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(Ancient Den isn't a spell.)
: Add to your mana pool.
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Ancient Den Discussion
4 days ago
Here's a few budget suggestions for you...Glassdust Hulk as an un-blockable beater. Chief of the Foundry and Foundry Inspector for reducing costs/pumping your artifacts. Costly Plunder for more draw and the artifact lands for more synergy: Ancient Den, Vault of Whispers and Seat of the Synod.
1 week ago
The Puresteel Paladin only checks artifacts for the equip , not equipments. If 1 of the artifacts is an Ancient Den + Chrome Mox, playing a Sword of Fire and Ice lets me draw and equip that turn. If Ancient Den was simply a Plains I would have to wait till another artifact comes out, or pay the equip costs. It doesnt happen all the time, but when it gave me a turn faster equip was very awesome.
Teferi's Protection is great, some combo wins it still doesnt stop, it really needs split second, like really really. But all round, its done its fair share protecting me from board wipe, mass removal (like Cyclonic Rift overload and such, even dodges Merciless Eviction)
Mirari's Wake not sure what I would do with the mana? Im trying to kill fast with infect, I found it too slow for what I was trying to do. Late game I try and tutor infinite life combo and Felidar Sovereign. I didnt like that it strengthened my standard win con for late game, wanted a completely different one. But its always a consideration.
1 week ago
Spirits Thanks- I love my deck! I actually use Sterling Grove for the protection part- there is a LOT of enchantment removal out there, & people hate on Duelist's Heritage, Mirari's Wake, & Aura Shards.. & when I'm dominating the table, they also hate on Asceticism, Sigarda's Aid, & even Sylvan Library. Nobody wants to waste their targeted removal on something that simply prevents what you care about from being targeted- & then I can sac it to get something else. Mirari's Wake & Aura Shards are instantly removed by someone if I can't protect them, & as soon as I start doing something crazy with Duelist's Heritage, like hitting double with Eminence while equipped with Sword of Fire and Ice and a Quietus Spike, then Duelist's Heritage gets targeted, too. The shroud on enchantments is helpful when your enchantments are kicking ass.
That brings me to Sensei's Divining Top; it is definitely redundant with Sylvan Library out, but that is exactly what I want! The effect is so powerful that people will try to take them out when you start winning, but it is not only twice as likely to end up in your hand, it is also twice as difficult to get rid of if both are out. Plus, though I prefer Sylvan Library, it doesn't protect itself from removal like Sensei's Divining Top does.
Sword of Vengeance is just very good keyword abilities on any cat I have out. The Vigilance means the cat can block, & the +2/0 with First Strike means the cat will likely be able to do so and survive (even without Eminence). I never tutor for it, and it might get cut, but it can be nice. You are right though- I should put something in that tutors for something better (ie- Open the Armory) or just put something better in.
I cut Path to Exile because I feel the ramp is too helpful for the opponent in EDH, and Swords to Plowshares makes more sense. I usually really really want to keep my own creatures, so doubt I'll be Path-ing them anytime soon. In fact, I cut Greater Good for that reason, though it might come back.
1 week ago
Some stuff to think about, I've found Ancient Den + Tree of Tales has allowed me to equip 1-turn earlier three times now (in all the games i've played), doesn't sound fantastic, but it's pretty good. Have to balance that against things like Sunpetal Grove and Fortified Village, but in my build usually have no mana sourcing issues.
I notice you settled on 37 lands, you definitely have more utility (like Maze of Ith and Strip Mine and Thawing Glaciers) where they are removal not lands, I settled on 35 lands, but don't have any non-mana utility lands either, so wer're about the same.
Wooded Foothills and Flooded Strand are some relatively (there still lands!) inexpensive fetch lands, they could replace some of the ETB Tapped lands you run. Also, I find the fetches de-saturate the lands, so drawing later in the game, you draw less lands due to hypergeometric probability, which often slow you down in late game, but still mana fix earlier on. Ash Barrens does this too. You might find too, with fewer ETB tapped, you go 0.5 - 1 turn faster.
