Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
Bought the 2014 Ob deck tore into it adding as many broken cards as i could afford need ideas and help this is my first go at commander many changes so far so comments and suggestions welcome plz
Try to dump a fatty like Sheoldred or someone else into bin early and exhume or reanimate them as early as possible use mana ramp to bring out other fatties tutor for land combo's
This deck has been viewed 1,228 times.
LANDS-You've got a couple of mana doublers in Crypt Ghast and Magus of the Coffers and Cabal Coffers, all of which are super powerful, but you're running a ton of non-swamps that will make your doublers weaker. Plus the non-swamp lands really aren't that great. Things I'd cut:Barren Moor: Cyclers are really only a thing you should run if you're desperate for draw (mono-white, mono-red, boros), or if you have a way to abuse them (The Gitrog Monster, Titania Priest of Argoth, decks running Crucible of World/Life from the Loam shenanigans). IMO it's not worth the tempo hit.Bottomless Vault: Just too slow, and doesn't work with doublers.Crystal Vein: Same as VaultEverglades: Really only good with multiple lands you wanna bounce, and really the only one you care about here is Bojuka Bog. Not worth the tempo hit.Evolving Wilds: You don't need color fixing, and the deck thinning isn't mathematically relevant (http://magic.tcgplayer.com/db/print.asp?ID=3096). Leechridden Swamp: It does count as a swamp, but I'm still not sure it's worth coming into play tapped.Terramorphic Expanse: Same as Evolving WildsWarped Landscape: You don't need the fixing, and it's not a swamp.Things I'd add:Myriad Landscape: Ramps into two swamps. It's essentially the same tempo hit as Everglades but it doubles up with mana doublers when cracked.Thespian's Stage: Worst case you copy a swamp. Best case you copy Cabal Coffers (it's not Legendary).
Permalink
dude youre the shit good idea's i know about thespian stage gonna do that and versuva so yeah ty for comment
ARTIFACTS-Howling Mine: Unless you're punishing people for drawing (Nekusar) or running hugs (Pendelgriff) then Howling Mine is pretty bad. For starters, you're the last one to draw. There's been so many times I've seen someone play a Mine, have everyone draw, then see it get disenchanted before the guy who played it got a card. Beyond that though, you're not just drawing one card and your opponent is drawing one; you're drawing one and your opponent is drawing 3 (or 4, or 5, depending on game size). You have to kill them all eventually, which means you're helping multiple enemies for each single time you help yourself. I'd run Phyrexian Arena here, or Necropotence. Well, that's a lie. I wouldn't run one or the other because I'd run both :)I do like Nevinyrral's Disk in mono-black as it's one of your few ways to hit artifacts and enchantments, but it hits your stuff, too. It's a personal preference call.ENCHANTMENTS-Recurring Nightmare is banned. I'd put Necropotence or Phyrexian Arena in this slot, whichever you didn't put in the Howling Mine slot.INSTANTS-Unmake wouldn't be legal here. I know you can cast it, but because it has the hybrid white symbol in the casting cost it's technically only allowed in decks running white. I'd replace it with Hero's Downfall or Go for the Throat.Dark Ritual is a great card that might even be underrated in EDH, but it's also a card that really only works with specific decks where you're looking to outrace people. I don't think this is that deck. I personally would rather have a mana rock I can use every turn like Mind Stone if you want to ramp, or even Wayfarer's Bauble that lets you ramp out a free swamp.Skeletal Scrying is card I'm always on the fence about. Instant speed is great since you can make sure you don't need the mana for a removal spell then cast it right before your turn starts. However Damnable Pact only costs one more black to cast, doesn't exile graveyard stuff you might need, and best of all can be a kill spell. I've had a mana doubler or two out and cast Damnable Pact on an opponent for 30 before. It doesn't happen often, but it happens. I'm not sure I think Pact is better necessarily, but I think it's worth considering given that it seems like you don't want to remove stuff from your graveyard.
ty for comment recuuring nightmare is for my casual group ty for info on banned list ill look into damnable pact ty again
dude bru i commented on your deck... now you can rest easy...LOL bet you dont even remember commenting on my commander deck