I want this to be a powerful beatdown deck that's fun to play. Also, I run more creatures than quite a few decks I've seen, but that's because A) I like my manafixing attached to a body, B) I want options if Uril gets Hindered or Hallowed Burialed, and C) our meta has a bit of forced sacrifice, which tends to hose Uril.
So, what have I missed? What cards aren't good enough? Thanks.
I've finally finished the deck and played it.I came within a turn of winning once or twice but never quite made it. I seem to be plagued by mana problems (go figure - I'm running a three color rareless manabase), so I'm going to trim out a couple cards, add in more land and/or mana-tutors (like Rith's Grove and Eternal Dragon). What would you say are my three weakest cards? I'd vote Psychotic Fury and Krosan Grip. Other ideas?
Sylvan Library its like a free Brainstorm every draw step with the option of paying life to keep more than one card from the three that you drew that turn. Contested Cliffs good way for Uril to shoot annoying creatures. Karmic Justice just thought I should mention this one incase they're blowing up your lands or enchantments.
Your first point A)
If you are looking for some land searching spells then here are some recommendations for that: Solemn Simulacrummana fixing with a body Oracle of Mul Daya it sorta mana fixes in that you can play more lands a turn and off that top and it's attached to a body. Kodama's Reach Far Wanderings much better after mass LD gets you to threshold Explosive Vegetation Land Tax its an enchantment that can really help you out after mass LD Harrow Crop Rotation Great way to get Contested Cliffs for Uril or just to get a land that can tap for all three colors.
If you're running several Mass LD spells you may want some artifact mana instead of land searching spells so you have mana after wiping everyone's lands.
The only way I can think of for you to deal with the forced sacrifices is to have some counters depending on the card that is forcing you to sacrifice and to have some resurrection spells.
Ivory Mask keeps black spells from targeting you to make you sacrifice a creature. Otherworldly Journey is a way to have Uril dodge wrath and sac effects.
Weatherseed Totem is really good artifact mana, considering it animates and can even recur in response to removal, if you happen to have the mana open. Journey of Discovery and Seedguide Ash are both good mana accel with LD, letting you get the jump on your opponents.
Arcane Spyglass probably isn't worth it, but considering you'll be destroying your lands anyways it might be. Seer's Sundial is worth it, however, considering all of the landcycling and searching you have.
Your weakest cards:
Auramancer and Lost Auramancers are both decent cards, but neither hold a candle to Nomad Mythmaker, especially once you realize that Mythmaker can pull auras out of any graveyard. Just imagine the look on the Zur player's face.
Silhana Ledgewalker is too small to be worth it. In a dual, she can be problematic, but in EDH she just doesn't do enough to even bother targeting with point removal, and if you do add tons of aura's, she'll just be swept away with mass removal.
Hobble is just bad in comparison to similar options.
Manamorphose just doesn't do enough for the slot. In a 60 card deck, where you know the probabilities of what you'll draw, it is good. In EDH, a cycling land would be better.
Psychotic Fury might kill one player out of five every third match. If you want doublestrike that bad, I'll go for equipment that grants it.
Card Suggestions
Duergar Hedge-Mage is just good removal. Which I think you need more of, specifically enchantment and artifact.
Waves of Aggression is good with all of the landcyclers you have, letting you retrace consistently.
Gargoyle Castle is down below a dollar, and gives you something out of your lands before you kill them.
Scourge of the Nobilis is fun on Uril, getting you that much closer to 21 with excess mana.
Burning Sands could be useful if you want to continue the LD theme. Turns wraths into Wildfires or better.
Cataclysm is yet another Balance like card that can give you overwhelming board advantage. Especially good with the Ravnica Karoo lands.
Altar of Bone can retrieve a Hindered Uril, or tutor up something else at the expense of a mana accel creature.
Anti-Sacrifice Strategy
There are a couple of ways to reduce the effects of forced sacrifice. If its targeted, shroud is the obvious choice.
If it it isn't, there are two routes you can take. The first is to swarm the board with a primary creature and several secondary ones, like tokens or mana accel creatures, sac'ing the secondary ones to protect the primary. You already have Vitu-Ghazi, the City-Tree for this, and Kher Keep, Springjack Pasture, or Kjeldoran Outpost will help as well.
