: Add to your mana pool. Ancient Tomb deals 2 damage to you.
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Ancient Tomb Discussion
20 hours ago
1 week ago
I thought of a couple other things, sorry don't mean to spam your comments. I should really upgrade my account so I can at least edit things within the last 5 minutes.
Anyways I thought up a few land suggestions, Ancient Tomb, Eye of Ugin, Mirrorpool, Deserted Temple, Homeward Path, Mage-Ring Network, Terrain Generator, Temple of the False God Shrine of the Forsaken Gods and Wastes.
Some of these I suggested specifically since you had some eldrazi, but other than that there are a couple others like Terrain Generator, Homeward Path, Mage-Ring Network, etc that have other uses. You of course don't need all of these obviously, but a few I feel might help, as long as it does not detract from too many basics. You should have at least if anything maybe 1 Wastes as its a land that can be searched for and it might be helpful in that rare occasion you might want a colorless source for your World Breaker. Also a Wastes would be helpful if you do dceide to use Mirrorpool at all.
One more thing, Nissa, Vital Force if you want more things that care about lands, than she would be a good choice.
I gave a bunch of cards to think about and so feel free to ask for suggestions what might be able to be swapped out, and I will try to answer when I have more time a bit later.
1 week ago
Your list is cool and I can see has already made many improvements since the last time I saw it, here is some constructive feedback you may want to consider. For the most part I avoided recommending creatures because it appears you are going for a very limited creatures sub theme.
Planeswalkers you should consider cutting:
Ajani Unyielding (minus ability seems good, but it's really win more because you have very few creatures. This means it's only good if you already have a lot of planeswalkers on the battlefield. Plus ability isn't good because you have very few creatures and Atraxa already has lifelink and vigillance. I also don't like that it's a 4 drop because it shares the same CMC as Atraxa and you are more likely to want to play them on the same turn.)
Jace Beleren (Decent, but there are better card advantage engines. Double blue is also strict for a budget mana base, but this card is very good if you only minus and Atraxa is out).
Tamiyo, Field Researcher (plus ability is decent at discouraging attackers, but it is difficult to guarntee card advantage because you have so few creatures. I also don't like that it's a 4 drop because it shares the same CMC as Atraxa and you are more likely to want to play them on the same turn.)
Sorin, Solemn Visitor (plus ability hardly does anything because you have so few creatures and Atraxa already has lifelink. Minus ability isn't really worth the mana. I also don't like that it's a 4 drop because it shares the same CMC as Atraxa and you are more likely to want to play them on the same turn.)
Planeswalkers you are not running currently but should consider including:
Kiora, Master of the Depths (plus ability is ramp/mana fixing and has good synergy with mana dorks, minus ability is card advantage).
Tamiyo, the Moon Sage (very powerful plus ability, and with proliferation, she can ultimate quickly which is very powerful. Her minus ability can also generate a lot of cards against some match ups).
Karn Liberated (unconditional removal that you can repeat is a no brainer).
Your removal suite is good but the spells have too high of a converted mana cost on average. Higher converted mana cost is ok for spot removal, but if this is the case, the cards should be very verstaile (i.e. Sultai Charm)
Nonbudget Options:Abrupt Decay
Budget Options:Painful Truths
Glint-Sleeve Siphoner (I know you aren't trying to run a lot of creatures, but it's a solid option)
Non budget options:Phyrexian Arena
I recommend you review my list to get an idea of what a 4 color optimized mana base can look like, but there will be some slight differences because you are running superfriends. From your list recommend you consider to cut Gavony Township because it doesn't produced color mana and you don't run a ton of cretaures anyway (although you have some tokens from your planeswalkers).
Temple of the False God also doesn't make colored mana, and doesn't do anything early game. Ancient Tomb is much better, but I'm not even running that one. If you were to run a colorless land, I would recommend Ghost Quarter or Wasteland.
I understand that you can proliferate Dreadship Reef but I don't think it's good because you have to pay mana to add counters to it, this makes it slow. Mirrodin's Core seems much better. Gemstone Mine you should be running for sure.
Feel free to check out my Atraxa list. It's different than your list because it is control and isn't superfriends, but I would imagine we both can learn from each other's lists and I'd love to hear any feedback you have.
