Good to know. I've only got a couple of pieces to grab to make the deck playable now. So I should be able to post a deck list sometime in the near future.
Hey guys. I've been following this thread for a while now, since I've been playing Child as a commander; it was in fact my very first EDH deck. It started of as a lands-type of version (mainly with manlands), I've run the pauper version for a while, and I recently tweaked my list to run all Gods up to AKH (all the indestructible ones for short, because, well, thats cool with Child). Plus: a tribal Gods deck sounds too good. It's been a ton of fun, but I'm quite sure it's not the best way to build around child. This is mainly because turning the gods into creatures proves to be difficult: reaching devotion just to blow up the board next because you're gonna lose if you don't just isn't very efficient I guess :P. On top of that, defense against flying creatures is really hard.
However
There might be some things that can prove useful to your lists. For example, Bontu the Glorified is a very decent sac outlet that hasn't been mentioned yet in this thread, if I'm not mistaking. He's cheap, can be used on instant speed and once he hits the board, he's there to stsy. Furthermore, he's good for 5 at least damage in a turn you use him as an attacker (1 lifeloss + 4 combat damage).
Also, Athreos, God of Passage is a decent way of recursion: since it's not a replacement effect, you'll get CoA back if the opponent of your choice doesn't pay 3 life. In most cases, the choice will be to pay 3 life. Lategame however, there's likely a player that cannot afford to do that anymore. Should you reach devotion, a 5/4 indestructible blocker is pretty decent for 3 mana, too.
These two are, I think, most compatible with CoA. The others provide some nice utility features and might for example be valuable in the right meta (like Mogis, God of Slaughter), for some extra card selection (Thassa, God of the Sea), or to create some chump blockers (Heliod, God of the Sun) but aren't as good as the aforementioned two, I think.
Just my two cents for this nice thread. Keep up the good work, I'll keep following you guys.
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A hobby is by defenition something you're not any good at - otherwise it'd have been your work. Magic is my biggest hobby so I mustn't be very good at it.
Well, Child isn't really the main focus of the deck. She's our commander because she deals with problems. Those gods are nice when combined with her, but they don't really do anything to push for our primary strategy with lands. Thassa is the only one that would really fit in our adaptation as it makes our Wolf Runs unblockable and grants us card selection, but even those aren't streamlined enough.
I just wish there would be a less awkward replacement for patron of the moon. The card is too strong to not include and goes infinite with several other cards in the deck, but a double blue 7 drop is super clunky.
Are any of these new flip cards from Ixalan worth considering? They all turn into lands, so they survive Child, and some have some pretty powerful effects. I know I'm going to test these two:
stopping in to give some feedback on a couple of cards—I've been playing the 10 duals - 10 shocks - 10 fetches - 10 gates / no basics build a bit lately, though i've also played the lairs version from time to time. currently build has the GSZ/tutors package, includes DD/stage but no inkmoth/wolf run. have had this deck in the stable for about a year and its easily in my top 3 (alongside Ghost Dad 1.0 and Thromok)
1) once your meta catches on to maze's end its time to stick riftsweeper into the deck.
2) was trying o-kagachi as a rattlesnake but its terrible—i've never untapped with it. you gotta have child!
3) had a BG deck Warping Wail my Splendid Reclamation (a value reclamation, not for kill) so I Ad Naused down to 4 life, stuck chasm for 1 turn cycle, then topped into EWit. returned Map with Ruins, flipped top to get EWit, mapped for Valakut, played Prismatic Omen, dropped Valakut, then got 20 triggers from reclamation (enough to kill the table). first Valakut kill, and fun! I had been doubting it in the deck but it was great.
4) Ramunap Excavator is a great addition, especially with extra land drops.
5) Volrath's Stronghold and Academy Ruins are the MVPs for me.
6) have been trying Genju of the Realm now that Cascading Cataracts is a thing—decent, but has a hell of a target on its head.
Another way to play against graveyard hate is just to make land-drops the honest way. The thing that I enjoy most about playing the deck is that simply making land-drops is a strategic line towards victory, even without the graveyard shenanigans that the deck is capable of. Kinda like how in legacy, the Lands deck can just Marit Lage an opponent and never Life from the Loam. After all, the most powerful card in the deck is Exploration.