The other way is to run a few sac or bounce outlets of your own, to get some kind of gain out of your creatures when you can't swarm. Greater Gargadon, Miren, the Moaning Well, Greater Good, Perilous Forays, and Shivan Harvest will all work for this. Of course, this works best if you can incorporate the outlet to your deck. Flickerform or Safe Haven will keep you from having to sac your guy while letting you get the most from CITP effects.
Running enough enchantment removal to take care of Grave Pact and some counters to take care of things like Tariff or Wing Shards also.
A lot of this I'm sure you thought of already, but perhaps the card suggestions will help.
Your three weakest cards:[spoiler]1. Silhana Ledgewalker its just a weak little troll shroud creature ...
2. Hobble this is ok for the cantrip (drawing a card) but I would replace it with Prison Term any day.
3. Lignify has sooo many better alternatives since you have white. Just use Condemn, Path to Exile, Swords to Plowshares, or Arrest instead.[/spoiler]
I can see what you mean about these, but I disagree on the Lignify issue. Condemn, PtE, and StP may be better removal in some situations, but they don't do squat against non-attacking generals. If you exile a general, it just comes back. Arrest could be better against generals with an activated ability, but again, it does nothing for triggered or static abilities. Generals that I see include Anawon, the Ruin Sage, Ascendant Evincar, Sen Triplets, Teysa, Marrow-Gnawer (once he has lots of rats, the "all rats have fear" clause kills), as well as some of my own (when I lend a deck) like Savra, Queen of the Golgari, Kira, Great Glass-Spinner, Momir, etc. I like that Lignify strips it of all abilities.
As for the other suggestions: Contested Cliffs - I have a spare I can throw in, but I already have mana issues and didn't want another colorless land. Once I get the colors worked out, I may try to throw it in, as I do have a couple other beasts, too. Karmic Justice - I've been looking for one, just haven't found it yet. Land Tax - sadly, I traded mine away last year.
I definitely agree with you that I should use some more artifacts so my own Bust or Realm Razer doesn't hurt so bad. I used my Coalition Relic from the Duel Deck for a different deck, but I actually just traded for a second, and it will go in here.
The only way I can think of for you to deal with the forced sacrifices is to have some counters depending on the card that is forcing you to sacrifice and to have some resurrection spells.
Without many hard counters available in my colors, I thought the best way would be to have plenty of creatures on hand, hence the manafixers and saproling generators.
Your weakest cards:
[Spoiler]Auramancer and Lost Auramancers are both decent cards, but neither hold a candle to Nomad Mythmaker, especially once you realize that Mythmaker can pull auras out of any graveyard. Just imagine the look on the Zur player's face.
I had Mythmaker in the stack of possibilities, but I cut it once I finalized the first build because a 1/1 with no protection doesn't often survive long, and it doesn't even do anything until the next turn. I could always toss it in, but I felt it might be too weak and slow.
Manamorphose just doesn't do enough for the slot. In a 60 card deck, where you know the probabilities of what you'll draw, it is good. In EDH, a cycling land would be better.
Manamorphose fixes my mana for free - it replaces itself both in mana and card draw. I don't often play it hoping to draw into a playable - I play it with whatever I need manafixed already in hand. It's almost like running a 99-card deck, only the mana occasionally works better. A lot of times, if I cycle a land, I'm down two mana and may have to wait a turn to do whatever else I wanted.
Card Suggestions [Spoiler] Duergar Hedge-Mage is just good removal. Waves of Aggression is good with all of the landcyclers you have, letting you retrace consistently. Scourge of the Nobilis is fun on Uril, getting you that much closer to 21 with excess mana. Cataclysm is yet another Balance like card that can give you overwhelming board advantage. Especially good with the Ravnica Karoo lands. Altar of Bone can retrieve a Hindered Uril, or tutor up something else at the expense of a mana accel creature. [/Spoiler]
I like the Hedge-Mage idea, as it gives me yet another blocker/sac fodder and offers two spots of removal.
Waves would be like a second Seize the Day, which could be good to double my chances of drawing one.
