Arcane Lighthouse


Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2014 Uncommon

Combos Browse all

Arcane Lighthouse


: Add to your mana pool.

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

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -10%

1.46 TIX $0.08 Foil

Card Kingdom



Recent Decks

Load more

Arcane Lighthouse Discussion

AllhydeNoJekyll on Chancellor Palpatine

2 days ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

JaceTheSwagSculptor on Uril's Revenge

4 days ago

Lol I can't tell whether you're being sarcastic or not about the "amateur" thing, but "curving out" would mean playing something on each turn. I would want lots of 1-drops because it ups the chances I will be doing something during the first turn of the game, then less two drops, and so on and so fourth. Ideally, this means we are likely to things like play a 4-drop on turn four, two 2-drops, or one 3-drop and one 1-drop because the curve is structured so we are less likely to see cards of increasing costs. This means we are building the deck such that it will perform as efficiently as possible on each turn of the game with as few lands as possible. Is this a sufficient explanation?

We ideally want to maintain the "decreasing staircase" curve, so if we were to remove something like Constant Mists we could not replace it with Choke without removing an additional 3-drop and adding a 2-drop. If we don't follow these kind of procedures when building a deck that is excels during the early turns, we promote the chances of getting awkward openers and poor subsequent draws.

That being said, the effectiveness of Red Elemental Blast and Constant Mists depends on your meta. Are you the fastest, most oppressive deck? Then, Constant Mists probably isn't necessary because if you get too far behind then you probably already lost. Most competitive decks experience a lot of blue in their meta's, so cards like Choke and Pyroblast are quite commonplace cards.

We ideally want to keep your aura count in the range 18 - 20, this will result in the lowest variance so you were correct in calling me out on one of the previous posts.

Cyclonic Rift, Toxic Deluge, and Arcane Lighthouse are the most commonplace answers to our strategy. Since you know this, Nevermore is a much more useful card. You should always be naming Rift or Deluge if blue or black is at the table. You unfortunately also have to worry about sacrifice effects, which is why I encouraged you to include Dryad Arbor awhile back as fetching it up can save you in a pinch. The most commonplace sac-effect you will have to be weary of is more than likely Living Death. It's difficult to account for sac-effects though as they warrant the addition of very narrow cards like Tajuru Preserver or Angel of Jubilation, which we don't want. I guess what I said was a bit roundabout, but Nevermore is probably the best option to stop people from playing the aforementioned problematic spells. Nevermore should rarely be a dead draw you either name a problematic commander or one of the aforementioned cards.

I think if you make the changes from my previous post, you should be fine. If you want to include Choke/Nevermore, we could make the following changes...

I have no idea what "Timmy player" means, could you elaborate? Recommending an "interesting" deck to someone is difficult because everyone has a different idea of what is interesting. If you enjoy quality decks that perform consistently, then the cEDH tier list has plenty of examples of decks that do just that. I can't really vouch for how interesting they are though. I guess some of the one's that I found to be more interesting were an angel of glory's rise + child of alara combo deck, a captain sisay paradox engine storm deck, a combo-control grand arbiter deck, and a pretty standard sliver overlord deck.

Finally, it would really help me with future suggestions if you could be more vocal about what proposed changes you plan to act upon otherwise it feels as though I am trying to read between the lines and find how exactly you intend to change the deck (which effects the curve, which in turn effects the cards I suggest).

Wicked_N_Irish on Techromancy

1 week ago

I would add an Expedition Map , Arcane Lighthouse , and an Ugin's Nexus. Esecially beacuse you have Prototype Portal already. As far as what to cut, I have no idea. Sorry, but I've never piloted this deck, so I'm not sure what's expendable.

Hardabent on Eight-and-a-half-tails

1 week ago

While Bygone Bishop might not be the most efficient card, it did quite the great job (drawing >3, providing a flying body) and I do not like spending an entire turn on Mind's Eye. Furthermore I would much rather be able to crack a few clues in some end step than spend my mana on the opponent's draw step or main phase. If it comes to drawing cards Mind's Eye is the by far superior choice though... I will test that one ...

The deck was missing some sort of utility indeed... I would have to remodel the deck to conveniently fit the tax pieces you mentioned though... The utility pieces I came up with: Sanctum Prelate, Hushwing Gryff, Arcane Lighthouse, Elspeth, Sun's Champion as a boardwipe and wincondtion and Dawn Charm for some further interaction/protection... I will have a look at how well Aura of Silence fares ... It is an overall great card ... Thanks for the input.. I appreciate that.


1 week ago

Jimmy_Chinchila Thanks for tipping the scale! In mono black, it doesnt have good enchantment removal or protection. I do have a few back up plans like Unstable Obelisk and Scour from Existence to get rid of these pests but it can only go so far. Got any ideas to make this aspect better? The real downside to black, kill everything except enchantments. Tajuru Preserver can be spot removed and if they do give it hexproof/shroud, Arcane Lighthouse will hopefully be available. Elixir will make it into this deck somewhere.

corythackston Thats a valid question and I do run some alternative win even though you almost never see creatureless decks. Waste Not for the mass creature tokens, Painful Quandary, Polluted Bonds, Quest for the Nihil Stone, and Subversion for some life loss for playing cards, having no cards in hand, or life sap. Also, kinda funny you would suggest reanimation spells in a creatureless deck playing against another creatureless deck lol But yeah I believe I could find a spot for more reanimation spells.

Argy Only feel I got first because you didnt deck cycle yesterday! How did you manage to get 1st in T/O ranking? Thats impressive.

Thanks for your comments everyone! Great questions and ideas!

sliversftw on Hexproof bant

2 weeks ago

Arcane Lighthouse Says hi

JaceTheSwagSculptor on JaceTheSwagSculptor

2 weeks ago

The shu-yun deck you posted does not have a lot of answers to voltron aside from the usual suspects - counterspells and Cyclonic Rift.

With regard to voltron in general dealing with counterspells, you just have to wait until they tap out and hope you draw your Cavern.

Getting more specific...Your mana base HAS to cooperate with you during early game. If you get a slow start, you will be severely punished for it and will be slogging through counter magic for the rest of the game (make sure you run enough dual lands and ramp to get Uril out in a timely fashion). Mulligan aggressively when there are multiple blue decks or a person who runs an excessive amount of counter magic/board wipes in order to assure that you outpace those spells. I personally used hypergeometric distribution to make sure my chances of getting a ramp spell in my opener was around 50%. If you are interested in this aspect of deck building, MTGgoldfish made a great video on hypergeometric distribution that I would suggest you check out.

Lastly, you do always have the option of running hate cards. I know you mentioned not wanting hate cards, but if you find you need them I would suggest Gaddock Teeg, Grand Abolisher, Crop Rotation (to get Cavern of Souls), and Choke/Nevermore (usually naming Cyclonic Rift). With respect to kill spells (I'm guessing board wipes), then my suggestion would be to change your mindset when playing the deck. Always play out your turns by asking yourself "how can I take out a player while investing the least amount of resources possible?" Thus when the board wipe does come, it is not back-breaking. Also, inclusion of lands such as Yavimaya Hollow should help. If Arcane Lighthouse becomes an issue then run Pithing Needle.

Hope this helps!

SpaghettiToastBook on Amazing Azami

3 weeks ago

I removed Fatespinner, Mystic Confluence, and Arcane Lighthouse, replacing them with Trinket Mage, Tormod's Crypt, and Seat of the Synod. I think I'll add Aphetto Alchemist soon as well, and it'll probably replace Dig Through Time.

Load more