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Dear Azami – Heart Of Stone

This week Sean helps a reader fix problems with his Commander deck by changing its general and replacing cards that weren’t pulling their weight.


Dear Azami,

The origin of this deck is an idea I had for Standard that I didn’t build because the mana requirements were awful. I wanted to cast Lure or Revenge of the Hunted on a Phyrexian Obliterator. Instead, I put those cards in a Commander deck with some “stoning” creatures. After trying to put every creature that would be good with Lure in the deck, it was inconsistent and all five colors. While Lure is amazing on a Tolarian Entrancer (go ahead, look that up), the deck seems much better as three colors.

Problems I would like fixed:

1) Indestructible creatures.

2) If I do kill all their creatures, I don’t do damage very fast, and they have time to recover.

3) Stopping noncreature-based victory plans. (Maybe this deck never will be able to do that.)

4) I am not even sure if I have the correct commander. I used Doran because a good portion of my creatures will do more damage, but Teneb or Karador might be better. Feel free to change the deck completely if you think it will make the deck better. I have even considered cutting white.

Cards I might like to fit in: Return to Dust, Wing Shards, Spidersilk Armor, Rule of Law, Gaddock Teeg, and Mimic Vat.

Commander

Doran, the Siege Tower

Creatures

Abu Ja’far
Aven Mindcensor
Hollowhenge Spirit
Stoneforge Mystic
Stonehewer Giant
Sun Titan
Dread Specter
Infernal Medusa
Phyrexian Obliterator
Acidic Slime
Craw Giant
Elven Warhounds
Engulfing Slagwurm
Genesis
Shinen of Life’s Roar
Stone-Tongue Basilisk
Tangle Asp
Tempting Licid
Thicket Basilisk
Yavimaya Elder
Glissa, the Traitor
Kjeldoran Frostbeast
Stuffy Doll
Wurmcoil Engine

Theme Cards

Lure
Revenge of the Hunted
Provoke
Tower Above
Predatory Rampage
Irresistible Prey
Seton’s Desire
Deadly Allure
Indrik Umbra
Grappling Hook
Infiltration Lens
Nemesis Mask

Ramp

Cultivate
Kodama’s Reach
Khalni Heart Expedition
Skyshroud Claim
Explosive Vegetation
Hunting Wilds

Other Spells

Austere Command
Ghostway
Soul Snare
Blaze of Glory
Asceticism
Chord of Calling
Stonewood Invocation
Vines of Vastwood
Withstand Death
Seal of Primordium
Necrobite
Darksteel Plate
Nihil Spellbomb
Sol Ring
Swiftfoot Boots
Vanguard’s Shield

Lands

Maze of Ith
Mystifying Maze
Yavimaya Hollow
Kor Haven
Stirring Wildwood
Twilight Mire
Reflecting Pool
Murmuring Bosk
Command Tower
Grand Coliseum
Rupture Spire
Graypelt Refuge
Krosan Verge
Vivid Grove
Vivid Marsh
Vivid Meadow
Bayou
Savannah
Scrubland[/author]“][author name="Scrubland"]Scrubland[/author]
5x Plains
8x Swamp
9x Forest

Thank you for your time,

Joel Tempas

I agree that this is a dream worth fighting for—one of the coolest things I’ve heard of so far this Modern season is a Jund variant playing all black-producing lands in order to cast Phyrexian Obliterator, which then uses Domri Rade to force people to fight it much to their peril. It’s an interesting idea you have and a crunchy one, but the more colors you add to your deck the further you are going to get away from the central core that captured your imagination.

I’m glad you are open to changing your commander because I looked at this deck and knew right from the beginning what the answer to one of your problems was: the best way to answer an indestructible creature would be to force it to face off against Sisters of Stone Death. I strongly suspect this is the answer to problem number two, as well, of not closing a game off very quickly after you do successfully gain a dominant creature position on the board. The Sisters don’t merely eat a creature—they employ it and put it to work for you—and it has quite a considerable body for closing out a game. Curves, she has them, she kills in three swings.