So far, I don't like the Transform lands in our deck. Now, I love them for other decks and plan on getting them ASAP for my other decks. However, the lands are weak by comparison to the stuff we're already running. If I could consistently crew the Galleon, it'd be on! But Child is there mainly to blow up stuff.
"Worth it," as in this is the absolute best deck to run and abuse Bazaar of Baghadad? Probably not, I can think of reanimator and combo builds that break Bazaar harder than Lands.dec.
It's not the even the marque land in the Land.dec (I'd say that Tabernacle currently has the title).
But could you easily cut a card from your 99 and put this in its place? Well, I wished that I hadn't waited so long. I had been serious about getting one for a couple of years. Now I can tutor and draw on the same turn without cycling, I can miracle a Terminus, I can supercharge a Splendid Reclamation, I can dig through my deck with or without LftL, I can reset my library for Jace TMS and Oracle of Mul Daya and Top,
Hey guys. I've been following this thread for a while now, since I've been playing Child as a commander; it was in fact my very first EDH deck. It started of as a lands-type of version (mainly with manlands), I've run the pauper version for a while, and I recently tweaked my list to run all Gods up to AKH (all the indestructible ones for short, because, well, thats cool with Child). Plus: a tribal Gods deck sounds too good. It's been a ton of fun, but I'm quite sure it's not the best way to build around child. This is mainly because turning the gods into creatures proves to be difficult: reaching devotion just to blow up the board next because you're gonna lose if you don't just isn't very efficient I guess :P. On top of that, defense against flying creatures is really hard.
However
There might be some things that can prove useful to your lists. For example, Bontu the Glorified is a very decent sac outlet that hasn't been mentioned yet in this thread, if I'm not mistaking. He's cheap, can be used on instant speed and once he hits the board, he's there to stsy. Furthermore, he's good for 5 at least damage in a turn you use him as an attacker (1 lifeloss + 4 combat damage).
Also, Athreos, God of Passage is a decent way of recursion: since it's not a replacement effect, you'll get CoA back if the opponent of your choice doesn't pay 3 life. In most cases, the choice will be to pay 3 life. Lategame however, there's likely a player that cannot afford to do that anymore. Should you reach devotion, a 5/4 indestructible blocker is pretty decent for 3 mana, too.
These two are, I think, most compatible with CoA. The others provide some nice utility features and might for example be valuable in the right meta (like Mogis, God of Slaughter), for some extra card selection (Thassa, God of the Sea), or to create some chump blockers (Heliod, God of the Sun) but aren't as good as the aforementioned two, I think.
Just my two cents for this nice thread. Keep up the good work, I'll keep following you guys.
Bontu the Glorified is actually a pretty great suggestion being as it's a cheap (and durable) sacrifice outlet. Not only that, but as you pointed out, you can attack with it after Child dies (and clears the rest of the table).
On a separate note, I'm definitely one that's up to test some of the transforming lands from Ixalan. Hopefully the accompanying set in the block brings some more!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I've two straight weeks of really good games at my LGS- played more than just Lands.dec. Currently, I'm also running with Brago and Ezuri Elves.
In my last two games:
1.) I played turn 1 Exploration and then turn 6 Wargate for Crucible of Worlds with a Verdant Catacombs in my yard from turn 1 and a Petrified Field in play. I have Tolaria West in hand, so I can steer this game down one of many ways. I go for Phyrexian Tower and decide to just grind the board to dust because an opponent's Oracle of Mul Daya was revealing a Doubling Season. I top deck a Sun Titan and then it's just over since now I had it all: Sun Titan + Field + Tolaria West and the ability to threaten Child each turn. I Marit Lage my opponents to 0 life.
2.) Same players, but now more wary of Child.dec and conscious of getting wiped each turn (which is how I want my opponents to feel). The psychological effect of Child in the command zone is the one the most powerful aspects of the deck. I keep a low-power hand of ETB tapped Gates, a Valakut, Sun Titan, and Azusa. I do nothing but make land drops. Fortunately, I top-deck Scapeshift and nothing but lands. At around turn 7, I can Scapeshift for a Valakut-kill on one opponent (vs. 3 opponents) or just trade my board for a Maze's End and 9 gates. I go with the gates, they come into played tapped. Opponents don't have any land destruction and don't have enough combat damage.
Both games were so drastically different. Love this deck. Lands.dec forever.
Hey guys, I'm back here posting again as I do every so often. My list has changed enough since the last post that I thought I'd share it. Most notably, the deck is now capable of winning the game via a combo that enables you to play every single card in your entire deck as many times as you want, including lands. You can even move every card in your deck to every zone and back as many times as you want which is a funny side effect. The combo in question only requires 8 cards to obtain infinite life, mana, and land drops. However, almost all the cards are staples of the archetype and all of them are useful outside of the combo. Zuran Orb and Crucible of Worlds/Ramunap Excavator let you use any extra land drops to "reset" a land and gain 2 life. Mystic Retrieval and Runic Repetition allow you to pay 7UUR to return any instant or sorcery to your hand. Summer Bloom lets you turn that instant or sorcery into more mana than you paid for it by using Cabal Coffers in conjunction with Urborg, Tomb of Yawgmoth with Cascading Cataracts to filter the black mana. Winning with Grove of the Burnwillows and Punishing Fire using this combo is the most fun even though you could just use Mystic Retrieval on punishing fire.
Other notable inclusions to the deck are Myojin of Night's Reach and Ashen Rider. I like to call those two and Child Volrath's Holy Trinity. They solve every problem in magic that isnt Avacyn, Angel of Hope combined with a Privileged Position that can't be targeted. Which is extremely specific and unlikely.
Common win conditions include:
-Comboing off
-Kessig Wolf Run and/or Sunhome, Fortress of the Legion
-Any of Volrath's Holy Trinity
-Marit Lage
-Striplocking
Holistic Wisdom is definitely interesting, though the problem with it that I see, at least in my build, is that it puts you behind on cards for a recursion effect that doesn't stop you from topdecking lands that don't help. Sure, you can trade that land in for a different land in your graveyard, but in that case why not just another tutor for Life from the Loam or Eternal Witness? It also can't be recurred by Volrath's or Ruins. It seems like it has potential but I wouldn't play it in my deck any time soon.
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What is treesgobark playing right now?
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
Tutors are great, and comparing any new card to a tutor is gonna be a tough sell. I think Holistic Wisdom is a meta call. My play group knows to target Volrath's Stronghold and Academy Ruins asap, having instant speed gy protection is nice specifically for those key cards. noxious revival can serve the same purpose in a more competitive meta.
If you have Holistic Wisdom out, I can see you just aggressively dredge Life from the Loam in order to find a specific card by trading out something in your hand.Holistic Wisdom as a recursion engine also is appealing for when you want to get back an enchantment. Right now, I do that mainly two ways:
By the way, I personally love the card very much. I have a foil that I've just never played in EDH. However, it was always my favorite card to play in Type 4 when my stack was foiled out.
You bring up some nice points about enchantment recursion and Holistic Wisdom. I may test it at some point but I dont have any current plans to. Also, I should really consider trying out a sun titan in my list. EtB plus continual advantage without having to sac it and volrath's it is a nice allure. I run regrowth in my list so that is able to get back enchantments, but its not an engine by itself. I'm thinking of cutting sacred ground because I've been unhappy to see it recently because my gameplan has moved away from tutoring all my lands + sacred ground + manabond and toward comboing off with all that mana.
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What is treesgobark playing right now?
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
I love that Rebecca Guay art on the foil Holistic Wisdom as well, Umtiger!
To be fair, it's a pet card of mine - if you were wanting a new means to recur enchantments from your graveyard, Yawgmoth's Will is probably the better card, though it does come with its own drawbacks, of course.
I'm surprised I haven't seen Yawg's Will in any of the decks here - it can recur any permanent in your graveyard, allowing for some very sick turns with heavy tempo swings. Just a thought.
I think the drawback of yawg will is enough to disclude it. I'd honestly rather have another regrowth effect over yawg will. It eciling itself and other things makes it pretty meh imo.
Also anyone who plays Tower of the Magistrate in their deck: how often does its use come up in matches?
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What is treesgobark playing right now?
