Tap: Add 1 to your mana pool.
Tap: Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you.
Price & Acquistion Set Price Alerts
Adarkar Wastes Discussion
2 weeks ago
That's the horrible part for running a 5C Commander... there really is no cheap option for the mana base. In order for the deck to function on just a basic level, you need so many things.
So, first things first, you're probably gonna want to run each of the signets:
This allows you to filter any color of mana into two others. Honestly, this is the cheapest your gonna do for mana fixing.
Another artifact you may want to consider is Mycosynth Lattice. Not only does it make all your cards castable for just their CMC, it also has great synergy with Hellkite Tyrant for a complete win against every player at the table.
You could go with the Pain Lands. While they are cost efficient, they are definitely on a lower tier than other lands:
You can tell they vary considerably with the cheapest being under $1 and the most expensive being upwards of $20. The big problem here is obviously that these guys hurt you to get that color of mana you need.
The other lands I would suggest would be Mana Confluence and Spire of Industry. With all the artifacts you'll be running Spire will almost always be tapping for any color. Confluence is self explanatory.
There are a ton of other suggestions I could give, but those are the ones that just pertain to the mana base. As a side note, you could also run the Shock Lands like Blood Crypt, but they tend to be more expensive. They are probably better than the Pain Lands in that they don't have to hurt you to produce mana.
Hope that helps!
2 weeks ago
...but how does it beat infect?
1 month ago
A couple of budget lands I would recommend adding to your deck are Terramorphic Expanse,Temple of Enlightenment, Azorius Chancery, Temple of the False God, Adarkar Wastes, Skycloud Expanse, and Rogue's Passage
1 month ago
So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.
Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:
DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.
DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.
DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.
DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.
OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.
OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.
DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.
DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.
SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.
DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.
SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way
SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.
DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.
DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin
DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.
DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation
DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.
SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.
SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.
So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.
Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:
Hope this helps!
2 months ago
play Adarkar Wastes instead of the guildgate. in terms of your "eggs", runed servitor isn't really worth it. I play a list without prophetic prism and only 2 lotus blooms, and it works fine. in terms of your sideboard, you really want to play hate against other peoples sideboard hate, such as Defense Grid, Disenchant, and Pithing Needle. for some super secret SB tech, you can throw in an emrakul for mill matches.
4 months ago
4 months ago
The costs of this deck are cripplingly high; it would not be unsurprising for this deck to do nothing until the fourth turn. I would assume you'd like to spend your first few turns ramping, but your costs are a little high on a lot of your ramp cards.
You have Overgrown Tomb, Temple Garden, and Breeding Pool, so I see no issue with Farseek so you can more easily drop a 4 mana Planeswalker or Collective Restraint on the third turn. Similarly, Nature's Lore could be a good choice as well. Lore puts the land onto the battlefield untapped while Sylvan Scying puts it into your hand- the only case in which Scrying works better is when you only have sources of green mana, and no other colors, as it lets you get Arcane Sanctum. However, that issue can easily be addressed by improving your mana base a bit.
I have no idea why you're running Panoramas. There are a lot of lands that come in tapped, and these require you invest mana in them in order to get them to produce a color which slows you down even further if you need colored mana (which, you will. Lots of your Planeswalkers have double colored costs). I strongly feel the mana base needs a strong shakeup in order to work efficiently as a whopping 12 of your lands come in tapped (counting Expanse and Wilds), and even more if you don't have the proper lands on field already.
I recommend removing the Panoramas. Run Command Tower- it's the best land you're not running. Mana Confluence and City of Brass are well worth it- yes, they hurt you, but this is a 40 life format and being able to play your cards on curve is better than maintaining a couple random life points. Those 3 slots will help you reach your mana color requirements properly.
After that, I'd recommend dropping the Temples. All of them. Coming in tapped and only producing two colors isn't worth scrying. Urborg, Tomb of Yawgmoth would easily solve any black color requirements your deck may have, so it should be an inclusion for sure. With the Praetors you're running, I'd recommend Forbidden Orchard, which produces the mana you need while also creating tokens to use Defense of the Heart. Imagine an opponent tripping Heart and you tutoring out both Jin-Gitaxias and Elesh Norn, lol. Exotic Orchard could be very, very useful here as well, unless you play with 3 opponents who are all mono red (that's sarcasm, run Exotic Orchard). Lands like Brushland, Adarkar Wastes, etc., could be valuable as well, but you do need some more things that come in untapped even if they hurt you a little. Alternatively, you could add in Flooded Strand, Wooded Foothills, or Bloodstained Mire to fetch out your shocks or basics.
Also, creatures that produce more than 1 color of mana can help. Birds of Paradise >>> Llanowar Elves/Elvish Mystic in this deck, by far. Run Fellwar Stone for mana production over the other, since you will probably need a color other than green instead of an additional green mana, as you only have two cards that require double green in the entire deck.
Also, run The Chain Veil. It's really good- better than Contagion Engine by far. What's better than getting an additional counter on all of your Planeswalkers? Getting their ability an extra time and getting an extra counter. Yeah, I know, Engine can neuter one player's creatures a bit, but in a 4+ person game, that's usually not as important as people make it out to be (actually, I recommend removing Primeval Protector for The Chain Veil, but I just wanted to make a point about how absurdly good it is in these kinds of decks. It was literally made for them).
This post has probably gone on too long. So... hope it helps. Check out my decks if you need any ideas, blah blah, you know the typical thing. Have a good one!
5 months ago
Glacial Fortress would be a solid inclusion for the mana base and isn't more than $3.
Why is Trading Post here? Wouldn't more card advantage like Cloudblazer be a better fit? Returning your artifacts doesn't seem as important as drawing into new, useful cards.
Relic Seeker seems really bad. You have 3 equipment, total, none of which are really that important. You could probably drop him for Open the Armory to ensure you get your equipment card without having to rely on his no-evasion-having-ass getting through in combat, or just swap it for Rhystic Study to draw way more cards which could lead to your equipment.
Overall, I'd suggest tightening up this list a bit. Medomai the Ageless is pretty bad, and would be better served by your deck as Archaeomancer and any extra turn card (Walk the Aeons, Time Warp, etc.) since you could more easily abuse these with your flicker effects. That could probably safely be removed for Eldrazi Displacer (as abusing your ETBs is way more valuable than a 5 mana beater that blinks itself) or Archaeomancer, to get back your valuable instants/sorceries. Displacer would probably need a few more colorless sources in the mana base, such as Temple of the False God, Kor Haven, and Adarkar Wastes.
You could probably safely do without Sword of Vengeance as well. Skullclamp seems solid, Greaves seems all right, but you've got the Reveillark combo (Reveillark + Guide + Mirror Entity and literally any fourth creature for infinite ETB effect) and an infinite mana combo to win with, so I don't see why the Sword is all that necessary. Could use that spot for Cyclonic Rift, which is also a win con all on its own. A board state of Brago + Rift + Archaeomancer would be very, very hard for opponents to win through. All I'm saying.