By honing this down to two colors, we can rebuild some of the core focus you were interested in and that drew you to this idea in the first place, as there is a lot of just good stuff white cards that we will force ourselves to neglect as we move to a two-color combination. Focusing on the parts that intrigued you still gives us plenty to work with: enough to fill a deck with, and a fun deck too. We begin, then, by paring away large chunks of things because they are the wrong colors and will then take a hard look at what’s remaining to see if it fits or if we must winnow further before we can fill back in the missing pieces.

Beginning with the lands, we have thirteen cuts as we excise the ability to tap for white mana from our lands, and with it the white-requiring utility land that was a free addition:

Kor Haven
Stirring Wildwood
Murmuring Bosk
Graypelt Refuge
Krosan Verge
Vivid Meadow
Savannah
Scrubland[/author]“][author name="Scrubland"]Scrubland[/author]
5x Plains

Out of the creature base, we must pull twelve cards out based on color alone:

Abu Ja’far
Aven Mindcensor
Hollowhenge Spirit
Stoneforge Mystic
Stonehewer Giant
Sun Titan
Kjeldoran Frostbeast
Austere Command
Ghostway
Soul Snare
Blaze of Glory
Indrik Umbra

This also suggests two more lands that we’re going to cut—Grand Coliseum and Rupture Spire—because coming into play tapped is a real cost and our color needs are simpler now, meaning we can use just black-green fixers that are presumably more effective with fewer hoops to jump through.

Building back up from there, we have fifteen land slots to work with. While I feel the deck has more lands than it really needs, with 41 slots, at least one of those is totally not a land (Maze of Ith), and I have no real objections to a high mana count so long as those lands are being put to work in some way. Our cuts have unfortunately included a manland and a utility land that can continue protecting us from incoming damage, and we want to end up with a similar level of utility if not more at the end of this construction phase if we’re going to keep this high mana count.

Ultimately, what I think I’m feeling here is a problem not just of a lot of lands but also a lot of spells that focus on lands, with Khalni Heart Expedition, Skyshroud Claim, Hunting Wilds, and Explosive Vegetation really giving us a pretty excessive focus on putting more lands into play. All of those will be earmarked for removal without necessarily stopping you from hitting those higher reaches of the mana curve you want to be able to play at because having too much enabler and not enough stuff is a very typical way for a Commander deck to look good but leave you helpless when you don’t have anything left to impact the board.

I found six utility lands I wanted to add to the deck, leaving nine slots for pure color-fixing purposes. I wanted to leave that much focus on fixing your mana even though this is a two-color deck because of the extremely hard mana cost on Phyrexian Obliterator, and a few of the spell and creature replacements I will be making are likewise pretty color severe so I didn’t want to replace any of the swapped-out basic Plains with basic Forest or basic Swamp when I could add an affordable (or at least reasonably accessible) dual land option instead.

UTILITY LANDS:

Winding Canyons – Especially when you’re a combat-focused deck like this one is, people playing Wrath effects can really ruin your day. I’ve written love letters to Winding Canyons in this column more than once, and in this deck it is sorely needed for its ability to let you sidestep a broad weakness that can get you down while also letting you get tricky with blocking with an unexpected Basilisk. Flashing in your Cockatrice should be just as dirty as it (almost) sounds.

Arena – One of the reasons I didn’t feel like a land slot had to be shaved was because Arena, like Maze of Ith, doesn’t tap for mana. I could have done the really crazy and cut your Maze for this and kept the mana-generating lands slot the same, but that would probably earn quite a few sideways looks. This deck has a solid focus on deathtouch creatures that are fun to fight with, allowing Arena to be the aggressive version of Maze of Ith while still retaining some defensive utility in the face of one big attacker sitting by itself. Either by size or by tricksiness, the Arena will allow you to mow down creatures in the middle phase of the game, and I can already see the smiles that come with setting it up alongside your Yavimaya Hollow to set a regeneration shield on your brawler-to-be.

Mosswort Bridge – One of the issues the deck seems to have is stalling out in the middle of the game. Mosswort Bridge is mana with benefits in that it potentially comes with a free spell attached to it for your later use when resources are starting to grind away in intense games.

Bojuka Bog – You have barely any graveyard control at all despite being in two very good colors for this type of utility feature on the cheap. As a land, it’s basically a free addition—there is a very minimal impact to your deck to include it, and it can help keep the unfair people within acceptable boundaries.

Thespian’s Stage – The latest hot addition to Commander decks everywhere, Thespian’s Stage lets you duplicate your own utility-land effects or borrow access to others’ with the ability to switch it around over the course of a game as you see fit. Options are very valuable during a game, and this land is full of them.

Grim Backwoods – Resource conversion is a very good thing to have access to, and in Commander it’s also very valuable to have sacrifice outlets as creatures turn treasonous more often than you would like. Grim Backwoods can let you churn through in search of new cards and more things to do, and it does so fairly profitably with token makers (we’ll be adding a few) or Genesis. You could alternatively add Miren, the Moaning Well or High Market, but I respect card draw far more than I respect life gain. Life gain needs to be very attractive indeed before I’ll consider it, and even Miren isn’t really appealing with the creature set you currently have.

MANA-FIXING LANDS:

Thawing Glaciers – The ultimate in slow, gradual card advantage. Thaw lets you pull a free basic out of your deck every other turn, and in a format where you can realistically have as many turns as Commander allows you during the span of a normal game, we’re talking about rather a lot of mana and all of it free. While it’s true that it slows you down in the early game, Commander is a marathon, not a sprint, and those brakes are ones you should be able to live with when you get a reasonable value back out of that.

Urborg, Tomb of Yawgmoth – You have at least two lands that don’t tap for mana at all without Urborg in play and some pretty severe black mana costs that you want to hit alongside your nine basic Forests. Urborg lets Arena tap for mana once in a while and turns every Forest into a Bayou while we’re at it.

Jund Panorama – We were in fact starting to hit too many lands coming into play tapped to the point where I have to wonder if the Vivid lands wouldn’t just be better as a Forest and a Swamp instead. I certainly couldn’t justify adding Evolving Wilds and Terramorphic Expanse on top and it’s clear that the Vivids are better than them in this deck anyway, but Jund Panorama works as a cheap fixer for both your colors and taps for mana the turn it comes into play, making it a worthwhile addition.

Overgrown Tomb, Llanowar Wastes, Golgari Rot Farm, Woodland Cemetery, Gilt-Leaf Palace – Five highly effective dual lands replacing five basic Plains as we take your third color out.

Tainted Wood – Okay, it’s true, this is less effective of a dual land, but it is still a dual land given that you have 10+ Swamps or things that search for Swamps. It will never provide your first black mana, but given your first black mana to work with it should be a fully functioning dual land with minimal fuss.

Moving on to the artifacts, I see two things I want to pull out and can foresee rebalancing your spells for greater effectiveness and moving three slots over to use here, giving me five to add rather than just making two replacements.

Infiltration Lens comes out for being too cutesy. A good rule of thumb would be asking whether this will in fact be better than Skullclamp; the chances are good that if the answer will ever be yes, your opponents will intervene in things that otherwise do not concern them just to shut that potential down. This does work on an axis you’re building on—”block me whether you like it or not”—but you don’t want third parties interfering when you send a Lured Basilisk or Obliterator someone’s way, and threatening to draw a whole fistful of cards on the exchange will basically never result in gaining said fistful, just in forcing someone to bite the bullet and get involved. You won’t even get the two cards Skullclamp would have offered you, so even when you might hope this could be better it will ultimately prove to be worse.

Darksteel Plate comes out for being unnecessary. You’re mostly worried about things breaking up a fight the turn you’re doing it, so your Boots will cover all of the real problems you face, and mass removal being very good against you is a problem we’ll address with a few other cards that have additional potential utility on top of rebuilding from a sweeper. Your commander now protects herself very well in a fight, so this isn’t needed to come out ahead during combat and is a good enough flagship by herself that just replaying her from the command zone a few times is a credible backup plan as you rebuild your resources.

