Managed to get one game in with SG last weekend, and although it didn't work out too well (due to an assault on my Sol Ring and the one I stole with Hostage Taker to replace it), I was able to see a few of the newer cards in action. Long story short, they did not perform very well. But, silver lining: there's now more room for new cards.
- Jace, Vryn's Prodigy: summoning sickness prevented this from being a thing, and the flip side offers very little value since I don't run very many instants/sorceries.
- Lazav, the Multifarious: somehow it never occurred to me how many of my creatures are just ETB bodies.
So now there are two free spots in the list before War of the Spark comes in and blows everything up. The top five choices to replace them are as follows:
- Massacre Wurm or Demon of Dark Schemes: at least one of these is the front-runner, but which one? The Wurm provides some nice reach, while the Demon provides another way to resurrect creatures. This choice probably deserves its own thread/poll somewhere.
- Gray Merchant of Asphodel: Speaking of reach, Gary does that better than most.
- Kira, Great Glass-Spinner: I used to be a lot higher on this card, but it basically just gives my team hexproof, and as I learned in the Ojutai experiment, that doesn't really count for much in my local meta.
- Dimir House Guard: does a little bit of everything. Only question is whether or not there are enough 4s in the deck.
- Lazav, Dimir Mastermind: A different kind of clone, that I finally got around to picking up.
Nice! Glad to hear it. I'm going to get my first EDH game in for a few months now. The Scarab God will definitely be coming out.
The tokens made by the Scarab God DO in fact come down with their same mana cost on the card as usual. So any card that had black in it's casting cost will still add black devotion when resurrected as a token. The difference is just that anything that is resurrected by the God will also have black as part of it's color identity, even if it didn't originally have black in it's cost.
In that case, guess it's time to move Gary up a few notches...
Updated the list after several months of updates and a few test games. Highlights include:
- Cutting almost all of the mill spells. Altar of the Brood is constantly on/off the hot seat because my group generally finds it obnoxious to have to mill one card over and over again, even when I try to bunch the triggers together to make it "easier" on them. Altar of Dementia is the only one that's locked in, and that's largely because it's a free sac outlet and it can target the one player who is likely to have good reanimation targets for a larger chunk. The rest of the mill cards were in fact garbage, as others pointed out.
- Adding a bunch of counters. All of them had three things in common: they needed to be very cheap (most were 2 mana or less), the main purpose was to keep Scarab on the table, and they only needed to counter non-creature spells (since the majority of the rest of the deck was already designed to get rid of creatures).
- Adding a few more bounce effects for non-creature permanents, largely due to the addition of the counters mentioned above. I've already documented my past trouble with non-creature permanents, so this was a natural progression.
EDIT: going forward, two things still need to be fleshed out:
- Global discard effects. Currently, I have only Liliana's Specter in that role, and I'm considering swapping it out for Rotting Rats, which can unearth itself in a pinch and allows me to setup my own yard as well.
- Some sort of life-gain. The two top options are Gray Merchant of Asphodel, which is normally the gold standard but might suffer from a lack of devotion (since I don't think that Scarab tokens carry any color pips), and Exquisite Blood, which works very well with the upkeep trigger on Scarab. More to follow on this.
Finally, two other potential cards to test:
- Crystal Shard: functions as protection for the important stuff and a way to re-use the many ETB guys I naturally have.
- Spellskite: A cheap body that takes a bullet for Scarab, messes with a few random targeted spells, and potentially comes back to take another bullet. Also a target for Muddle.
Played one game over the weekend, and the motto I kept saying over and over as it went on was "more kill, less mill". The opponents were Jhoira value, group hug, and Tuvasa enchantments. Unfortunately, this was probably not the best table for a Scarab God that wants to feast on dead value creatures, but things got really out of hand when the group hug player cast a Fractured Identity on my Consuming Aberration. Then, the Jhoira player managed to find a Shimmer Myr and a whole bunch of cheap artifact spells to cast on his upkeep before he died to decking to make sure that Tuvasa and myself also got milled out and died.