Scourge is already in there.
Cataclysm is already on my list of wants. Altar of Bone is cool. Never seen that one before. It could certainly be interesting, allowing me to chain from one mana-fixer to another or to sac a mana-fixer to find a threat. I'm going to have to look for that one. If only it wasn't white, I could put it in my Savra deck.
So here's a comparison of my two RGW EDH decks' mana-bases:
I almost never have mana problems with the Mayael deck, yet the three games I've played with Uril, I never seemed to have the colors I needed. If I were to add Coalition Relic, Eternal Dragon, and Rith's Grove to the Uril deck, they'd be fairly close, but I notice that it seems more of the Uril non-basics produce colorless, while the Mayael ones produce colored mana. I'll see what I can get a hold of for cheap.
Uril got a little bit of a reboot to fix his mana and to add some of the awesomeness that is Rise of the Eldrazi. I don't have a Bear Umbra, but once I do, it's going in.
Should I cut something else (a non-Aura) instead of Moldervine Cloak? Or was it the right call? Also, I'm thinking of switching Hoofprints of the Stag out for Luminarch Ascension if I can get another copy. What do you think? Better card?
I pulled Daybreak Coronet for Bear Umbra. It was a powerful card in theory, but it had a hefty drawback when I can only put it on a creature that already has an aura, and if the other aura gets popped, so does this one. Having played the less rare umbras in draft, they're rwally powerful, and I can always use more mana.
Question is, are there other umbras I should include? Having an extra way to add a layer of indestructibility to my general sounds good, but I'm not sure if any of the others are good enough.
EDIT - Added Mammoth Umbra in place of Kor Spiritdancer. I wanted the dancer to be good enough, but she wasn't. If she drew cards off every enchantment, she would have been, but with her ability only working off the auras, there just wasn't enough. So I went with vigilance and a nice beefy pump totem armor aura instead.
I upgraded Hoofprints of the Stag to Luminarch Ascension. I also removed Decree of Annihilation (I've found blowing up the board just isn't fun) and replaced it with Aggravated Assault. It brings up my enchantment count, allows me to beatdown a little harder, and makes for a hilarious combo with Bear Umbra (attack, untap land, pump mana into Aggravated Assault, attack again, untap again, rinse, repeat). All in all, a little more fun and a little more powerful.
1 Uril, the Miststalker
Creatures
1 Acidic Slime (removal)
1 Borderland Ranger (manafix)
1 Civic Wayfinder (manafix)
1 Eternal Witness (recursion)
1 Farhaven Elf (manfix)
1 Krosan Tusker (manafix)
1 Meglonoth (beater)
1 Pale Recluse (manafix)
1 Pilgrim's Eye (manafix)
1 Plated Slagwurm (trollshroud)
1 Quasali Pridemage (removal)
1 Realm Razer (LD)
1 Retaliator Griffin (beater)
1 Rith, the Awakener (beater, tokens)
1 Sakura-Tribe Elder (manafix)
1 Totem-Guide Hartebeest (tutor)
1 Troll Ascetic (trollshroud)
1 Valley Rannet (manafix)
1 Yavimaya Elder (manafix)
Auras
1 Armadillo Cloak
1 Bear Umbra
1 Canopy Cover (gives trollshroud)
1 Eldrazi Conscription
1 Faith's Fetters (removal)
1 Flickerform
1 Hobble (removal)
1 Indestructibility
1 Lignify (removal)
1 Mammoth Umbra
1 Pollenbright Wings (+tokens)
1 Rancor
1 Runes of the Deus
1 Scourge of the Nobilis
1 Serra's Embrace
1 Shield of the Oversoul
1 Spirit Loop
1 Unquestioned Authority
1 Aggravated Assault
1 Aura Shards (removal)
1 Fires of Yavimaya (haste)
1 Ghostly Prison (anti-swarm)
1 Luminarch Ascension (tokens)
1 Mirari's Wake (mana-accel)
1 Privileged Position (gives trollshroud)
1 Sigil of the Empty Throne (tokens)