With five replacements, we get to add the following:

Bullwhip – Some of your dreams will come true on the aggressive end of things. Some, however, will come from setting up an opponent’s creature to go awkwardly on the offensive if you let Bullwhip do its job. While it’s certainly true that an opponent can see your Basilisks and decide to go elsewhere, the games where that happens are ones in which you turn around and provoke a fight between two players who are not yourself…an exchange in which you clearly profit.

Magnetic Web – That’s a lot of text for a seeming do-nothing junk rare from Tempest that you wouldn’t even want in Sealed Deck. (Trust me—I tried, so I know.) What Magnetic Web does very well, however, is force interaction very cheaply—you want to set up forced blocks or possibly forced attacks, and Magnetic Web just sits there turn after turn making things complicated and interesting as you get to dictate terms mid-combat. Put a counter on something you want to die and you can then attack a magnetic Basilisk into it at your leisure.

If you can’t because they attack with it instead and went somewhere else so your Basilisks can’t block, you get the opportunity to mess with another player by forcing a block of your choice, potentially setting up things they want to keep around for a bad block. The ability to repeatedly allow for a Lure like effect without spending the card itself to do so is key to your overarching plans, even if it does sound janky. When the janky card just happens to do the exact janky thing you want it to do, you embrace it.

Viridian Longbow, Thornbite Staff – We’re going to end up with quite a few creatures with deathtouch instead of “just” the Basilisk ability, and these both help take advantage of that ability profitably by turning your creatures into mini-Visaras…or, in the case of Thornbite Staff, fully-automatic ones. While it’s not hard to get a little crazy with a Thornbite Staff, Viridian Longbow is not really a card you see very often in Commander, so if it works, go with it. I tried a somewhat similar concept with Damia, Sage of Stone as my commander and felt the Longbow overperformed compared to my expectations.

Loxodon Warhammer – I hate life gain, but am perfectly happy to embrace it alongside good effects as an incidental benefit. You noticed that you had a problem closing the game quite quickly enough, and a Warhammer on anything will help with that… But a Warhammer carried by the Sisters of Stone Death grants a pile of power and the much-needed trample that it takes to still connect for damage after exiling a passel of blockers. Alongside your deathtouch creatures, the Warhammer helps you to upgrade them into more effective Basilisks to Lure a pile of creatures into blocking since each point of power can kill another creature. Or just used aggressively, you can take advantage of the fact that deathtouch creatures assign just one to their blocker and trample over for the rest.

We move now to the spells, where five were cut for color considerations and more still have to go.

OUT:

Khalni Heart Expedition, Skyshroud Claim, Hunting Wilds, Explosive Vegetation – The pure mana balance of this deck is off, and you don’t need to ramp so much as you need to consistently develop your mana on time and to the full extent needed. These push you far up the mana curve, but you can’t really take advantage of that fact, and they really can lead to a lot of games where you pull out a pile of mana and don’t do very much with it. You need some more action in these slots. We’ve kept Cultivate and Kodama’s Reach because they’re cheaper and provide the same number of lands, but the four-drops (and the situational landfall-based one) don’t get to stick around.

Vines of Vastwood – Combat tricks are pretty weak in Commander, and while I love Stonewood Invocation and wish more players embraced the awesomeness of granting shroud with split-second, I don’t consider it quite good enough for what you’re trying to accomplish here. If you’re operating as planned and a lot of things block your Basilisk, this still won’t save it, so this seems like it will primarily interact with spells. I want a less narrow card if we can have it, and we can if we try.

Withstand Death – This has all the same presumable applications as Vines of Vastwood but none of the shroud to prevent Swords to Plowshares from doing its thing and lacks the somewhat-appealing pump spell aspect. I’m not even sure this is the best version of itself we could have—Withstand Death is always going to make a thing indestructible, but there’s quite a few ways still to kill an indestructible creature and Undying Evil would get around those more adequately. I’m not convinced you want either and will keep looking till I find the card I think you do want, but this one’s not the right one.

Necrobite – Too weak to play even if I did want to pursue these sorts of effects. A large enough portion of your creatures have a version of deathtouch in combat that this isn’t really adding much more than the regeneration clause, which we can do better on if we try.

Seal of Primordium – You can get the same utility with a creature but potentially recur said creature with Genesis, so that version of this card will be preferred.

We ship three slots over to the artifact section to make up the gap in the slots owed for those three additions, but unfortunately we’re not quite done shipping things out yet. Four slots end up going to the creature side of things in order to hit a more effective level of action in this deck and fuel a few sweet inclusions that really wanted to barge their way in, meaning we’ve taken out thirteen but will only end up putting six cards back in.

IN:

Harmonize, Promise of Power – We cut the land ramp spells to add pure card draw spells in their stead, as you’ll still eventually hit those mana counts if you play card draw and will still have action left over instead if you do it this way…and a very live draw in the later game, while Explosive Vegetation for your eleventh and twelfth land is barely worth playing even just to thin your deck unless your commander has died quite a few times. The life cost on Promise of Power is something I’ve already counterbalanced with the Warhammer somewhat, and there will be another addition coming in just a bit that also pays you back life in spades to recoup this cost.

Decree of Pain – Part card draw spell, part awesome replacement for the Austere Command we cut. You do want to have access to at least a little bit of sweeping power, and Decree of Pain leaves you with a lot to work with afterwards to make up for killing off your board.

Wrap in Vigor – Instead of regenerating or protecting just one creature, we can regenerate them all and do so quite cheaply as well. There are definitely times this will be less good than the Withstand Death or Vines of Vastwood we’re cutting, but there are also times this will specifically shine as well so I consider this a pretty decent upgrade with potential to play out very nicely in a game when the mass removal starts to fly.

Grim Feast – I wanted to think of ways to pay you for all of the work you’re putting into Luring up combat phases besides the sheer joy of getting to do so and the quirks like Elven Warhounds, Engulfing Slagwurm, or Phyrexian Obliterator. Grim Feast only gives you life—I hate life gain; I am literally the Commander version of Grumpy Cat for life gain—but it gives you so very much life over the course of a game that it will have a significant impact on your ability to keep plugging away at your chosen task. It won’t trigger on your creatures dying, but Commander is a format with high-octane creatures dying routinely and repeatedly, well worth the minor tax of a life per turn it asks for you to maintain it. Since you’ll be setting things up to force this to trigger, it will do better than it does outside of any specific context, and I think you’ll find it a solid inclusion in your deck.

Digging deep into the obscure rare pile for Grim Feast and Magnetic Web got me thinking of other ways to capitalize on the fact that you will be tending to force things to die a lot, and I wished (not for the first time) that Debtors’ Knell was not a B/W hybrid card but instead would pick just one color or the other. It wasn’t quite good enough to go back to a three-color build for, but it was tempting…until I realized there is in fact (sort of?) a mono-black version of Debtors’ Knell we can reach for thanks to Return to Ravnica’s seemingly junk rare Grave Betrayal. If you’re going to do all of that work in making sure entire boards die on your opponent’s side in one fell swoop, you might as well get paid back for doing so.

Moving on to the creatures, we’ve moved four empty slots over and cut seven slots out based on color. I make just one more cut—sorry, Dread Specter, you’re just not Basilisk enough to hang with the big boys here—and then we have an even dozen slots to fill back in before the deck is complete.

Cockatrice – We cut Dread Specter because it was a little too flimsy and had a color restriction to its Basilisk ability. In all honesty, putting flying on your Basilisk makes it harder to have the maximum amount of fun with it, as suddenly a large number of creatures are not able to block when you Lure it up and send it in. So if you want to have a flying Basilisk, you want one that can at least block fairly effectively, which a 2/2 cannot really do. Cockatrice has four toughness and thus at least some hope of survival on defense and is a full-strength Basilisk as far as its combat capabilities are concerned.

Gorgon Recluse – And here we are, inviting a Basilisk with the same nonblack clause right back into the party. You’ll note that like Cockatrice this has better stats for surviving a fight, but perhaps more importantly we’ve gotten rid of that pesky flying ability that makes it far less effective with your Lure tricks. Your plan of action is to capitalize on a very narrow class of cards, so using as many close fits as possible will help you do so more consistently.

Xathrid Gorgon – Creatures with deathtouch are also fairly effective at what you’re trying to do, as well as having a fun intersection of utility with the pinging equipment we’ve added in as another tool to work with. Xathrid Gorgon is also surprisingly good at nullifying commanders, able to shut them down to paralyzed versions of themselves that cannot attack, block, or use abilities—they’re basically lawn ornaments from here on in.

Hornet Queen – Deathtouch is a good ability to capitalize on in this deck, and Hornet Queen makes an awful lot of fliers with this ability and thus provides some excellent defensive capabilities. Considering we’re adding a bit of defensive forcing to the deck via Bullwhip and potentially Magnetic Web as well to force creatures to attack, adding a creature that allows you to take out such an attacker without actually trading a card for that will let the deck grind out some positional advantage over the course of a longer game.

Grave Titan – The deathtouch in this case is added to a 6/6, but it’s still a solid heavyweight for building up a board presence on the cheap with a single card, so we can forgive Grave Titan for the fact that he wants to attack rather than defend and overlap with those synergies. He’s sort of a good stuff addition to this deck that will help close the game out a bit faster by getting out of control, but with deathtouch he is on theme and perfectly capable of wrecking your opponent with all of the same cards your true Basilisks do—six power worth of deathtouch is a lot of deathtouch to spread around in such an exchange, even if it is not the blanket “death to everyone” you can otherwise find. Death to half a dozen is still a lot of death.

Harvester of Souls – A solid replacement for the Infiltration Lens that was cut, Harvester of Souls lets you get a return on investment for all that work setting up board-clearing Lure attacks while also being an excellent on-theme addition and one that is more broadly applicable to profiting over the course of a game. Rather than being amazing in a narrowly delineated series of situations, Harvester of Souls will be awesome when you force the exchanges you’re trying for and also awesome just naturally over the course of a game, regularly drawing you cards and having a body with deathtouch to work with to boot.

Necroskitter – This one is a little bit harder to capitalize on, but after adding in ways to force your opponent to attack you and adding in pinging equipment that can let Necroskitter put a -1/-1 counter on an opponent’s creature at-will, this can potentially be another way to benefit from the impending deaths you are working to set up. This one’s a little bit of a stretch, but I think it’ll do good work if you give it a chance.

Lim-Dul the Necromancer – Much like Harvester of Souls, this one works without negotiation so long as the right condition is met; this is the creature version of Grave Betrayal to resurrect any of the creatures you manage to kill through your combat tricks, though unfortunately it takes a bit of mana and thus is not automatic and unbounded. It’s not just free, but you can certainly pick the best few at your leisure each turn. I’ve heard good things about Lim-Dul but never yet included him in a deck to the best of my recollections, but the kind of home he’s looking for is the shell you’ve already provided.

Reaper from the Abyss – This one’s kind of a free roll, in that you’re going to be regularly causing death and thus able to provide a morbid trigger pretty regularly during the attack phase. Not everything is vulnerable to the direct approach of forcing death in combat via Lure; tapped creatures can’t block, so just attacking you is a way to get out of the trap if they see it coming. Reaper from the Abyss lets you catch some of the errant cards that have evaded your murder attempts, and since it can trigger multiple times over the course of several players’ turns, it seems better to me in this regard than the more traditional and on-Gorgon-theme Visara that might be expected as the first choice for such a slot.

Lord of Extinction – You mentioned “closing a game fast” to be a possible weakness. With great power comes great attack-phase capability, and I know of nothing quite as intimidating in a fight as a Lord of Extinction carrying a Loxodon Warhammer. Able to swing for whole life totals’ worth of damage at a time and only costing five mana to do so, Lord of Extinction isn’t quite on theme but it is on plan, especially alongside the Arena in which it can win all fights hands-down. And while it may not have deathtouch, putting Lure on a Lord of Extinction should routinely cause exactly the same effect as it would have on a Thicket Basilisk: everything jumping in the way ought to just die.

Ulvenwald Tracker – Fight Bear is an Arena with legs and has far better aim than the progenitor of this effect. Ulvenwald Tracker picks both combatants rather than leaving one of those decisions up to the opponent and will be able to pick off opposing creatures at will next to Team Deathtouch even though it doesn’t do anything interesting with the older-school Basilisks.

Sylvok Replica – This is just upgrading Seal of Primordium into creature form, in which case you may be able to reuse it via Genesis or potentially via Glissa since we’re trading the enchantment card type for both artifact and creature on the same card. It’s a very minor and modest upgrade, but when there’s an upgrade on the table, I try to make it when I see it. It’s not the most impressive disenchant effect around—I favor Acidic Slime in that regard because it also comes with an on-theme deathtouch body—but it hits the sweet spot of synergy for this effect that was otherwise going to be absent.

Putting it all together, we get the following decklist:


As always, for your participation in this week’s Dear Azami, you will receive a $20 coupon to StarCityGames.com. Usually I try to keep these modifications relatively cheap, but with a pair of Revised dual lands in your deck already I felt it appropriate to aim at a little bit of a higher price point than usual, as we near the hundred-dollar mark for all of these substitutions.

Here are the additions with their associated prices at the online store:

CARD: PRICE:
Sylvok Replica $0.15
Wrap in Vigor $0.15
Bojuka Bog $0.25
Bullwhip $0.25
Gorgon Recluse $0.25
Golgari Rot Farm $0.39
Jund Panorama $0.39
Viridian Longbow $0.39
Cockatrice $0.49
Grave Betrayal $0.49
Grim Backwoods $0.49
Lim-Dul the Necromancer $0.49
Magnetic Web $0.49
Thornbite Staff $0.49
Xathrid Gorgon $0.49
Grim Feast $0.75
Harvester of Souls $0.75
Arena $0.89
Loxodon Warhammer $0.89
Promise of Power $0.89
Reaper from the Abyss $1.39
Llanowar Wastes $1.49
Tainted Wood $1.49
Thespian’s Stage $1.75
Gilt-Leaf Palace $1.99
Harmonize $1.99
Hornet Queen $1.99
Ulvenwald Tracker $1.99
Mosswort Bridge $2.75
Grave Titan $3.75
Necroskitter $3.99
Winding Canyons $4.99
Decree of Pain $6.99
Thawing Glaciers $6.99
Overgrown Tomb $8.99
Woodland Cemetery $8.99
Lord of Extinction $9.99
Urborg, Tomb of Yawgmoth $12.99

Just one parting note for those who may have seen my postscript last time around about my recent strong performance in Modern with Birthing Pod: for anyone who is interested in reading about the deck and my experiences with it, my article Pod People was posted last Friday and surely contains all of those Kiki-Jiki, Mirror Breaker / Deceiver Exarch shenanigans that I keep cutting from Commander decks, just honed into a 60-card shell instead of the 99 I’m usually writing about. Feel free to have a look if you want to see what I’m up to when I am not clobbering people with oversized decks…

Sean McKeown

Want to submit a deck for consideration to Dear Azami? We’re always accepting deck submissions to consider for use in a future article, like Erik’s Riku of Two Reflections deck or Roni’s Lorthos the Tidemaker deck. Only one deck submission will be chosen per article, but being selected for the next edition of Dear Azami includes not just deck advice but also a $20 coupon to StarCityGames.com !

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