Looking back, most of the mill effects that I had were pretty lame, and really didn't do much except bother the recipients. Specifically, Consuming Aberration and Altar of the Brood were pretty lame. I thought that Phenax, God of Deception would be an exception because it was free and mostly incidental, but even that just didn't feel like what I wanted. I didn't get to cast Altar of Dementia, and free sac outlets are among the more underrated effects in this format, so that one will probably escape the cuts for next time.
Conversely, more kill spells were definitely in order. Specifically, I could have used a wider variety of removal. For example, a Gilded Drake to steal an opposing Wurmcoil Engine or someone else's commander would have been great. I recently became aware of how good Torment of Hailfire can be, and though I don't think this deck has quite enough mana to really abuse it, it's still capable of removing a lot of things that would otherwise be tough to handle. Kagemaro, First to Suffer and some sort of counterspell creature (Wizard Replica, or one of the Spiketails) are still at the top of my list of things to test out.
First off, I appreciate the different perspective as it's caused me to rethink how I approach this build.
This list is mostly converted from my Chainer deck, where the goal was simply to make a pile of colored mana, cast the commander, and then hold up as many sets of three black mana as possible to yank the good stuff out of someone else's yard.
- This strategy was appealing for two reasons: if I focused on other yards and not my own, opposing grave-hate wouldn't hurt me as much, and it allowed me to steal things at instant-speed, and that speed is my favorite part of this game.
- The life loss was a real thing at times, but I could usually offset it with any number of blackdrain spells.
I decided to make Scarab because mono-black was a little too narrow and over-done in my group, and blue had a lot of value to offer.
- However, I still approached it with the same mindset as Chainer: make a pile of colored mana, cast the commander, and hold up as many sets of mana as possible.
- The differences so far are that I have more flexible things to reanimate from my yard (clones), Scarab is infinitely less fragile and susceptible to commander tax than Chainer, and the fringe benefit of Scarab's scry/damage is a lot more impactful than Chainer's +1/+1 bonus.
In all fairness, I've yet to actually determine if colorlessrocks are better for this particular build than coloredrocks. My first thought was that Scarab is less fragile, so I can just run him out there as soon as possible, so getting cheaper rocks to power him out early would be better.
As for the colorless lands, I also figured I would be holding up mana a lot of the time in case a high priority target hit the yard, so having one or more ways to use that unused mana if something doesn't hit the yard seemed like a good fail-safe. Nephalia Drownyard and Geier Reach Sanitarium happen to further my plan of loading up other yards, and the rest just keep my hand full, which is never a bad thing.
Finally, I'm trying to cut back on ETB-tapped lands as they tend to be a little slow for my taste. That probably means I need a few more basics, but any multi-color deck can say that.
Thanks for the comments. I really do appreciate the alternate way of thinking about this type of deck. I've been trying to keep up to date with all of the great Scarab threads at once for new ideas.
The Charcoal Diamond and sky diamond seem weak. I prefer Mindstone to one of these. Maybe thought vessel instead. Also, why no thran dynamo? Worn powerstone? I find having a couple of 2 ramp cards in my deck helps me hit that 8 mana 2 God activations in one turn faster. I love the double resurrection power.
I might be wrong here, but I value cheaper ramp spells over more expensive ones like Thran Dynamo, and I value colored ramp over colorless ramp like Thought Vessel. Coldsteel Heart is on my watch list.
Updated my list that I ended up playing a couple times last night. Some takeaways:
- The Grave Pact package went in, and as usual it did not disappoint. My meta is still very green, so there are a lot of lands and creatures hitting the table, and this package really helps a non-green deck keep up with the pace.
- Mass removals were also incredible. In one instance, I cast a Black Sun's Zenith for 4 to neuter a Woodfall Primus, let SG survive, and kill off two Scavenging Oozes.
- Clone effects were also solid throughout the evening.
- Unfortunately, due to the number of Avenger of Zendikars, bounce effects were not all that impressive. Riftwing Cloudskate is on the bubble right now, and even Cyclonic Rift was subpar.
- The cost of using the ability of the Scarab God was also a very real detriment. When the rest of the table is playing multiple lands per turn, it's not easy to leave four mana up to bring something back.
- Removing non-creatures proved to be difficult. I had no response for an opposing Rhystic Study until I found a Meteor Golem, and even that was pretty inefficient.