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
I think the drawback of yawg will is enough to disclude it. I'd honestly rather have another regrowth effect over yawg will. It eciling itself and other things makes it pretty meh imo.
Also anyone who plays Tower of the Magistrate in their deck: how often does its use come up in matches?
Honestly, that sounds like the original arguments for Will that were quickly thrown out the window. I play it in my deck and it's always a powerhouse. I'd rather cast it than any amount of regrowths because the downside means nothing unless you misstime it, which is the case of any card. Being able to recast multiple permanents and spells can swing a game heavily in your favor. Hell, there are situations where using it as a one-shot regrowth or land for turn has led to my win.
Tower is a card I play in all my edh decks because you never know when it might be useful, but when it is, it really is. Stopping commanders from getting haste and hexproof, stopping problem equipment like the swords and jitte and batterskull, and making creatures unblockable in key scenarios are all worth the inclusion of a card that takes up a land slot but still provides colorless mana.
Yawgmoth's Will is an interesting idea. I have to play test it a bit to see how good it can be. It's kinda like a one shot crucible of worlds. I like it.
I'll have to test out Tower of the Magistrate just to see how well it performs. Which means I have to make another cut to the deck. Probably going to be either ghost quarter or tectonic edge, which leads to the discussion of how many redundant effects decks should play.
Take High Market and Phyrexian Tower for example. Should they both be in a deck or are they similar enough in function that High Market should be eschewed? Same with Strip Mine/Wasteland/Tectonic Edge/Ghost Quarter. If a deck already plays Strip Mine, is it worth it to run Wasteland? And if the deck already plays both of those, are Tectonic Edge and/or Ghost quarter worth it? Tectonic edge is worse Wasteland, but it's still another Wasteland, whereas Ghost quarter is a much worse Strip Mine but with added utility of fetching a basic in exchange for a land. There's also Maze of Ith and Kor Haven. Barren Moor and Tranquil Thicket. Is it just better to replace these duplicates with more tutors and recursion? At what point does adding redundant effects start to hurt consistency rather than improve it? Or maybe the question is more like which effects are important enough to have redundant copies?
In my experience, having a second copy of a powerful effect is usually free to deckbuilding costs. Like adding Wasteland to a deck that already runs Strip Mine would make it better in most cases. But when you start to add more effects like Tectonic Edge, Ghost Quarter, Encroaching Wastes, or Dust Bowl, your manabase can become diluted and outweigh the benefits of the redundancy.
tl;dr: When do redundant land effects become harmful to our deck? And how many redundant lands do you guys run? Hopefully this sparks some more discussion about the deck and how we all build it. (And secretly helps me decide which land to cut)
An addendum: Would anyone be interested in using some other platform, say Discord or Slack, for an additional medium of communication? Just a thought. Hopefully asking this isn't against the rules...
It might be off topic so a new post would be prudent. As such I don't know if it's against the rules per se. Discord is not like a forum, so I fail to see how it competes.
That said, I use Discord and I have had to disable the notifications at certain times because I get flooded with notifications and I haven't had time to see if there are filters. I use it to coordinate meet ups for some games. I don't like how some people use it like AOL chat, I don't have time for that anymore.
I agree with Saikengunstar - the drawbacks of Yawgmoth's Will are negligent in comparison to the benefits. For 3 mana, it turns your entire graveyard into an extension of your hand for the turn. The tempo swing from that can win a game - the reason it's earned its moniker, "yawg-win".
Sure, the exile effect is a drawback, but you play around it.
In regards to lands fulfilling the same role and running redundancy in your deck - I think High Market and Phyrexian Tower are more important than multiple strip mine effects. The towers give you a sac outlet for Child.
Strip mine effects are nice, but I only run Strip Mine. I don't find nearly as much benefit by having redundancy for strip mine effects, but that may be a sign of my meta not playing enough lands that I want to destroy. Seems like a meta call - I'd play more in a cabal coffers / gaea's cradle heavy mets.
High Market, Phyrexian Tower, and Diamond Valley are different enough that I include them all. It's not about being redundant for me. It's just having the correct tool when I need.
High Market is the land that you'd like early to stay on curve. But late in the game, it's the weakest.