2 weeks ago
Add Healer of the Pride and Soul's Attendant for more Soul Warden type effects. For land, consider adding City of Brass, Tarnished Citadel, and Ancient Tomb. You could also play Nomad Stadium and Grand Coliseum. When you have life gain creatures in play while using these you basically get free soldiers, and you don't need to rely on your opponent to attack you to generate soldiers. For self damage you could also try playing Torture Chamber.
If you want to focus a lot on life gain, definitely run Archangel of Thune. To tutor your equipment run Steelshaper's Gift, and maybe consider running Lightning Greaves, Swiftfoot Boots, and Darksteel Plate to protect your commander. Bastion Protector could also help protect Darien.
The deck is looking pretty good though. I'll have to make some changes to my deck :)
2 weeks ago
I think Crop Rotation would do some serious work, it does double duty for just one , it sacs a land for a Titania, Protector of Argoth trigger, and gets you one of your utility lands, or just flat out ramps you if you add Ancient Tomb to the deck.
2 weeks ago
Also, most 0-1cmc Equipment are pure trash. Bone Saw, Accorder's Shield, and other such Equipment have no place in a tuned Voltron list. They don't do enough in an format where you're fighting against multiple opponents with higher life totals.
There's no need to be fancy. Drawing off of Sram should be seen as a bonus, not an excuse to dilute a deck with crap. Bad Equipment that suddenly cantrip are still bad.
Flagstones of Trokair does absolutely nothing unless someone's using mass land destruction. Even in the event of that, one Plains is meaningless as the player who cast the mass land destruction spell should have sealed their victory with it. Otherwise, they're wasting everyone's time and ruined the game.
Eiganjo Castle's damage prevention is extremely narrow and minuscule. Why bother with a land that prevents 2 damage to a legendary creature when this deck has three of the Mirran Swords, Darksteel Plate, Mother of Runes, and Eight-and-a-Half-Tails?
Fetchlands are pointless in a mono-coloured deck. The main purpose of using Fetchlands is colour-fixing, which Mono-coloured decks do not need.
Deck-thinning through Fetchlands is a completely negligible gain. The lone Sun Titan in the 99 doesn't change that.
My land base is extremely tight. I can't just plug in every single utility land available. Some utility lands are simply not that great in this deck or in Commander in general.
I don't use the other two Mirran Swords because they don't generate the same level of value the others do.
- Outside of its impractical milling, Sword of Body and Mind only creates 2/2 Wolves.
- Sword of War and Peace is completely boring and doesn't generate any tangible value at all. Protection from White also causes issues with Godsend and any Aura additions that make their way into this deck.
Why would I force space in this deck for them when their effects aren't worthwhile?
I plan on adding Flickering Ward. It's a really good utility card.
But I don't have any current plans on adding other Auras. This is still an Equipment Voltron deck. I'm not going to fill the deck up with Auras. No intention of using Angelic Destiny.
Dispatch is conditional. It requires metalcraft to be active for it to kill a creature, whereas Path to Exile and Swords to Plowshares can always kill a creature regardless of my boardstate. Path and Swords are the King and Queen of White's creature removal. Dispatch is the court jester.
Ancient Den and Darksteel Citadel aren't used because they don't do anything. Every utility land in this deck offers some meaningful ability. The artifact lands only produce mana. Ancient Den is also collateral damage from an opponent's artifact sweeper. There's too little gain from the artifact lands.
I'm keeping mana rocks to an absolute minimum. With Equipment being a central focus of this deck, every other artifact can end up as collateral damage against an opponent's increased use of artifact hate directed towards my Equipment. I have a few mana rocks in my Maybeboard, but Mox Diamond's potential for a Turn 1 Sram will win out. No interest in additional mana rocks beyond that.
Mass land destruction has too much stigma attached to it and I personally don't like them for Commander. Never going to use them. If I'm going to win, it's through an Equipment-boosted creature, not because I popped everyone's land and they couldn't play the game.
I've had this deck for over 5 years. I've exhausted pretty much every option available to construct a deck that I'm comfortable with and enjoy playing. Not every card can fit into a single deck and not every person likes the same cards.