- Finally, there was actually a bit too much card draw in the deck. I often found myself with more spells to cast than mana to cast them. I don't think I'll go so far as to cut an all-timer like Phyrexian Arena, but draw spells will certainly get a hard look.
Played a couple of games with this deck over the long holiday weekend. Highlights below:
- Training Grounds might just be the best thing to ever happen to this deck. Unfortunately, I can't think of a way to get it back after it dies other than find someone else's Eternal Witness or the like.
- Altar of the Brood is a close second, and it works with both Trinket Mage and Academy Ruins. I'm actually considering a Mesmeric Orb as a result.
- There was one point in the first game where I got the Golgari player to Bog his own yard for fear of what I might do with it. That kind of threat might just be the kind of thing I want to do going forward, even if it does mean setting long-time favorite Chainer aside because it's functionally too similar in strategy.
I made a few changes in between games.
- Swapped in the Exquisite Blood/Sanguine Bond combo for a couple of bounce spells that ended up being too beneficial to all of the Simic players at the table.
- Added in a couple older goodies in Vile Consumption and Pendrell Mists as fun ways to continually kill stuff. We'll see if they are better than traditional one-time sweepers.
Given the direction I want to take with this list, it's likely that the edict package of Grave Pact/Dictate of Erebos/Butcher of Malakir will be making an appearance in the near future.
You also have a lot of mana rocks or a lot of lands (or both). With 9-10 mana rocks (depending on if you consider the Bauble a mana rock) 40 lands seems really high, I would think about cutting either 3-4 lands or 2-3 mana rocks (probably the two Diamonds).
My local meta is very green-based. So much so that we're looking into ways of letting Prime-Time and friends back into the format (as a house rule). Therefore, every deck I make has to have a lot of mana rocks, just to keep up. Also, I have a feeling that I'm gonna want to activate Scarab's ability more than once at a time.
River Kelpie seems like an odd inclusion as it doesn't seem like it is usually very relevant. I mean, you have Snapcaster Mage and Gearhulk that can help trigger it (and itself cf course) but that is about it.
I finally came up with a list for the shiny copy of The Scarab God that I obtained back before it became an overpriced Standard bomb. It's super rough and will be going through its first live action tomorrow. Here's what I came up with:
Definitely going for the generic control theme here, with Scarab acting like a cross between Chainer and Scavenging Ooze. For now, there's a random smattering of mana, draw, spot removal, and sweepers. I tried to emphasize creatures who affected the board and left behind seemingly useless bodies (i.e. Mulldrifter), Looter-effects, and purposefully left out spells that would exile potential reanimation targets (i.e. Reality Shift).
The following cards deserve to be tested at some point:
- Spellskite: Protects your board, comes back better with Scarab, and it's a Muddle target.
- Gleaming Overseer: The best part about this is probably just the "hexproof" part for all the tokens I worked so hard to create.
- Kira, Great Glass-Spinner: Protects the whole board very well.
- Dimir House Guard: Tutor, sac outlet, and a body. Currently lighter on four-drops or this would move up the ladder.
- Lazav, Dimir Mastermind: Another clone variant. Hexproof is nice, not hitting ETBs or non-creatures is keeping it out.
- Rune-Scarred Demon: Costs a little too much and comes back smaller, but the effect on a body is valuable.
- Kasmina, Enigmatic Mentor: Two loots, two creatures, and protects the board. Unfortunately, a lot of actual creature spells that loot with upside have been recently spoiled.
- Liliana, Death's Majesty: Not quite as great as the bigger Dreadhorde General, and I'd rather mill opponents than myself.
- Liliana, Dreadhorde General: Any black deck can probably make great use of all the modes, and this is no exception.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
- Jace, Vryn's Prodigy: summoning sickness prevented this from being a thing, and the flip side offers very little value since I don't run very many instants/sorceries.
- Lazav, the Multifarious: somehow it never occurred to me how many of my creatures are just ETB bodies.
So now there are two free spots in the list before War of the Spark comes in and blows everything up. The top five choices to replace them are as follows:
- Massacre Wurm or Demon of Dark Schemes: at least one of these is the front-runner, but which one? The Wurm provides some nice reach, while the Demon provides another way to resurrect creatures. This choice probably deserves its own thread/poll somewhere.
