation from our grave to hand with -3, and the ever so glorious ultimate that we can proc the turn after it comes out with the -6. The ultimate being an emblem that is landfall - draw a card. That emblem can end up ensuring 2+ land drops per turn and help us dig for our win cons.
Mina and Denn, Wildborn:This duo is really just the weaker, but still good, version of gitrog. They give you an additional land drop, an ability to bring land back to hand from play so you can abuse landfall triggers, a way to give trample to your creatures(mainly to gitrog since he has deathtouch), and it's a good body being a 4/4.
Deathcap Cultivator:This is a very good utility creature for the early game and mid game. It helps us get our key cards out early to speed up our game plan. Deathcap suffers from the same problem that tracker does in the fact that burn of any type can kill it. In mid to late game though if we're able to get the delirium then it can trade with a much more valuable creature of your opponents.
Radiant Flames:This is a card that is filling a slot of board control, but I'm still testing other options of removal like Lightning Axe, Kozilek's Return, and Nahiri's Wrath.
Drownyard Temple:The bread and butter land of this deck. This land is gitrog's repeatable sac each turn. Also it can be additional ramp if it gets milled from crawling sensations.
Evolving Wilds:Bread and butter land #2 of this deck. Early game this land gives good mana fixing by letting us get any basic we need. It also provides us for a good splendid reclamation early if we get one or two in grave before turn 4, and it also leads into future splendid reclamations by replacing itself in play and going into grave. Mid to late game it gives us major amounts of worth by becoming a cantrip if gitrog is out and giving two landfall triggers.
Westvale Abbey:The last of the major win cons of this deck. This land combos quite nicely with crawling sensations (especially if you get multiples out) as it makes transforming the land quite easy. The flip side gives you a flying indestructible lifelink haste 9/7 creature that is very hard to deal with if your opponent doesn't have exile or bounce ready. Also it can give you a 1/1 for 5 mana... I know it matters a lot.
Hissing Quagmire:A man land with deathtouch that can put us over the top with the two more damage it can provide. Also provides good mana fixing.
Mortuary Mire:The one of land that could. This land is in here to help us late game bring back a win con like ulamog or emrakul that ended up in the grave somehow through out the game. The main problems with this card is that it only taps for black (our least used color), enters tapped, and only puts the creature from grave back on top of library. The nice thing about this land though is that you can repeat its etb by having gitrog eat it then use splendid reclamation to bring it back and get another creature back from grave.
3x Jaddi Offshoot
4x Grim Flayer
3x Tireless Tracker
3x The Gitrog Monster
2x World Breaker
1x Ulamog, The Ceaseless Hunger
1x Emrakul, The Promised End
Planeswalkers (2)
2x Nissa, Vital Force
Enchantments (8)
2x Cryptolith Rite
4x Crawling Sensation
2x Retreat to Kazandu
3x Splendid Reclamation
Lands (30)
2x Blighted Fen
2x Shrine of the Forsaken Gods
4x Drownyard Temple
4x Evolving Wilds
6x Forest
4x Hissing Quagmire
1x Mortuary Mire
4x Swamp
2x Westvale Abbey
1x Sanctum of Ugin
2x Transgress the Mind
2x Clip Wings
2x Pick the Brain
2x Ishkanah, Grafwidow
3x Appetite for the Unnatural
2x Eliminate the Competition
2x Harsh Scrutiny
2x Jaddi Offshoot
3x Servant of the Conduit
3x Architect of the Untamed
3x The Gitrog Monster
1x World Breaker
1x Ulamog, The Ceaseless Hunger
1x Emrakul, The Promised End
1x Demon of Dark Schemes
Planeswalkers (2)
2x Nissa, Vital Force
Enchantments (6)
2x Cryptolith Rite
4x Crawling Sensation
3x Aetherworks Marvel
Sorceries (3)
3x Splendid Reclamation
Lands (30)
4x Aether hub
2x Blighted Fen
4x Drownyard Temple
4x Evolving Wilds
5x Forest
4x Hissing Quagmire
1x Mortuary Mire
3x Swamp
2x Westvale Abbey
1x Sanctum of Ugin
2x Transgress the Mind
2x Clip Wings
2x Pick the Brain
2x Harsh Scrutiny
2x Ishkanah, Grafwidow
3x Appetite for the Unnatural
2x Eliminate the Competition
Things that still need to be done: list of cards that aren't in here but could go in here, why play this deck section, how to play this deck section, Multiple different decklists, deck experience, finish formatting, finishing touches, and fix sideboard.
11/30 Changed Sideboards slightly. Changed out Essence Extraction for 1 more Eliminate the Competition and 2 Harsh Scrutiny in the energy and Delirium variants.
I'm thinking about taking out the Tireless Trackers or Mina and Denn, Wildborn from the decks to possibly make room for Grapple with the Past and Eliminate the Competition to help the deck reach delirium a bit more consistently and taking it out in the jund deck for probably more removal like Lightning Axe and/or Eliminate the Competition. Also thinking about maybe taking out the two Chandras from sideboard in the jund deck for 2 Eliminate the Competition. I have been really liking eliminate the competition for the deck since it just provides the best board wipe for this deck by letting us just sac all of our insect tokens while leaving our gitrog or huge eldrazi out practically securing the game. Another card I wanna try is Nissa, Voice of Zendikar. She helps spam plants to help with defending and the cryptolith rites and eliminate the competition plans.
1
1
1