1 Sterling Grove (gives troll-shroud/tutor)
Instants/Sorceries
1 Austere Command (removal)
1 Catastrophe (removal/LD)
1 Idyllic Tutor (tutor)
1 Krosan Grip (removal)
1 Manamorphose (manafix)
1 Naya Charm
1 Razia's Purification (removal)
1 Retether (recursion)
1 Savage Twister (removal)
1 Seize the Day (kill)
1 Three Dreams (tutor)
1 Wild Ricochet
1 Wildfire (removal, LD)
1 Winds of Rath (removal)
Mana
1 Coalition Relic
1 Darksteel Ingot
1 Elfhame Palace
1 Evolving Wilds
1 Firewild Borderpost
1 Jungle Shrine
1 Kazandu Refuge
1 Naya Panorama
1 Rith's Grove
1 Shinka, the Bloodsoaked Keep (pump)
1 Shivan Oasis
1 Skarrg, the Rage Pits (pump)
1 Sunhome, Fortress of the Legion (pump)
1 Terramorphic Expanse
1 Vitu-Ghazi, the City-Tree (tokens)
1 Wildfield Borderpost
7 Plains
7 Mountain
9 Forest
Cards I still need to find: Cataclysm, Eternal Dragon (all of my copies are in use)
Cumulative Changelog:
- Plains, +Evolving Wilds
- Forest, +Rith's Grove
- Auramancer, +Kor Spiritdancer
- Lost Auramancers, +Totem Guide Hartebeest
- Moldervine Cloak, +Wildfield Borderpost
- Silhana Ledgewalker, +Coalition Relic
- Psychotic Fury, +Firewild Borderpost
- Insurrection, +Austere Command
- Daybreak Coronet, + Bear Umbra
- Kor Spiritdancer, + Mammoth Umbra
- Hoofprints of the Stag, + Luminarch Ascension
- Decree of Annihilation, + Aggravated Assault
- Boom/Bust, + Eldrazi Conscription
I want this to be a powerful beatdown deck that's fun to play. Also, I run more creatures than quite a few decks I've seen, but that's because A) I like my manafixing attached to a body, B) I want options if Uril gets Hindered or Hallowed Burialed, and C) our meta has a bit of forced sacrifice, which tends to hose Uril.
So, what have I missed? What cards aren't good enough? Thanks.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
^ ^ Spellbreaker Behemoth
^ ^ Vexing Shusher
^ ^ Dauntless Escort
^ ^ Saffi Eriksdotter
2. Hobble this is ok for the cantrip (drawing a card) but I would replace it with Prison Term any day.
3. Lignify has sooo many better alternatives since you have white. Just use Condemn, Path to Exile, Swords to Plowshares, or Arrest instead.
Couple cards I recommend:
Contested Cliffs good way for Uril to shoot annoying creatures.
Karmic Justice just thought I should mention this one incase they're blowing up your lands or enchantments.
Your first point A)
Solemn Simulacrum mana fixing with a body
Oracle of Mul Daya it sorta mana fixes in that you can play more lands a turn and off that top and it's attached to a body.
Kodama's Reach
Far Wanderings much better after mass LD gets you to threshold
Explosive Vegetation
Land Tax its an enchantment that can really help you out after mass LD
Harrow
Crop Rotation Great way to get Contested Cliffs for Uril or just to get a land that can tap for all three colors.
Well have you thought of buying some of the more budget non-basics?
Rith's Grove
Rupture Spire
Grand Coliseum
Exotic Orchard
Graypelt Refuge
Kazandu Refuge
Boros Garrison
Gruul Turf
Selesnya Sanctuary
Vivid Crag
Vivid Grove
Vivid Meadow
If you're running several Mass LD spells you may want some artifact mana instead of land searching spells so you have mana after wiping everyone's lands.
Budget artifacts for mana:
Boros Signet
Gruul Signet
Selesnya Signet
Talisman of Impulse
Talisman of Unity
Coldsteel Heart
Fellwar Stone
Coalition Relic fairly budget its only about $4 and you can get one in the new Phyrexia vs Coalition Duel Deck for $20 if you're already interested in picking one up.
Second point B)
Fierce Empath
Eladamri's Call
Worldly Tutor
Sylvan Tutor
Primal Command
Natural Order
Summoner's Pact
Tooth and Nail
Survival of the Fittest
Time of Need
I'm sure there are more...
As for the C)
Counters in your colors:
Mana Tithe
Lapse of Certainty
Bind
Dawn Charm
Ivory Mask keeps black spells from targeting you to make you sacrifice a creature.
Otherworldly Journey is a way to have Uril dodge wrath and sac effects.
okay ... time ... *yawn*... for some sleep.
Weatherseed Totem is really good artifact mana, considering it animates and can even recur in response to removal, if you happen to have the mana open. Journey of Discovery and Seedguide Ash are both good mana accel with LD, letting you get the jump on your opponents.
Arcane Spyglass probably isn't worth it, but considering you'll be destroying your lands anyways it might be. Seer's Sundial is worth it, however, considering all of the landcycling and searching you have.
Your weakest cards:
Silhana Ledgewalker is too small to be worth it. In a dual, she can be problematic, but in EDH she just doesn't do enough to even bother targeting with point removal, and if you do add tons of aura's, she'll just be swept away with mass removal.
Hobble is just bad in comparison to similar options.
Manamorphose just doesn't do enough for the slot. In a 60 card deck, where you know the probabilities of what you'll draw, it is good. In EDH, a cycling land would be better.
Psychotic Fury might kill one player out of five every third match. If you want doublestrike that bad, I'll go for equipment that grants it.
Card Suggestions
Waves of Aggression is good with all of the landcyclers you have, letting you retrace consistently.
Gargoyle Castle is down below a dollar, and gives you something out of your lands before you kill them.
Scourge of the Nobilis is fun on Uril, getting you that much closer to 21 with excess mana.
Elephant Grass is another Ghostly Prision effect.
Crucible of Worlds sure isn't budget, but might be useful if you can't seal the deal after casting LD.
Loxodon Hierarch Good old Regeneration can work as well as indestructibility sometime.
Burning Sands could be useful if you want to continue the LD theme. Turns wraths into Wildfires or better.
Cataclysm is yet another Balance like card that can give you overwhelming board advantage. Especially good with the Ravnica Karoo lands.
Altar of Bone can retrieve a Hindered Uril, or tutor up something else at the expense of a mana accel creature.
Anti-Sacrifice Strategy
If it it isn't, there are two routes you can take. The first is to swarm the board with a primary creature and several secondary ones, like tokens or mana accel creatures, sac'ing the secondary ones to protect the primary. You already have Vitu-Ghazi, the City-Tree for this, and Kher Keep, Springjack Pasture, or Kjeldoran Outpost will help as well.
The other way is to run a few sac or bounce outlets of your own, to get some kind of gain out of your creatures when you can't swarm. Greater Gargadon, Miren, the Moaning Well, Greater Good, Perilous Forays, and Shivan Harvest will all work for this. Of course, this works best if you can incorporate the outlet to your deck. Flickerform or Safe Haven will keep you from having to sac your guy while letting you get the most from CITP effects.
Running enough enchantment removal to take care of Grave Pact and some counters to take care of things like Tariff or Wing Shards also.
A lot of this I'm sure you thought of already, but perhaps the card suggestions will help.
I can see what you mean about these, but I disagree on the Lignify issue. Condemn, PtE, and StP may be better removal in some situations, but they don't do squat against non-attacking generals. If you exile a general, it just comes back. Arrest could be better against generals with an activated ability, but again, it does nothing for triggered or static abilities. Generals that I see include Anawon, the Ruin Sage, Ascendant Evincar, Sen Triplets, Teysa, Marrow-Gnawer (once he has lots of rats, the "all rats have fear" clause kills), as well as some of my own (when I lend a deck) like Savra, Queen of the Golgari, Kira, Great Glass-Spinner, Momir, etc. I like that Lignify strips it of all abilities.
As for the other suggestions:
Contested Cliffs - I have a spare I can throw in, but I already have mana issues and didn't want another colorless land. Once I get the colors worked out, I may try to throw it in, as I do have a couple other beasts, too.
Karmic Justice - I've been looking for one, just haven't found it yet.
Land Tax - sadly, I traded mine away last year.