- Gray Merchant of Asphodel: Speaking of reach, Gary does that better than most.
- Kira, Great Glass-Spinner: I used to be a lot higher on this card, but it basically just gives my team hexproof, and as I learned in the Ojutai experiment, that doesn't really count for much in my local meta.
- Dimir House Guard: does a little bit of everything. Only question is whether or not there are enough 4s in the deck.
- Lazav, Dimir Mastermind: A different kind of clone, that I finally got around to picking up.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
In that case, guess it's time to move Gary up a few notches...
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
- Cutting almost all of the mill spells. Altar of the Brood is constantly on/off the hot seat because my group generally finds it obnoxious to have to mill one card over and over again, even when I try to bunch the triggers together to make it "easier" on them. Altar of Dementia is the only one that's locked in, and that's largely because it's a free sac outlet and it can target the one player who is likely to have good reanimation targets for a larger chunk. The rest of the mill cards were in fact garbage, as others pointed out.
- Adding a bunch of counters. All of them had three things in common: they needed to be very cheap (most were 2 mana or less), the main purpose was to keep Scarab on the table, and they only needed to counter non-creature spells (since the majority of the rest of the deck was already designed to get rid of creatures).
- Adding a few more bounce effects for non-creature permanents, largely due to the addition of the counters mentioned above. I've already documented my past trouble with non-creature permanents, so this was a natural progression.
EDIT: going forward, two things still need to be fleshed out:
- Global discard effects. Currently, I have only Liliana's Specter in that role, and I'm considering swapping it out for Rotting Rats, which can unearth itself in a pinch and allows me to setup my own yard as well.
- Some sort of life-gain. The two top options are Gray Merchant of Asphodel, which is normally the gold standard but might suffer from a lack of devotion (since I don't think that Scarab tokens carry any color pips), and Exquisite Blood, which works very well with the upkeep trigger on Scarab. More to follow on this.
Finally, two other potential cards to test:
- Crystal Shard: functions as protection for the important stuff and a way to re-use the many ETB guys I naturally have.
- Spellskite: A cheap body that takes a bullet for Scarab, messes with a few random targeted spells, and potentially comes back to take another bullet. Also a target for Muddle.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Looking back, most of the mill effects that I had were pretty lame, and really didn't do much except bother the recipients. Specifically, Consuming Aberration and Altar of the Brood were pretty lame. I thought that Phenax, God of Deception would be an exception because it was free and mostly incidental, but even that just didn't feel like what I wanted. I didn't get to cast Altar of Dementia, and free sac outlets are among the more underrated effects in this format, so that one will probably escape the cuts for next time.
Conversely, more kill spells were definitely in order. Specifically, I could have used a wider variety of removal. For example, a Gilded Drake to steal an opposing Wurmcoil Engine or someone else's commander would have been great. I recently became aware of how good Torment of Hailfire can be, and though I don't think this deck has quite enough mana to really abuse it, it's still capable of removing a lot of things that would otherwise be tough to handle. Kagemaro, First to Suffer and some sort of counterspell creature (Wizard Replica, or one of the Spiketails) are still at the top of my list of things to test out.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
This list is mostly converted from my Chainer deck, where the goal was simply to make a pile of colored mana, cast the commander, and then hold up as many sets of three black mana as possible to yank the good stuff out of someone else's yard.
- This strategy was appealing for two reasons: if I focused on other yards and not my own, opposing grave-hate wouldn't hurt me as much, and it allowed me to steal things at instant-speed, and that speed is my favorite part of this game.
- The life loss was a real thing at times, but I could usually offset it with any number of black drain spells.
I decided to make Scarab because mono-black was a little too narrow and over-done in my group, and blue had a lot of value to offer.
- However, I still approached it with the same mindset as Chainer: make a pile of colored mana, cast the commander, and hold up as many sets of mana as possible.
- The differences so far are that I have more flexible things to reanimate from my yard (clones), Scarab is infinitely less fragile and susceptible to commander tax than Chainer, and the fringe benefit of Scarab's scry/damage is a lot more impactful than Chainer's +1/+1 bonus.
