Arcane Lighthouse

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Pauper Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Uncommon

Combos Browse all

Arcane Lighthouse

Land

: Add to your mana pool.

, : Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.

Price & Acquistion Set Price Alerts

C14

Ebay

Recent Decks

Load more

Arcane Lighthouse Discussion

Rubythroat on Talrand random (in progress)

18 hours ago

Reliquary Tower for obvious reasons, Mirrorpool to copy some big spells, Rogue's Passage for if you have Talrand and Runechanter's Pike on the battlefield, or Arcane Lighthouse seem like they would fit. But be careful to not add to many to make your Engulf the Shore and Scourge of Fleets worse.

multimedia on Meriekes Rise to Power

6 days ago

Hey, looks good you've included pretty much all the base cards here that you want with Merieke. You've decided not to use a blink secondary strategy?

Here's some budget suggestions:

I suggest adding Fabricate more ways to tutor for Elixer or any other artifact like Bracers. The only creatures you can't steal are ones with hexproof or shroud Lighthouse takes these abilities away from your opponent's creatures giving you free reign.

Your strategy is to steal you're opponents' permanents take one from each of them with one spell. Thievery has a high mana cost, but the payoff is worth it. When Zur attacks he can tutor for a lot of good enchantments: Pemmin's, Freed, Umbra, Alarm, Sphere, etc. Getting him and Merieke in play together seems nasty.

Cards to consider cutting for these suggestions:

  • Obelisk of Esper
  • Time Stretch
  • Sunscorch Regent
  • Teysa, Envoy of Ghosts


hookedonkronix on One card, Two Card, Three Card, None

2 weeks ago

I'd also recommend checking out Arcane Lighthouse to get through shroud/hexproof.

Shinwizzles on Welcome to Rikers Island

2 weeks ago

Hey Mick-Tis,

Looks like a lot of good improvements have been made! I do have a few suggestions for you to mull over though, if you're looking for advice. I'm just gonna go right down the list of who to drop and why in my opinion.

Azorius Guildmage costs too much for too little. That much mana a turn for a Stifle or a Fatestitcher's ability could be used elsewhere.

Heliod, God of the Sun seems ripe for the cutting as well. If you're bent on having vigilance (which isn't mandatory, if you don't let anyone else have any creatures to begin with), then I'd suggest going with Brave the Sands.

Joiner Adept strikes me as a more fragile Chromatic Lantern.

Scavenging Ooze is taking up a slot that could be used by either Relic of Progenitus or Rest in Peace. The counters and lifegain is nice, but not if you're having to pour mana into it, especially if mana is going to be scarce.

Spawnwrithe should go in some clone deck somewhere else far away from here. Unless you've got a way to crank out a bazillion of them a turn a la Doubling Season and Parallel Lives, the cost won't be worth the benefit.

So I noticed you've got a lot of effects that make your opponents' stuff come in tapped. I see that your deck is also focused around stopping your meta's combos, so if that's entirely necessary, then by all means, leave them in. But in my opinion, having Loxodon Gatekeeper, Thalia, Heretic Cathar, Blind Obedience, and Frozen AEther seems a little excessive.

You might want to consider swapping out your Thalia, Heretic Cathar for the other one, Thalia, Guardian of Thraben.

Wood Elves could be cut for something more versatile. The Skyward Eye Prophets are a couple of fun-lookin' dudes who have always performed well in my decks, but there are many others that could be used. If you're going for mana ramp, Kodama's Reach and the like are always handy. Walking Atlas is also useful, especially with Derevi, Empyrial Tactician's ability.

Yisan, the Wanderer Bard is a card I'm on the fence about, but he seems like he has really limited usage in your deck. Most of your creatures are between two and four mana, so you get a few uses out of him and that's it. Not worth it, in my opinion. A Worldly Tutor or Eladamri's Call used repeatedly with an Eternal Witness/Sun Titan combo seems a little better, if you're digging for critters.

Bonds of Mortality seems like it could be dropped, since you've already got Arcane Lighthouse. But again, if you're not letting them have any creatures to begin with, it shouldn't be much of an issue.

Luminarch Ascension seems like another card you might want to drop. It paints a pretty huge target on you. 4/4 angels don't seem worth it for becoming that much of a target. If you're trying to make creatures in a hurry, Avenger of Zendikar does wonders.

Blustersquall seems like it could be cut for something better. Might I suggest the classic Counterspell? Always a crowd-pleaser.

As for your Maybeboard: Naw. You don't need 'em.

I really like the improvements you've made to your deck! Looks like you're definitely going in the right direction. Two last sort of general suggestions I would make are to perhaps add more card draw in for you. Something along the lines of Coastal Piracy would be a good card to back up your Bident of Thassa. Lastly, more effects to lock the board down. Throw in a Gaddock Teeg to really ruin someone's day. Nobody expects a turn two Green Sun's Zenith into a surprise Gaddock Teeg.

Overall, I like the direction the deck is going in. Looks like it'd be fun to play.

Let me know if you have any questions about my suggestions!

Thanks for sharing!

Coward_Token on Gahiji: Forever War

3 weeks ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

Tyrant-Thanatos on What are ways to remove ...

1 month ago

Boardwipes. Anything like Wrath of God, Blasphemous Act, or Plague Wind can take him out. There are cards like Glaring Spotlight and Arcane Lighthouse which get around Hexproof. Additionally, Edicts, cards that force you to sacrifice creatures, such as Chainer's Edict or Geth's Verdict can hit hexproof creatures if you have nothing else to sacrifice.

That's all I know of off the top of my head, but I'm sure there's probably other ways.

Ihazadeck on Red X Deck

1 month ago

Arcane Lighthouse isnt modern legal.

Bxbx on Grenzo, Havoc Raiser, Blood in, Blood out!

1 month ago

Hi, I like your deck!

Here are some suggestions:

Load more