Phyrexian Tower is un-Pithing-able and helps you cast cards like Tutors, Bob, and Ad Naus when you sac Child. The mana boost is real because this deck doesn't play like a ramp deck.
The strongest is Diamond Valley, but the one you don't want at the start. Life gain is heavily under-rated. I use fetchlands continuously throughout the game. Shocks, Vamp tutor, Ad naus, sylvan library all use life.
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However
There might be some things that can prove useful to your lists. For example, Bontu the Glorified is a very decent sac outlet that hasn't been mentioned yet in this thread, if I'm not mistaking. He's cheap, can be used on instant speed and once he hits the board, he's there to stsy. Furthermore, he's good for 5 at least damage in a turn you use him as an attacker (1 lifeloss + 4 combat damage).
Also, Athreos, God of Passage is a decent way of recursion: since it's not a replacement effect, you'll get CoA back if the opponent of your choice doesn't pay 3 life. In most cases, the choice will be to pay 3 life. Lategame however, there's likely a player that cannot afford to do that anymore. Should you reach devotion, a 5/4 indestructible blocker is pretty decent for 3 mana, too.
These two are, I think, most compatible with CoA. The others provide some nice utility features and might for example be valuable in the right meta (like Mogis, God of Slaughter), for some extra card selection (Thassa, God of the Sea), or to create some chump blockers (Heliod, God of the Sun) but aren't as good as the aforementioned two, I think.
Just my two cents for this nice thread. Keep up the good work, I'll keep following you guys.
I just wish there would be a less awkward replacement for patron of the moon. The card is too strong to not include and goes infinite with several other cards in the deck, but a double blue 7 drop is super clunky.
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
1) once your meta catches on to maze's end its time to stick riftsweeper into the deck.
2) was trying o-kagachi as a rattlesnake but its terrible—i've never untapped with it. you gotta have child!
3) had a BG deck Warping Wail my Splendid Reclamation (a value reclamation, not for kill) so I Ad Naused down to 4 life, stuck chasm for 1 turn cycle, then topped into EWit. returned Map with Ruins, flipped top to get EWit, mapped for Valakut, played Prismatic Omen, dropped Valakut, then got 20 triggers from reclamation (enough to kill the table). first Valakut kill, and fun! I had been doubting it in the deck but it was great.
4) Ramunap Excavator is a great addition, especially with extra land drops.
5) Volrath's Stronghold and Academy Ruins are the MVPs for me.
6) have been trying Genju of the Realm now that Cascading Cataracts is a thing—decent, but has a hell of a target on its head.
So far, I don't like the Transform lands in our deck. Now, I love them for other decks and plan on getting them ASAP for my other decks. However, the lands are weak by comparison to the stuff we're already running. If I could consistently crew the Galleon, it'd be on! But Child is there mainly to blow up stuff.
"Worth it," as in this is the absolute best deck to run and abuse Bazaar of Baghadad? Probably not, I can think of reanimator and combo builds that break Bazaar harder than Lands.dec.
It's not the even the marque land in the Land.dec (I'd say that Tabernacle currently has the title).
But could you easily cut a card from your 99 and put this in its place? Well, I wished that I hadn't waited so long. I had been serious about getting one for a couple of years. Now I can tutor and draw on the same turn without cycling, I can miracle a Terminus, I can supercharge a Splendid Reclamation, I can dig through my deck with or without LftL, I can reset my library for Jace TMS and Oracle of Mul Daya and Top,
Bontu the Glorified is actually a pretty great suggestion being as it's a cheap (and durable) sacrifice outlet. Not only that, but as you pointed out, you can attack with it after Child dies (and clears the rest of the table).
On a separate note, I'm definitely one that's up to test some of the transforming lands from Ixalan. Hopefully the accompanying set in the block brings some more!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
In my last two games:
1.) I played turn 1 Exploration and then turn 6 Wargate for Crucible of Worlds with a Verdant Catacombs in my yard from turn 1 and a Petrified Field in play. I have Tolaria West in hand, so I can steer this game down one of many ways. I go for Phyrexian Tower and decide to just grind the board to dust because an opponent's Oracle of Mul Daya was revealing a Doubling Season. I top deck a Sun Titan and then it's just over since now I had it all: Sun Titan + Field + Tolaria West and the ability to threaten Child each turn. I Marit Lage my opponents to 0 life.
2.) Same players, but now more wary of Child.dec and conscious of getting wiped each turn (which is how I want my opponents to feel). The psychological effect of Child in the command zone is the one the most powerful aspects of the deck. I keep a low-power hand of ETB tapped Gates, a Valakut, Sun Titan, and Azusa. I do nothing but make land drops. Fortunately, I top-deck Scapeshift and nothing but lands. At around turn 7, I can Scapeshift for a Valakut-kill on one opponent (vs. 3 opponents) or just trade my board for a Maze's End and 9 gates. I go with the gates, they come into played tapped. Opponents don't have any land destruction and don't have enough combat damage.
Both games were so drastically different. Love this deck. Lands.dec forever.
Other notable inclusions to the deck are Myojin of Night's Reach and Ashen Rider. I like to call those two and Child Volrath's Holy Trinity. They solve every problem in magic that isnt Avacyn, Angel of Hope combined with a Privileged Position that can't be targeted. Which is extremely specific and unlikely.
Common win conditions include:
-Comboing off
-Kessig Wolf Run and/or Sunhome, Fortress of the Legion
-Any of Volrath's Holy Trinity
-Marit Lage
-Striplocking
1 Chromatic Lantern
1 Crucible of Worlds
1 Darksteel Ingot
1 Expedition Map
1 Horn of Greed
1 Oblivion Stone
1 Zuran Orb
// 8 Creature
1 Ashen Rider
1 Azusa, Lost but Seeking
1 Eternal Witness
1 Myojin of Night's Reach
1 Oracle of Mul Daya
1 Ramunap Excavator
1 Riftsweeper
1 The Gitrog Monster
// 4 Enchantment
1 Burgeoning
1 Exploration
1 Manabond
1 Sacred Ground
// 8 Instant
1 Ad Nauseam
1 Anguished Unmaking
1 Crop Rotation
1 Entomb
1 Mystical Tutor
1 Pull from Eternity
1 Punishing Fire
1 Realms Uncharted
// 53 Land
1 Academy Ruins
1 Arcane Sanctum
1 Barren Moor
1 Blighted Fen
1 Bojuka Bog
1 Boseiju, Who Shelters All
1 Cabal Coffers
1 Cascading Cataracts
1 Cavern of Souls
1 Command Tower
1 Crumbling Necropolis
1 Dark Depths
1 Deserted Temple
1 Evolving Wilds
1 Exotic Orchard
2 Forest
1 Frontier Bivouac
1 Ghost Quarter
1 Glacial Chasm
1 Golgari Rot Farm
1 Grim Backwoods
1 Grove of the Burnwillows
1 High Market
1 Island
1 Jungle Shrine
1 Kessig Wolf Run
1 Kor Haven
1 Maze of Ith
1 Miren, the Moaning Well
1 Mountain
1 Opulent Palace
1 Petrified Field
1 Phyrexian Tower
1 Plains
1 Riftstone Portal
1 Rupture Spire
1 Sandsteppe Citadel
1 Savage Lands
1 Seaside Citadel
1 Strip Mine
1 Sunhome, Fortress of the Legion
2 Swamp
1 Tectonic Edge
1 Thespian's Stage
1 Tolaria West
1 Tranquil Thicket
1 Transguild Promenade
1 Urborg, Tomb of Yawgmoth
1 Vesuva
1 Volrath's Stronghold
1 Wasteland
1 Nissa, Vital Force
// 18 Sorcery
1 Animist's Awakening
1 Beseech the Queen
1 Bring to Light
1 Diabolic Revelation
1 Gamble
1 Hour of Promise
1 Increasing Ambition
1 Life from the Loam
1 Mystic Retrieval
1 Reap and Sow
1 Regrowth
1 Runic Repetition
1 Splendid Reclamation
1 Summer Bloom
1 Sylvan Scrying
1 Tempt with Discovery
1 Traverse the Ulvenwald
1 Wargate
// Commander
1 Child of Alara
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
I use it in my tasigur land dec. and I'm a huge fan of it, playing in a gy hate heavy meta.