In all fairness, I've yet to actually determine if colorless rocks are better for this particular build than colored rocks. My first thought was that Scarab is less fragile, so I can just run him out there as soon as possible, so getting cheaper rocks to power him out early would be better.
As for the colorless lands, I also figured I would be holding up mana a lot of the time in case a high priority target hit the yard, so having one or more ways to use that unused mana if something doesn't hit the yard seemed like a good fail-safe. Nephalia Drownyard and Geier Reach Sanitarium happen to further my plan of loading up other yards, and the rest just keep my hand full, which is never a bad thing.
Finally, I'm trying to cut back on ETB-tapped lands as they tend to be a little slow for my taste. That probably means I need a few more basics, but any multi-color deck can say that.
Thanks for the comments. I really do appreciate the alternate way of thinking about this type of deck. I've been trying to keep up to date with all of the great Scarab threads at once for new ideas.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I might be wrong here, but I value cheaper ramp spells over more expensive ones like Thran Dynamo, and I value colored ramp over colorless ramp like Thought Vessel. Coldsteel Heart is on my watch list.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
- The Grave Pact package went in, and as usual it did not disappoint. My meta is still very green, so there are a lot of lands and creatures hitting the table, and this package really helps a non-green deck keep up with the pace.
- Mass removals were also incredible. In one instance, I cast a Black Sun's Zenith for 4 to neuter a Woodfall Primus, let SG survive, and kill off two Scavenging Oozes.
- Clone effects were also solid throughout the evening.
- Unfortunately, due to the number of Avenger of Zendikars, bounce effects were not all that impressive. Riftwing Cloudskate is on the bubble right now, and even Cyclonic Rift was subpar.
- The cost of using the ability of the Scarab God was also a very real detriment. When the rest of the table is playing multiple lands per turn, it's not easy to leave four mana up to bring something back.
- Removing non-creatures proved to be difficult. I had no response for an opposing Rhystic Study until I found a Meteor Golem, and even that was pretty inefficient.
- Finally, there was actually a bit too much card draw in the deck. I often found myself with more spells to cast than mana to cast them. I don't think I'll go so far as to cut an all-timer like Phyrexian Arena, but draw spells will certainly get a hard look.
More changes to follow...
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
- Training Grounds might just be the best thing to ever happen to this deck. Unfortunately, I can't think of a way to get it back after it dies other than find someone else's Eternal Witness or the like.
- Altar of the Brood is a close second, and it works with both Trinket Mage and Academy Ruins. I'm actually considering a Mesmeric Orb as a result.
- There was one point in the first game where I got the Golgari player to Bog his own yard for fear of what I might do with it. That kind of threat might just be the kind of thing I want to do going forward, even if it does mean setting long-time favorite Chainer aside because it's functionally too similar in strategy.
I made a few changes in between games.
- Swapped in the Exquisite Blood/Sanguine Bond combo for a couple of bounce spells that ended up being too beneficial to all of the Simic players at the table.
- Added in a couple older goodies in Vile Consumption and Pendrell Mists as fun ways to continually kill stuff. We'll see if they are better than traditional one-time sweepers.
Given the direction I want to take with this list, it's likely that the edict package of Grave Pact/Dictate of Erebos/Butcher of Malakir will be making an appearance in the near future.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
It's on my watch-list, but I'm already pretty heavy on four-drops and draw power, so it didn't make the first cut.
My local meta is very green-based. So much so that we're looking into ways of letting Prime-Time and friends back into the format (as a house rule). Therefore, every deck I make has to have a lot of mana rocks, just to keep up. Also, I have a feeling that I'm gonna want to activate Scarab's ability more than once at a time.