I definitely agree with you that I should use some more artifacts so my own Bust or Realm Razer doesn't hurt so bad. I used my Coalition Relic from the Duel Deck for a different deck, but I actually just traded for a second, and it will go in here.
Without many hard counters available in my colors, I thought the best way would be to have plenty of creatures on hand, hence the manafixers and saproling generators.
I had Mythmaker in the stack of possibilities, but I cut it once I finalized the first build because a 1/1 with no protection doesn't often survive long, and it doesn't even do anything until the next turn. I could always toss it in, but I felt it might be too weak and slow.
Manamorphose fixes my mana for free - it replaces itself both in mana and card draw. I don't often play it hoping to draw into a playable - I play it with whatever I need manafixed already in hand. It's almost like running a 99-card deck, only the mana occasionally works better. A lot of times, if I cycle a land, I'm down two mana and may have to wait a turn to do whatever else I wanted.
I like the Hedge-Mage idea, as it gives me yet another blocker/sac fodder and offers two spots of removal.
Waves would be like a second Seize the Day, which could be good to double my chances of drawing one.
Scourge is already in there.
Cataclysm is already on my list of wants.
Altar of Bone is cool. Never seen that one before. It could certainly be interesting, allowing me to chain from one mana-fixer to another or to sac a mana-fixer to find a threat. I'm going to have to look for that one. If only it wasn't white, I could put it in my Savra deck.
So here's a comparison of my two RGW EDH decks' mana-bases:
1 Arena
1 Contested Cliffs
1 Jungle Shrine
1 Mosswort Bridge
1 Naya Panorama
1 Rith's Grove
1 Rupture Spire
1 Smoldering Crater
1 Terramorphic Expanse
7 Mountain
7 Plains
14 Forest
MAYAEL MANAFIXERS
1 Borderland Ranger
1 Civic Wayfinder
1 Darksteel Ingot
1 Eternal Dragon
1 Farhaven Elf
1 Gleam of Resistance
1 Journeyer's Kite
1 Knotvine Mystic
1 Krosan Tusker
1 Manamorphose
1 Pale Recluse
1 Pilgrim's Eye
1 Sakura-Tribe Elder
1 Sylvan Scrying
1 Valley Rannet
1 Yavimaya Elder
1 Elfhame Palace
1 Jungle Shrine
1 Naya Panorama
1 Shinka, the Bloodsoaked Keep
1 Shivan Oasis
1 Skarrg, the Rage Pits
1 Sunhome, Fortress of the Legion
1 Terramorphic Expanse
1 Vitu-Ghazi, the City-Tree
8 Plains
8 Mountain
10 Forest
URIL MANAFIXERS
1 Borderland Ranger
1 Civic Wayfinder
1 Darksteel Ingot
1 Farhaven Elf
1 Krosan Tusker
1 Manamorphose
1 Pale Recluse
1 Pilgrim's Eye
1 Sakura-Tribe Elder
1 Valley Rannet
1 Yavimaya Elder
I almost never have mana problems with the Mayael deck, yet the three games I've played with Uril, I never seemed to have the colors I needed. If I were to add Coalition Relic, Eternal Dragon, and Rith's Grove to the Uril deck, they'd be fairly close, but I notice that it seems more of the Uril non-basics produce colorless, while the Mayael ones produce colored mana. I'll see what I can get a hold of for cheap.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Out:
In:
Should I cut something else (a non-Aura) instead of Moldervine Cloak? Or was it the right call? Also, I'm thinking of switching Hoofprints of the Stag out for Luminarch Ascension if I can get another copy. What do you think? Better card?
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Question is, are there other umbras I should include? Having an extra way to add a layer of indestructibility to my general sounds good, but I'm not sure if any of the others are good enough.
EDIT - Added Mammoth Umbra in place of Kor Spiritdancer. I wanted the dancer to be good enough, but she wasn't. If she drew cards off every enchantment, she would have been, but with her ability only working off the auras, there just wasn't enough. So I went with vigilance and a nice beefy pump totem armor aura instead.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
EDIT - I cut Boom/Bust for the biggest, baddest aura ever printed - Eldrazi Conscription. Oh, yeah!
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter