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(Ancient Den isn't a spell.)
: Add to your mana pool.
Ancient Den Discussion
5 days ago
Hey, saw your forum topic asking for help. Chandra585 gave you good advice.
Tezzeret is a little over the $10 limit for cards upgrades, but I think you should make the exception because he really does everything you want with artifact strategies. His abilities are all repeatable that's what makes him so good in Commander. The budget lands that Chandra585 mentioned are also good upgrades. To expand on budget land suggestions consider:
The artifact lands untap by Unwinding Clock. Fair is a great land for artifact strategies.
Other good budget cards for artifact strategies to consider adding are:
- Azorius Signet
- Talisman of Progress
- Basalt Monolith : good with Unwinding Clock.
- Shimmer Myr : flash in artifacts, good with mana rocks and Unwinding Clock.
- Padeem, Consul of Innovation : protect artifacts from targeted removal and can be repeatable draw.
- Treasure Mage : tutor for Memnarch or another high CMC artifact.
- Thada Adel, Acquisitor : she fits with the theme of stealing your opponents cards and the artifact theme.
Cards to consider cutting:
- Azorius Guildgate
- Azorius Chancery
- Evolving Wilds
- Terramorphic Expanse
- Temple of Enlightenment
- Ice Cave
- Ixalan's Binding
- Martial Coup
- Darksteel Ingot
- Worn Powerstone
- Aether Gale
6 days ago
Tried to add some more artifacts and some more firepower. I'm also thinking that these will pair well with Unwinding Clock (especially the Artifact Lands). Competitive Meter went from 76% to 78%.
3 weeks ago
Dude, I've gotta ask that you please stop running Crumbling Necropolis , Arcane Sanctum , and Undiscovered Paradise if possible. Any combination of Glimmervoid , Tolaria West , Academy Ruins , or the artifact lands ( Ancient Den , Seat of the Synod , Vault of Whispers , and Great Furnace ) would be so much better than a tapped land, especially when you're only running 28.
3 weeks ago
3 weeks ago
Made a few changes:
- Removed Ancient Den (was only there for Cranial Plating ) and went up the 4x each of the cycling and fetch lands to maximize card draw and landfall triggers
- Swapped out Darksteel Axe for Bonesplitter - I think the lower CMC is more valuable than the indestructible
- Removed Sunlance entirely for another Armed Response - the instant speed is way better and hopefully the deck should ramp quick enough for it to be worth the higher CMC
- That also made room for 1x Strider Harness to get some possible hastiness on the battlefield. Considering making it 2x and cutting the Accorder's Shield
Sticking with the splash of black for now as I think it makes the sideboard way stronger for this deck.
1 month ago
For fun let's go through the entire Modern banlist and evaluate card-by-card what would happen if they were on a restricted list.
Ancient Den and the other Artifact Lands - these are a bit special, since you could run 5 total artifact lands in the deck. This might have implications for a potential Affinity deck.
Birthing Pod - this requires a dedicated build-around, which is really not worth it if you can't reliably hit the centerpiece that makes your deck work. Restricting Birthing Pod is tantamount to a ban.
Blazing Shoal - if you draw into this card, you're going to have a huge advantage. This will be one of those "broken cards" that will end games fairly quickly out of dumb luck.
Cloudpost - not worth running if the Locuses are all Restricted.
Deathrite Shaman - Drawing into this card gives you a huge advantage against a number of different archetypes.
Dread Return - There are enough graveyard shenanigans with Dredge that drawing this card is likely to net you your best creature and your second best creature. It's also pretty easy to enable even with one copy, as you can Dredge for it and sacrifice some creatures.
Eye of Ugin - another dumb luck card--you draw this, you're two turns ahead if that's the deck you're playing.
Gitaxian Probe - banned in Legacy, restricted in Vintage, so it's pretty clear this is a scary card. You get to see what your opponent has in-hand, as well as replace your own spell, all for the cost of two life.
Glimpse of Nature - Another dumb-luck card that will win you the game if drawn by quickly refilling your hand.
Golgari Grave-Troll - Again, extreme card advantage if you draw it, putting you vastly ahead.
Hypergenesis - Every Green Tron (or whatever the Eldrazi deck for the format is) will run this, and will win whenever they play it.
Krark-Clan Ironworks - combo piece, restriction is similar to ban.
Mental Misstep - too situational to only run one copy of; you need it early and you need it when you need it, the chances you have it at an appropriate time when you only have a single copy makes this card not worth running.
Rite of Flame - if you draw this, it puts you a whole turn ahead, and that is often enough for Storm or Burn.
Second Sunrise - there are enough ways to dump things into the graveyard (including the inevitability of just playing the game) that whoever gets this would have a significant and sudden advantage.
Skullclamp - if Elves or other weanies draw this card, it's game over.
Splinter Twin - combo piece, likely restriction is similar to ban.
Stoneforge Mystic - Might be fine as a one-of.
Summer Bloom - puts you incredibly far ahead.
Umezawa's Jitte - Does a considerable number of things, so will put whoever gets it ahead.
Others might disagree with that analysis, but I think it's pretty solid for shooting from the hip. The cards on the Modern banlist would either (a) be supremely powerful if you drew them, either winning you the game outright or enabling victory through hyper-effecient ramp or card draw (card draw itself generating a chance to find more broken cards), or (b) part of hyper-efficient combos, and thus not worth running if you only get one copy.
1 month ago
here are some quick bullets i found from his article that i noted.
"cards like Glimpse of Nature , Skullclamp , Deathrite Shaman , Gitaxian Probe , and Rite of Flame are very powerful cards that would be risky to unban, but they didn't put up a great showing in this event because they were either outclassed by even more broken strategies or because they were held in check by Mental Misstep ".
"in many ways Misstep was the card that allowed No Ban List Modern to function as a format. Much like how Force of Will in Legacy holds a lot of broken strategies in check. "
"One thing that I found extremely interesting is that if you take the overbearing power of Eldrazi out of the equation, No Ban List Modern was actually less degenerate than regular Modern. Yes, decks were more powerful, but a lot of the powerful cards cancelled each other out. Games were actually fun, interesting and rich with decision points. I didn't get killed earlier than turn four a single time in the entire event, and most games I played lasted until turn 8-10 at the very least. Games actually felt a lot like playing Legacy, and there weren't any games in the event where I felt completely helpless to do anything against what my opponent was throwing out there."
"artifact lands like Ancient Den , did not seem to really matter at all in the games we played. I would say an artifact-land based Affinity deck could probably end up being a decent strategy in the format, but then again, maybe not. Affinity is not a great strategy in Legacy, and decks like Eldrazi, Dark Depths, and White-Blue Counter-Top were strategies that played at a near-Legacy power level. Affinity was just outclassed."
with some of those points in mind i dont think a single tournement like this is enough data to conclusively say what decks would be out of control in the modern format. If Eldrazi was higher on the radar many people could have drastically increased their win percentage against the deck by doing something as simple as splashing for Blood Moon or adding Ensnaring Bridge to their sideboard....there is a lot of power here no doubt about it; but the answers exist.
1 month ago
looks like I was mistaken about Simian Spirit Guide PlatinumOne... i did a google search and came up empty at least as far as this ban list timeline is concerned. Nevertheless its still a good tool to be used both in and against decks out there.
Ancient Den occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%