Woops, RTFC me! I'll fix that shortly.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I finally came up with a list for the shiny copy of The Scarab God that I obtained back before it became an overpriced Standard bomb. It's super rough and will be going through its first live action tomorrow. Here's what I came up with:
1 Viscera Seer
2 Baleful Strix
2 Deranged Assistant
2 Gilded Drake
2 Phantasmal Image
2 Rotting Rats
2 Watcher for Tomorrow
3 Champion of Wits
3 Fleshbag Marauder
3 Plaguecrafter
3 Spellseeker
3 Spiketail Hatchling
3 Tomebound Lich
4 Clever Impersonator
4 Hostage Taker
4 Phyrexian Metamorph
4 Ravenous Chupacabra
4 Sakashima the Impostor
4 Solemn Simulacrum
4 Venser, Shaper Savant
5 Body Double
5 Gray Merchant of Asphodel
5 Kagemaro, First to Suffer
5 Massacre Girl
5 Mulldrifter
5 Oracle of Dust
5 Shriekmaw
5 Sidisi, Undead Vizier
6 Dragonlord Silumgar
6 Dream Eater
6 Massacre Wurm
6 Mikaeus, the Unhallowed
7 Butcher of Malakir
7 Diluvian Primordial
7 Meteor Golem
6 Liliana, Dreadhorde General
Artifacts (9):
1 Sol Ring
1 Wayfarer's Bauble
2 Altar of Dementia
2 Charcoal Diamond
2 Dimir Signet
2 Sky Diamond
2 Talisman of Dominance
3 Crystal Shard
3 Heartstone
Enchantments (3):
1 Training Grounds
4 Grave Pact
5 Dictate of Erebos
Instants (9):
1 Entomb
1 Stubborn Denial
2 Arcane Denial
2 Counterspell
2 Cyclonic Rift
2 Disdainful Stroke
2 Pull from Tomorrow
3 Unwind
5 Mystic Confluence
Sorceries (4):
2 Demonic Tutor
2 Dread Summons
3 Toxic Deluge
7 All Is Dust
Lands (38):
1 Blighted Cataract
1 Bojuka Bog
1 Command Tower
1 Dreadship Reef
1 Drowned Catacomb
1 Fetid Pools
1 Memorial to Folly
1 Memorial to Genius
1 Morphic Pool
1 Nephalia Drownyard
1 Path of Ancestry
1 Polluted Delta
1 Reliquary Tower
1 Sunken Hollow
1 Sunken Ruins
1 Tainted Isle
1 Temple of Deceit
1 Temple of the False God
1 Underground River
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Watery Grave
8 Island
8 Swamp
- Spellskite: Protects your board, comes back better with Scarab, and it's a Muddle target.
- Gleaming Overseer: The best part about this is probably just the "hexproof" part for all the tokens I worked so hard to create.
- Kira, Great Glass-Spinner: Protects the whole board very well.
- Dimir House Guard: Tutor, sac outlet, and a body. Currently lighter on four-drops or this would move up the ladder.
- Lazav, Dimir Mastermind: Another clone variant. Hexproof is nice, not hitting ETBs or non-creatures is keeping it out.
- Rune-Scarred Demon: Costs a little too much and comes back smaller, but the effect on a body is valuable.
- Kasmina, Enigmatic Mentor: Two loots, two creatures, and protects the board. Unfortunately, a lot of actual creature spells that loot with upside have been recently spoiled.
- Liliana, Death's Majesty: Not quite as great as the bigger Dreadhorde General, and I'd rather mill opponents than myself.
- Liliana, Dreadhorde General: Any black deck can probably make great use of all the modes, and this is no exception.
- Jace, Vryn's Prodigy -> Massacre Wurm
- Lazav, the Multifarious -> Gray Merchant of Asphodel
- Liliana's Specter -> Rotting Rats
- Jace and Lazav sucked, added some classic good stuffs.
2019-06-28:
- Aetherspouts -> Massacre Girl
- Swapped a non-creature wrath for a creature wrath.
2019-07-02:
- Altar of the Brood -> Dread Summons
- While Altar can be good sometimes, it always makes the table groan. Trying out a cool commander-only card I've not used before.
- Dimir Locket -> Watcher for Tomorrow
- Disciple of Bolas -> Tomebound Lich
- Added some cool new looter creatures with more upside.
2019-07-06:
- Muddle the Mixture -> Liliana, Dreadhorde General
- Bad River -> Island
- Dimir Aqueduct -> Swamp
- Added a couple more basics and made room for the biggest, baddest Liliana.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani