By far my longest-running monocolored deck, originally built in order to be a different kind of a green deck. Over the years, it has really served its purpose. It can be very fast and find answers quite reliably. Mass removal is its main weakness, of course.
One of my longest-running decks with exceptional amounts of work put into it. The two main components are tutorable answers to as many situations as possible and protective measures for the commander. If you get to play your own game largely undisturbed, it's easy to set up a strong board, but if you have to spend every turn looking for yet another answer, the deck may be too slow.
Its the nature of the deck, wrecking everyone's board state multiple times just makes you the logical first target. I've got a black deck that is basically just Damnation and Drain Life and the same thing happens. Makes for interesting strategy decisions some times, but doing something challenging and different is half the fun.
I guess so. My original idea, though, was to make a deck that would only use the removal when needed. But it seems that when they know you have the potential, they'll want to hit you preemptively.
I wanted to try a deck with minimal amount of permanents and a lot of removal, and I found a primer for Phelddagrif, which I had wanted to try for a long time, so it seemed like a good choice. I'm sure this deck is great for more competitive environments but in casual games it actually seems to draw hate. I guess if MtG was more like VtES where the players have a built-in incentive to attack each other, it would be a different story.
I've had this deck for quite some time but haven't played it as much as many others. I guess it's in a bad spot between Rafiq and Sisay, sort of having the weaknesses of both and the flexibility of neither, and not offering much in exchange. If Kaalia gets to live, it can get lethal quickly, but if she's repeatedly removed, the deck regresses to a tribal without actual synergy. Having said that, hardcasting fatties with useful abilities can also be a winning strategy.
Having played Karador for years, I was instantly interested when Muldrotha came out, thinking that I'd be getting an improved version of the same theme. There's a good variation of cheap but useful spells of various types for maximum benefit.
Somehow however, I haven't quite gotten this to work the way I would have wanted. Half of the time, it's too slow and doesn't do much; and then sometimes it wins with Craterhoof Behemoth, which is probably I've won half of all my Commander wins ever (and which I'd rather not keep repeating anymore). I've seen versions with a lot more ramp, but I haven't wanted to go that way, thinking it would water down the actual answers the deck wants to play.
Finally got a chance to play the deck! It did nothing for a long time but somehow survived, and eventually won with Exsanguinate. Not exactly how I had planned it to go... I'll post the update next.
Slivers have been one of my favorite creature types ever since they first came out, but somehow I've managed to avoid making a CMD deck out of them. Probably it's because the manabase takes up so many resources that could be used in other decks. The choice of commander is also an interesting question. I ended up with Hivelord for resiliency's sake.
That sounds like a good idea. I put in some and will report when I've got the chance to try them in practice. I've recently had so many new decks to test that it's still waiting for its turn.
I really, really don't like Bon Jovi songs. I admit he's a great musician and a really decent human being. I just can't stand his voice in some songs. So, for me, your thread title counts a clickbait.
Haha well, I enjoy the band, but since all my decks are named after Eurovision entries (or sometimes eurobeat), the one to blame is this:
Maybe some token generators could help you go a long way in mitigating the negative effects of The Abyss. I do realize that in a perfect world you'd have enough devotion for Erebos to constantly be a creature, but that may not always be the case. The Demon who spawns tokens equal to your devotion (can't remember the name of it off the top of my head) would be a great choice, albeit expensive.
Could be. That's the reason Bitterblossom is there. I'll have to try and see.
I think Night's Whisper variants are pretty superfluous with Erebos.
That's a valid point. I have only played this deck perhaps once so far, and I made it based on my previous Xiahou Dun deck, which can still be seen in several places.
I'm not sure why you're running Bloodghast and Bitterblossom without stax elements like Contamination or Smokestack. I guess to carry swords? Seems like an okay use but frankly I try to avoid the combat step entirely with my deck because it's an easily disruptable strategy. Maybe you're running them to synergize with The Abyss but I feel like the better strategy there is to lower the creature count and/or to turn Erebos into a creature to always target him with it.
As the introduction says, the main purpose of this deck is to play The Abyss. I also dislike stax quite strongly. Perhaps a few more black noncreature permanents would be good for turning Erebos on more quickly?
This deck is yet another attempt to play The Abyss in a meaningful way. It does work pretty well, even though mono-black is a bit too passive by design for my taste.
My playgroup did a challenge where everybody had to build a deck according to rules set by the other players, with the aim that everybody would have to do something they normally wouldn't. Mine was to make a combo deck, and the first thing I thought about was the first (and last) time I played a combo deck in a tournament: a Reveillark combo in a German Highlander tournament some ten years ago. The experience was traumatic, so I thought it might be therapeutic to revisit the concept through this challenge.
The design philosophy of this version was simply to put in as many combos and tutors as possible.
Unsurprisingly, I prefer the original version, but this one does work, too. Perhaps I could have chosen a more creative concept, but it was useful to try this out.
Necropotence isn't that great with Zur, he's not about card advantage, he's about spewing a ton of enchantments out and controlling the board with cards removal cards like oblivion ring and locking out opponents with things like mana vortex.
Yeah, it's probaby not the most relevant card in the deck; it's mostly there to help keep the hand stocked with denial.
Zur decks are still really, really powerful. They've simply gone in a direction that is very far askance from what your deck is trying to do. Competitive Zur decks utilize cards like Dramatic Reversal + Isochron Scepter and a bunch of mana rocks to create infinite mana and Storm and then kill you with Aetherflux Reservoir. They are also becoming more and more fond of utilizing Laboratory Maniac strategies, the most efficient of which are Tainted Pact and Demonic Consultation lines to win the game with the Maniac in play.
Ahaa, I see! I guess it's quite impossible to make Zur a fun deck, so I could just as well go down that kind of path...
What direction are you trying to go with your deck? Are you trying to make this deckist as lean and competitive as possible or do you want to still focus on attacking safely with Zur?
Well, my original thought was to make an enchantment-heavy deck that would be at least somewhat interactive. I've played enchantress-type decks in several formats before, and they tend to be depressing to play and to play against. Perhaps I should try somebody else?
3 Yisan, the Wanderer Bard
Creatures (35)
1 Birds of Paradise
1 Wirewood Symbiote
1 Sylvan Safekeeper
1 Quirion Ranger
1 Arbor Elf
1 Elvish Mystic
1 Llanowar Elves
1 Fyndhorn Elves
2 Wall of Roots
2 Elvish Visionary
2 Priest of Titania
2 Scryb Ranger
2 Tajuru Preserver
2 Seeker of Skybreak
2 Scavenging Ooze
2 Viridian Zealot
3 Fierce Empath
3 Reclamation Sage
3 Guardian Augmenter
3 Eternal Witness
3 Elvish Archdruid
4 Karametra's Acolyte
4 Nullmage Shepherd
4 Wickerbough Elder
4 Spike Weaver
4 Timeless Witness
4 Temur Sabertooth
5 Acidic Slime
5 Seedborn Muse
6 Woodland Bellower
6 Duplicant
7 Avenger of Zendikar
7 Regal Force
8 Terastodon
8 Craterhoof Behemoth
1 Worldly Tutor
2 Heroic Intervention
3 Beast Within
3 Chord of Calling
Sorceries (3)
1 Green Sun's Zenith
4 Natural Order
5 Shamanic Revelation
Enchantments (10)
1 Utopia Sprawl
1 Wild Growth
1 Concordant Crossroads