I would have to agree with Hybrow about Sword of Vengeance, but also agree with you about Chariot of Victory. Here's what my initial thought was, for that Vigilance and +2 power, are you REALLY searching/fetching it? Like really really? If I need haste, I'm pulling Swiftfoot Boots because it comes with Hexproof, if I need Trample i'd probably rather pull a Loxodon Warhammer gives me +1 more power, I understand it doesn't give the first strike which provides sustainability, but it creates more sustainability in multi-player with the lifelink. Cats don't really block because they don't have the Eminence? If you have a big cat with lots of equipment it's cool, but are your winning because you have a big swinging cat (possibly with lifelink) or are you winning because you are defending with likely a ground walking cat that also likely already has double strike? Double strike > First strike. I dunno, it's a good equipment, for the cost give me lifelink, or infect Grafted Exoskeleton. I bet if you evaluate, with all the other awesome equipment in this deck, it's very very low on the pecking order for tutoring.
I'm trying out Nissa, Vastwood Seer Flip over Cultivate right now, trying to figure out if the 1 less land, is worth the potential for drawing an extra card each turn once flipped, or the potential for blocked damage (but what is a ground walking 2/2 really blocking of significance).
Eladamri's Call only costs you mana and gives you more consistency on pulling/playing the same creature each game. Because it's hand, doesn't cost you a card.
Path to Exile is awesome removal, can also be used as a mana ramp / fetch, you'd actually be suprised how many times I do it.
Saffi Eriksdotter (good recursion/protection on his own, without anything else), add a Sun Titan and they can protect each other. Throw in a Greater Good which is also good draw on it's own with eminence, and you can basically have a huge hand, tutor the cards you need for the win, etc. Makes a really nice interaction, and protection. All 3 cards aren't dead draws on their own either. Just a thought. I know he's not a cat. Also works with Fiend Hunter (kind of) but doesn't give that 6 card draw from the Sun Titan like Saffi Eriksdotter does so I don't like it.
I hadn't thought about Nylea's Emissary either, adding him to my maybeboard too, have to think about him first lol. His bestow is just so expensive, only challenge to overcome. CMC 4 for a 3/3 trample isn't THAT far off the mark though, and late game he can bestow +3/+3 and trample, and then turn into a 3/3 trample afterwards. I'm just not sure.
I took Sensei's Divining Top out, what!!!, I have it in every commander deck, BUT I ALWAYS tutor Sylvan Library and feels like duplication of work with both out. That derpy dreidel though, have you had similar experiences where it just wan't effective or a dead draw later in the game?
Anyways really awesome, always looking and stealing your ideas!
3 weeks ago
Have made some improvements to the deck, first thing first, lands, 27 plains where a little bit to much so I exchanged them for some a little bit more useful lands:
-Reliquary Tower With the new cards Drawing is going up and its always good to have this.
-Nykthos, Shrine to Nyx Since this is a monocolor commander devotion will be high get that extra needed mana for the expensive cards (mana cost talking) out faster.
-Mistveil Plains Wanna get back those preacious creatures in the graveyard, well, NOW YOU CAN !
3 weeks ago
Oversized_Shady Thanks for your input, I got the deck today and will do some testing. Then I can see if I have too much of something and see where I can make the cut. I think you are right and I will put some removal in, right from the start. Lightning Bolt is not the cheapest card as well, and all my copys are in my other, more serious decks. I'm thinking about using Galvanic Blast together with Great Furnace and Ancient Den, which will be around the same than 4x Lightning Bolt. Then I can go back to four copys of Toolcraft Exemplar (cutting two other creatures) and maybe also play Dispatch or Shrapnel Blast.
3 weeks ago
Hey its PJ from Commander Replay. You're deck looks to be in great shape, so I have a few suggestions that I think it will help trim some fat and add more punch.
First up the cards to cut. Id get rid of Mind's Eye The way this deck plays you're going to want to tap out your mana every turn and you don't really have time to leave mana open to try and draw, plus its clunky at 5cc. Also cut Reforge the Soul I find it to be too slow. You usually need to take an entire turn off to play it, so its just too slow and clunky. Wheel of fortune is great, but if you can't afford it just stick with magus of the wheel. The cost of 3 then 2 is much better than 5 all at once. Your card draw will come primary from Mask of Memory, Sword of Fire and Ice with Sunforger and Sword of the Animist also generating card advantage. Next I personally would cut the Ancient Den, Great Furnace and Mox Opal package since you don't want your lands getting taken down by vandalblast. I would use Thought Vessel in place of mox opal. Next up cut Divine Reckoning its just never going to do what you want it to. Use a full board wipe instead. I would cut Gratuitous Violence its always been a bit too slow for me and the RRR is hard to get on turn 5. Next were going to cut Relic Seeker for open the armory, its a great card early but gets less good the longer the game goes, its usually one of the last cards i cut trying to get down to 99. Ive always found Savage Beating to be too slow.
Next up, the maybe cuts. Sword of Light and Shadow I have tried to live the light and shadow dream for a long time and it just usually doesn't come through. I have found that you really want higher creature counts to get good benefit out of it. Great card, but not the right home. Ive never had great experience with Assemble the Legion if you're having more success than me, keep it, if not cut it. Pay attention to The Immortal Sun and Alms Collector I haven't tested either of these, but if they are playing well keep them, if they aren't cut them.
Once you know what to cut, it frees up a lot of room. So you can use my suggestions for additions if you want to, or you can try out some other things that you want to. But here are the cards that I would add:
Duelist's HeritageIt will replace gratuitous violence nicely.Open the Armory will replace relic seeker. find your equipment immediately. Glorybringer is just insane with Aurelia. On turn 5 it kills most things. Balan, Wandering Knight, Kazuul's Toll Collector, Armory Automaton all 3 are great in equipment decks. Next up your sunforger package, Comeuppance and Sulfurous Blast are all stars for me. If sun forger with mistveil plains, comeuppance says you can't kill me in combat. Sulfurous is often one of the first things I go for after resolving sun forger, beyond obviously leaving up boros charm and teferis. Neheb, the Eternal gives you a second way to hit the aggravated assault combo, is a good beater, and even just some incidental extra mana is nice. And finally I would add in the full board wipe of you choice Blasphemous Act, Wrath of God All Is Dust and Ugin, the Spirit Dragon are all great choices. Pick the one best fits.
The mana base. Emeria, The Sky Ruin is a must. If they are in the budget khans fetches like Windswept Heath are really nice. If not, I would get the mirage fetches like Flood Plain. Focus on the white fetchlands since they get mistveil plains. Because you have 1 hit potential, Cathedral of War is a solid choice but it does have cost sometimes of being colorless. New Benalia is also solid.
Other things that I like a lot but aren't must includes. Bruse Tarl, Boorish Herder, Inferno Titan, Etali, Primal Storm. Treasonous Ogre is a card not many people know about, I've used it successfully, but I would make sure you have some life gain to balance it out.
Heres some personal preference things:I run Tithe and Gift of Estates in place of Weathered Wayfarer each have pros and cons. I like running Wear / Tear even though you can only cast half of it off sun forger. I prefer Swiftfoot Boots over Lightning Greavesbecause of the awkwardness of shroud.
I need to update it, theres a few cards I no longer use. but I have a very similar Aurelia list you can check it out here. Aurelia Weapons of War
For me with a deck like this, early game I focus on mask of memory and/or sword of the animist to generate some early advantage. These also don't draw as much artifact hate as the big hitters. Then ill bring down sun forger, feast and famine and fire and ice or argentum armor later to close things out.
Anyway hope these help!