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
1. Sun Titan, who always more than pulls his weight.
2. Volrath's Stronghold into Eternal Witness.
By the way, I personally love the card very much. I have a foil that I've just never played in EDH. However, it was always my favorite card to play in Type 4 when my stack was foiled out.
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
To be fair, it's a pet card of mine - if you were wanting a new means to recur enchantments from your graveyard, Yawgmoth's Will is probably the better card, though it does come with its own drawbacks, of course.
I'm surprised I haven't seen Yawg's Will in any of the decks here - it can recur any permanent in your graveyard, allowing for some very sick turns with heavy tempo swings. Just a thought.
Also anyone who plays Tower of the Magistrate in their deck: how often does its use come up in matches?
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
Honestly, that sounds like the original arguments for Will that were quickly thrown out the window. I play it in my deck and it's always a powerhouse. I'd rather cast it than any amount of regrowths because the downside means nothing unless you misstime it, which is the case of any card. Being able to recast multiple permanents and spells can swing a game heavily in your favor. Hell, there are situations where using it as a one-shot regrowth or land for turn has led to my win.
Tower is a card I play in all my edh decks because you never know when it might be useful, but when it is, it really is. Stopping commanders from getting haste and hexproof, stopping problem equipment like the swords and jitte and batterskull, and making creatures unblockable in key scenarios are all worth the inclusion of a card that takes up a land slot but still provides colorless mana.
Take High Market and Phyrexian Tower for example. Should they both be in a deck or are they similar enough in function that High Market should be eschewed? Same with Strip Mine/Wasteland/Tectonic Edge/Ghost Quarter. If a deck already plays Strip Mine, is it worth it to run Wasteland? And if the deck already plays both of those, are Tectonic Edge and/or Ghost quarter worth it? Tectonic edge is worse Wasteland, but it's still another Wasteland, whereas Ghost quarter is a much worse Strip Mine but with added utility of fetching a basic in exchange for a land. There's also Maze of Ith and Kor Haven. Barren Moor and Tranquil Thicket. Is it just better to replace these duplicates with more tutors and recursion? At what point does adding redundant effects start to hurt consistency rather than improve it? Or maybe the question is more like which effects are important enough to have redundant copies?
In my experience, having a second copy of a powerful effect is usually free to deckbuilding costs. Like adding Wasteland to a deck that already runs Strip Mine would make it better in most cases. But when you start to add more effects like Tectonic Edge, Ghost Quarter, Encroaching Wastes, or Dust Bowl, your manabase can become diluted and outweigh the benefits of the redundancy.
tl;dr: When do redundant land effects become harmful to our deck? And how many redundant lands do you guys run? Hopefully this sparks some more discussion about the deck and how we all build it. (And secretly helps me decide which land to cut)
An addendum: Would anyone be interested in using some other platform, say Discord or Slack, for an additional medium of communication? Just a thought. Hopefully asking this isn't against the rules...
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
That said, I use Discord and I have had to disable the notifications at certain times because I get flooded with notifications and I haven't had time to see if there are filters. I use it to coordinate meet ups for some games. I don't like how some people use it like AOL chat, I don't have time for that anymore.
Sure, the exile effect is a drawback, but you play around it.
In regards to lands fulfilling the same role and running redundancy in your deck - I think High Market and Phyrexian Tower are more important than multiple strip mine effects. The towers give you a sac outlet for Child.
Strip mine effects are nice, but I only run Strip Mine. I don't find nearly as much benefit by having redundancy for strip mine effects, but that may be a sign of my meta not playing enough lands that I want to destroy. Seems like a meta call - I'd play more in a cabal coffers / gaea's cradle heavy mets.
High Market is the land that you'd like early to stay on curve. But late in the game, it's the weakest.
Phyrexian Tower is un-Pithing-able and helps you cast cards like Tutors, Bob, and Ad Naus when you sac Child. The mana boost is real because this deck doesn't play like a ramp deck.
The strongest is Diamond Valley, but the one you don't want at the start. Life gain is heavily under-rated. I use fetchlands continuously throughout the game. Shocks, Vamp tutor, Ad naus, sylvan library all use life.