2 Fertile Ground
2 Sylvan Library
2 Quest for Renewal
2 Survival of the Fittest
2 Sylvan Anthem
3 Growing Rites of Itlimoc
4 Awakening
Artifacts (8)
1 Skullclamp
1 Sol Ring
2 Illusionist's Bracers
3 Umbral Mantle
3 Rings of Brighthearth
3 Lifecrafter's Bestiary
3 Thousand-Year Elixir
4 Birthing Pod
1 Homeward Path
1 Strip Mine
1 Wasteland
1 Ghost Quarter
1 Ancient Tomb
1 Deserted Temple
1 Nykthos, Shrine to Nyx
1 Wirewood Lodge
1 Gaea's Cradle
1 Castle Garenbrig
29 Snow-covered Forest
4 Captain Sisay
Creatures (29)
1 Mother of Runes
1 Giver of Runes
1 Devoted Caretaker
2 Stoneforge Mystic
2 Eight-and-a-Half-Tails
2 Gaddock Teeg
3 Guardian Augmenter
3 Eternal Witness
3 Dosan the Falling Leaf
3 Loyal Retainers
3 Mangara of Corondor
4 Kolvori, God of Kinship
4 Glissa Sunseeker
4 Mangara, the Diplomat
4 Linvala, Keeper of Silence
4 Shalai, Voice of Plenty
4 Yasharn, Implacable Earth
5 Lyra Dawnbringer
5 Trostani Discordant
5 Sigarda, Host of Herons
5 Kogla, the Titan Ape
6 Sun Titan
6 Nazahn, Revered Bladesmith
6 Dragonlord Dromoka
7 Resolute Archangel
7 Elesh Norn, Grand Cenobite
8 Avacyn, Angel of Hope
10 Kozilek, Butcher of Truth
11 Ulamog, the Infinite Gyre
1 Path to Exile
1 Swords to Plowshares
2 Heroic Intervention
2 Eladamri's Call
3 Teferi's Protection
3 Flawless Maneuver
4 Crush Contraband
4 Return to Dust
Sorceries (4)
4 Tempt With Discovery
5 Urza's Ruinous Blast
5 Hallowed Burial
6 Terminus
Enchantments (8)
1 Mirri's Guile
1 Land Tax
2 Sylvan Library
2 Darksteel Mutation
2 Wheel of Sun and Moon
3 Song of the Dryads
5 Asceticism
5 Privileged Position
Artifacts (10)
1 Shadowspear
1 Sol Ring
2 Lightning Greaves
2 Swiftfoot Boots
2 Blackblade Reforged
2 Thaumatic Compass
3 Champion's Helm
4 Hammer of Nazahn
5 Heroes' Podium
6 The Immortal Sun
1 Maze of Ith
1 Vesuva
1 Wooded Foothills
1 Misty Rainforest
1 Verdant Catacombs
1 Arid Mesa
1 Flooded Strand
1 Windswept Heath
1 Marsh Flats
1 Homeward Path
1 Mikokoro, Center of the Sea
1 Yavimaya Hollow
1 Kor Haven
1 Hall of Heliod's Generosity
1 Command Tower
1 Wooded Bastion
1 Stirring Wildwood
1 Bountiful Promenade
1 Sunpetal Grove
1 Scattered Groves
1 Canopy Vista
1 Temple Garden
1 Savannah
1 Gaea's Cradle
1 Pendelhaven
1 Okina, Temple to the Grandfathers
1 Eiganjo Castle
1 Flagstones of Trokair
1 Mistveil Plains
4 Forest
7 Plains
I guess so. My original idea, though, was to make a deck that would only use the removal when needed. But it seems that when they know you have the potential, they'll want to hit you preemptively.
4 Phelddagrif
Creatures (1)
2 Snapcaster Mage
Instants (26)
1 Brainstorm
1 Path to Exile
1 Swords to Plowshares
2 Impulse
2 Reality Shift
2 Cyclonic Rift
2 Counterspell
2 Mana Drain
3 Disallow
3 Pulse of the Grid
3 Beast Within
3 Oblation
3 Generous Gift
3 Crib Swap
3 Pulse of the Fields
3 Voidslime
3 Bant Charm
4 Fact or Fiction
4 Cryptic Command
4 Crush Contraband
4 Return to Dust
5 Force of Will
5 Aetherspouts
5 Sylvan Reclamation
7 Fated Retribution
8 Dig Through Time
Sorceries (23)
1 Serum Visions
1 Preordain
1 Ponder
1 Wildest Dreams
2 Winds of Abandon
3 Borrowing 100,000 Arrows
3 Council's Judgment
4 Day of Judgment
4 Wrath of God
4 Supreme Verdict
5 Hallowed Burial
5 Cleansing Nova
5 Rout
6 Final Judgment
6 Descend upon the Sinful
6 Austere Command
6 Righteous Fury
6 Terminus
6 Planar Cleansing
6 Hour of Revelation
7 All Is Dust
8 Treasure Cruise
8 Play of the Game
1 Telepathy
2 Search for Azcanta
2 Lignify
2 Darksteel Mutation
3 Deep Freeze
3 Imprisoned in the Moon
3 Song of the Dryads
Lands (42)
1 Island of Wak-Wak
1 Maze of Ith
1 Vesuva
1 Scalding Tarn
1 Wooded Foothills
1 Polluted Delta
1 Misty Rainforest
1 Verdant Catacombs
1 Flooded Strand
1 Windswept Heath
1 Marsh Flats
1 Arid Mesa
1 Homeward Path
1 Arch of Orazca
1 Celestial Colonnade
1 Stirring Wildwood
1 Hinterland Harbor
1 Glacial Fortress
1 Sunpetal Grove
1 Irrigated Farmland
1 Scattered Groves
1 Canopy Vista
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Tropical Island
1 Tundra
1 Savannah
7 Island
2 Forest
5 Plains
Changelog
4 Kaalia of the Vast
Creatures (25)
2 Generator Servant
3 Tymna the Weaver
3 Kaalia, Zenith Seeker
4 Erebos, God of the Dead
5 Karmic Guide
6 Hellkite Tyrant
6 Ob Nixilis, Unshackled
6 Demonlord Belzenlok
6 Kothophed, Soul Hoarder
6 Sower of Discord
6 Sire of Insanity
6 Steel Hellkite
7 Balefire Dragon
7 Rune-Scarred Demon
7 Demon of Loathing
7 Lord of the Void
7 Resolute Archangel
7 Emeria Shepherd
7 Angel of Serenity
7 Chancellor of the Annex
7 Gisela, Blade of Goldnight
8 Scourge of Kher Ridges
8 Archfiend of Despair
8 Razaketh, the Foulblooded
8 Avacyn, Angel of Hope
Instants (10)
1 Vampiric Tutor
1 Path to Exile
1 Swords to Plowshares
2 Shattering Pulse
3 Chaos Warp
3 Succumb to Temptation
3 Anguished Unmaking
4 Crush Contraband
4 Return to Dust
4 Utter End
1 Vandalblast
2 Demonic Tutor
2 Night's Whisper
2 Sign in Blood
3 Wheel of Fortune
3 Painful Lesson
3 Read the Bones
3 Toxic Deluge
6 Merciless Eviction
Enchantments (4)
1 Phyrexian Reclamation
2 Dragon Tempest
3 Phyrexian Arena
4 Smothering Tithe
Artifacts (14)
0 Mana Crypt
1 Sol Ring
1 Mana Vault
2 Lightning Greaves
2 Swiftfoot Boots
2 Arcane Signet
2 Coldsteel Heart
2 Talisman of Indulgence
2 Talisman of Conviction
2 Talisman of Hierarchy
2 Rakdos Signet
2 Boros Signet
2 Orzhov Signet
3 Haunted Cloak
Lands (37)
1 Maze of Ith
1 Vesuva
1 Scalding Tarn
1 Wooded Foothills
1 Bloodstained Mire
1 Polluted Delta
1 Verdant Catacombs
1 Arid Mesa
1 Flooded Strand
1 Marsh Flats
1 Homeward Path
1 Cavern of Souls
1 Command Tower
1 Volrath's Stronghold
1 Bojuka Bog
1 Urborg, Tomb of Yawgmoth
1 Shizo, Death's Storehouse
1 Graven Cairns
1 Rugged Prairie
1 Fetid Heath
1 Dragonskull Summit
1 Clifftop Retreat
1 Isolated Chapel
1 Blood Crypt
1 Sacred Foundry
1 Godless Shrine
1 Badlands
1 Plateau
1 Scrubland
2 Mountain
2 Swamp
4 Plains
Changelog
Having played Karador for years, I was instantly interested when Muldrotha came out, thinking that I'd be getting an improved version of the same theme. There's a good variation of cheap but useful spells of various types for maximum benefit.
Somehow however, I haven't quite gotten this to work the way I would have wanted. Half of the time, it's too slow and doesn't do much; and then sometimes it wins with Craterhoof Behemoth, which is probably I've won half of all my Commander wins ever (and which I'd rather not keep repeating anymore). I've seen versions with a lot more ramp, but I haven't wanted to go that way, thinking it would water down the actual answers the deck wants to play.
6 Muldrotha, the Gravetide
Creatures (30)
1 Spore Frog
1 Sylvan Safekeeper
2 Phantasmal Image
2 Sakura-Tribe Elder
2 Scavenging Ooze
2 Fauna Shaman
2 Viridian Zealot
3 Trinket Mage
3 Trophy Mage
3 Drift of Phantasms
3 Reclamation Sage
3 Eternal Witness
3 Manglehorn
3 Ramunap Excavator
3 Fleshbag Marauder
3 Merciless Executioner
3 Plaguecrafter
3 Burnished Hart
4 Phyrexian Metamorph
4 Clever Impersonator
4 Spike Weaver
4 Disciple of Bolas
4 Dimir House Guard
4 Slum Reaper
4 Erebos, God of the Dead
5 Acidic Slime
5 Sidisi, Undead Vizier
6 Bane of Progress
7 Avenger of Zendikar
8 Craterhoof Behemoth
1 Worldly Tutor
1 Vampiric Tutor
Sorceries (2)
2 Demonic Tutor
4 Tempt With Discovery
Enchantments (17)
1 Mystic Remora
2 Metamorphic Alteration
2 Lignify
2 Survival of the Fittest
2 Animate Dead
3 Deep Freeze
3 Imprisoned in the Moon
3 Rhystic Study
3 Song of the Dryads
3 Pernicious Deed
4 Pattern of Rebirth
4 Defense of the Heart
4 Grave Pact
5 Treachery
5 Dictate of Erebos
6 Mana Reflection
7 Zendikar Resurgent
Artifacts (9)
0 Engineered Explosives
1 Sol Ring
1 Expedition Map
1 Nihil Spellbomb
3 Vedalken Shackles
3 Oblivion Stone
4 Birthing Pod
4 Nevinyrral's Disk
4 Perilous Vault
Lands (39)
1 Maze of Ith
1 Vesuva
1 Scalding Tarn
1 Wooded Foothills
1 Misty Rainforest
1 Bloodstained Mire
1 Polluted Delta
1 Verdant Catacombs
1 Flooded Strand
1 Windswept Heath
1 Marsh Flats
1 Homeward Path
1 Command Beacon
1 High Market
1 Grim Backwoods
1 Bojuka Bog
1 Urborg, Tomb of Yawgmoth
1 Command Tower
1 Sunken Hollow
1 Hinterland Harbor
1 Drowned Catacomb
1 Woodland Cemetery
1 Fetid Pools
1 Breeding Pool
1 Watery Grave
1 Overgrown Tomb
1 Tropical Island
1 Underground Sea
1 Bayou
3 Island
5 Forest
1 Swamp
Changelog
That one could be worth trying.
The problem with the Magus is that it kills itself.
I didn't find any definitive information but I think four would be more realistic.
Slivers have been one of my favorite creature types ever since they first came out, but somehow I've managed to avoid making a CMD deck out of them. Probably it's because the manabase takes up so many resources that could be used in other decks. The choice of commander is also an interesting question. I ended up with Hivelord for resiliency's sake.
5 Sliver Hivelord
Creatures (44)
1 Striking Sliver
1 Galerider Sliver
1 Virulent Sliver
1 Plated Sliver
2 Two-Headed Sliver
2 Phantasmal Image
2 Winged Sliver
2 Bloom Tender
2 Manaweft Sliver
2 Gemhide Sliver
2 Predatory Sliver
2 Muscle Sliver
2 Fauna Shaman
2 Crypt Sliver
2 Sinew Sliver
2 Crystalline Sliver
2 Hibernation Sliver
3 Imperial Recruiter
3 Blade Sliver
3 Belligerent Sliver
3 Sedge Sliver
3 Homing Sliver
3 Shadow Sliver
3 Horned Sliver
3 Syphon Sliver
3 Steelform Sliver
3 Harmonic Sliver
3 Necrotic Sliver
3 Adaptive Automaton
4 Bonesplitter Sliver
4 Shifting Sliver
4 Toxin Sliver
4 Bonescythe Sliver
4 Watcher Sliver
4 Essence Sliver
5 Battle Sliver
5 Synapse Sliver
5 Might Sliver
5 Ward Sliver
5 Pulmonic Sliver
5 Sliver Legion
5 Sliver Overlord
5 Sliver Queen
6 Megantic Sliver
1 Vampiric Tutor
2 Eladamri's Call
Sorceries (4)
1 Sylvan Tutor
2 Demonic Tutor
5 Patriarch's Bidding
5 Bring to Light
Enchantments (2)
1 Phyrexian Reclamation
2 Steely Resolve
Artifacts (1)
1 Sol Ring
3 Darksteel Ingot
3 Commander's Sphere
3 Chromatic Lantern
3 Coalition Relic
3 Crucible of Worlds
4 Birthing Pod
5 Vanquisher's Banner
Lands (39)
1 Wooded Foothills
1 Scalding Tarn
1 Misty Rainforest
1 Bloodstained Mire
1 Polluted Delta
1 Verdant Catacombs
1 Arid Mesa
1 Flooded Strand
1 Windswept Heath
1 Marsh Flats
1 Ancient Ziggurat
1 Forbidden Orchard
1 Exotic Orchard
1 Cavern of Souls
1 Unclaimed Territory
1 Command Tower
1 Reflecting Pool
1 Path of Ancestry
1 Steam Vents
1 Stomping Ground
1 Breeding Pool
1 Blood Crypt
1 Watery Grave
1 Overgrown Tomb
1 Sacred Foundry
1 Hallowed Fountain
1 Temple Garden
1 Godless Shrine
1 Volcanic Island
1 Taiga
1 Tropical Island
1 Badlands
1 Underground Sea
1 Bayou
1 Plateau
1 Tundra
1 Savannah
1 Scrubland
1 Forest
Changelog
That sounds like a good idea. I put in some and will report when I've got the chance to try them in practice. I've recently had so many new decks to test that it's still waiting for its turn.
Mostly the kind that prevents other players from playing. I'm also not a big fan of permanents that just sit on the table and don't interact.
Haha well, I enjoy the band, but since all my decks are named after Eurovision entries (or sometimes eurobeat), the one to blame is this:
(could theoretically be this as well)
Could be. That's the reason Bitterblossom is there. I'll have to try and see.
Thanks! I'll take a look.
That's a valid point. I have only played this deck perhaps once so far, and I made it based on my previous Xiahou Dun deck, which can still be seen in several places.
Sounds good, what for example?
The draw creatures may not be the best choice, for the same reason the draw spells aren't.
As the introduction says, the main purpose of this deck is to play The Abyss. I also dislike stax quite strongly. Perhaps a few more black noncreature permanents would be good for turning Erebos on more quickly?
To me, it's mostly due to having few instant-speed answers. If that could be helped, the deck would become much more interesting.
This deck is yet another attempt to play The Abyss in a meaningful way. It does work pretty well, even though mono-black is a bit too passive by design for my taste.
4 Erebos, God of the Dead
Creatures (19)
2 Nezumi Graverobber
2 Bloodghast
2 Withered Wretch
3 Merciless Executioner
3 Fleshbag Marauder
3 Plaguecrafter
3 Junk Diver
3 Burnished Hart
4 Tree of Perdition
4 Agent of Erebos
4 Crypt Ghast
4 Slum Reaper
4 Twilight Prophet
4 Xiahou Dun, the One-Eyed
4 Solemn Simulacrum
5 Gray Merchant of Asphodel
5 Sidisi, Blood Tyrant
6 Nirkana Revenant
6 Duplicant
Instants (5)
1 Vampiric Tutor
2 Doom Blade
2 Ultimate Price
3 Hero's Downfall
4 Tendrils of Corruption
2 Demonic Tutor
2 Torment of Hailfire
2 Exsanguinate
3 Toxic Deluge
3 Praetor's Grasp
3 Ashes to Ashes
4 Mastermind's Acquisition
4 Languish
4 Mutilate
4 Damnation
4 Barter in Blood
5 Aether Snap
5 Crux of Fate
6 Beseech the Queen
7 All Is Dust
Enchantments (8)
1 Phyrexian Reclamation
2 Bitterblossom
3 Underworld Connections
3 Phyrexian Arena
3 Necropotence
4 The Abyss
4 Grave Pact
5 Dictate of Erebos
1 Expedition Map
2 Sword of the Animist
3 Sword of Feast and Famine
3 Sword of Fire and Ice
3 Sword of Light and Shadow
3 Loxodon Warhammer
4 Nightmare Lash
4 Lashwrithe
4 Trading Post
5 Pariah's Shield
5 Batterskull
5 Gauntlet of Power
6 Caged Sun
Lands (38)
1 Maze of Ith
1 Wasteland
1 Urborg, Tomb of Yawgmoth
1 Thespian's Stage
1 Temple of the False God
1 Cabal Coffers
1 Nykhtos, Shrine to Nyx
1 Bojuka Bog
1 Volrath's Stronghold
29 Snow-Covered Swamp
Changelog
2019-01-19
Bloodgift Demon, Disciple of Bolas, Graveborn Muse, Night's Whisper, Painful Lesson, Read the Bones, Sign in Blood, Succumb to Temptation
Aether Snap, Doom Blade, Hero's Downfall, Plaguecrafter, Praetor's Grasp, Tendrils of Corruption, Ultimate Price, Underworld Connections
The design philosophy of this version was simply to put in as many combos and tutors as possible.
8 Karador, Ghost Chieftain
Creatures (38)
1 Viscera Seer
2 Devoted Druid
2 Satyr Wayfinder
2 Sakura-Tribe Elder
2 Melira, Sylvok Outcast
2 Fauna Shaman
2 Blood Artist
2 Zulaport Cutthroat
2 Bloodthrone Vampire
2 Vizier of Remedies
2 Saffi Eriksdotter
2 Qasali Pridemage
3 Fierce Empath
3 Spike Feeder
3 Eternal Witness
3 Nantuko Husk
3 Grim Haruspex
3 Loyal Retainers
3 Mirror Entity
3 Kitchen Finks
3 Harmonic Sliver
4 Falkenrath Noble
4 Dimir House Guard
5 Acidic Slime
5 Gray Merchant of Asphodel
5 Puppeteer Clique
5 Reveillark
5 Karmic Guide
5 Archangel of Thune
6 Bane of Progress
6 Mikaeus, the Unhallowed
6 Kokusho, the Evening Star
6 Yosei, the Morning Star
6 Sun Titan
6 Triskelion
7 Protean Hulk
7 Vish Kal, Blood Arbiter
8 Woodfall Primus
1 Entomb
1 Vampiric Tutor
2 Eladamri's Call
3 Chord of Calling
Sorceries (7)
1 Sylvan Tutor
1 Green Sun's Zenith
1 Reanimate
2 Life From the Loam
2 Diabolic Intent
2 Demonic Tutor
7 Tooth and Nail
Enchantments (4)
2 Survival of the Fittest
2 Animate Dead
2 Angelic Renewal
3 Aura Shards
Artifacts (7)
1 Skullclamp
1 Sol Ring
3 Crucible of Worlds
3 Ashnod's Altar
3 Phyrexian Altar
3 Blasting Station
4 Birthing Pod
Lands (38)
1 Maze of Ith
1 Vesuva
1 Wooded Foothills
1 Misty Rainforest
1 Bloodstained Mire
1 Polluted Delta
1 Verdant Catacombs
1 Arid Mesa
1 Flooded Strand
1 Windswept Heath
1 Marsh Flats
1 Homeward Path
1 High Market
1 Strip Mine
1 Wasteland
1 Cavern of Souls
1 Yavimaya Hollow
1 Volrath's Stronghold
1 Phyrexian Tower
1 Dryad Arbor
1 Bojuka Bog
1 Reflecting Pool
1 Command Tower
1 Woodland Cemetery
1 Sunpetal Grove
1 Isolated Chapel
1 Overgrown Tomb
1 Temple Garden
1 Godless Shrine
1 Bayou
1 Savannah
1 Scrubland
2 Forest
2 Swamp
2 Plains
Unsurprisingly, I prefer the original version, but this one does work, too. Perhaps I could have chosen a more creative concept, but it was useful to try this out.
Yeah, it's probaby not the most relevant card in the deck; it's mostly there to help keep the hand stocked with denial.
That's a good point. However, after Zur is in play, the amount of mana needed isn't much.
It's in already, of course, and one of the most useful pieces.
Ahaa, I see! I guess it's quite impossible to make Zur a fun deck, so I could just as well go down that kind of path...
Well, my original thought was to make an enchantment-heavy deck that would be at least somewhat interactive. I've played enchantress-type decks in several formats before, and they tend to be depressing to play and to play against. Perhaps I should try somebody else?