Arcane Signet

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Arcane Signet

Artifact

: Add one mana of any colour in your commander's colour identity.

austintayshus on Life gain, life loss

1 month ago

with a 6 cmc commander I would def recommend more ramp and mana rocks. at least 5 mana rocks would probably be good. I recommend Talisman of Progress and Talisman of Dominance and Fellwar Stone and Arcane Signet.

HeavenlyAxe on

1 month ago

Hey Indie,

First off I really like the lands you have assembled and the suggestions from SufferFromEDHD are all good.

You are definitely going to want an artifact ramp package.

Sol Ring, Mana Crypt, Arcane Signet, Fellwar Stone, Gilded Lotus, Thran Dynamo

Special Mention to Nyx Lotus, it could be good being in mono black. and Jeweled Lotus, pays for your commander for free on turn 1 even.

Sword of the Animist is not bad ramp at all and buffs yours rats

Commander's Plate might be cute.

Liliana of the Dark Realms, makes sure you always get a land drop and could make your swamps tap for four.

Chittering Witch if your playing with more opponents.

Crypt Ghast is sort of ramp, but doubles your swamps. Very good in mono black.

Dauthi Voidwalker is not on theme at all but is just sooo much value in a two cost card I have to recommend it.

God-Eternal Bontu is excellent draw power in the right situation.

Dont forget you can run any number of Relentless Rats

Gray Merchant of Asphodel will heal you up a lot and hurt your opponents

Krav, the Unredeemed is also great card draw.

Yawgmoth, Thran Physician, has card draw, removal, and proliferate all on one card

Deadly Rollick, potentially free removal

Defile, cheap good removal

Thrilling Encore saves you from a board wipe or lets you bring everything back after sacrificing it all to like God-Eternal Bontu

Phyrexian Arena some ok card draw.

Bojuka Bog if you are worried about graveyards

Mutilate, a good board wipe in mono black

Night's Whisper, Read the Bones, Sign in Blood, are a great draw package for mono black

Toxic Deluge a great board wipe for when things need resetting, and you could follow with Thrilling Encore and get it all back

Syphon Mind is great draw if your playing with more players

Victimize - is really really strong, get rid of one weak thing for two of your best things

Yawgmoth's Will - lets you treat your graveyard like your hand for a turn

Lord Skitter, Sewer King makes rats

Marrow-Gnawer - lets you make lots of rats

Infectious Inquiry - good draw and gives poison

Ogre Slumlord - makes rats when your creatures or your opponents creatures die.

Tangled Colony - if your opponent has to block it or it dies to like Blasphemous Act will make you rats

Vraska's Fall removal and poison counter

Drown in Ichor removal and poison

Bontu's Monument all your creatures cost less

Rat Colony can have any number and they buff themselves, and cost less mana than Relentless Rats

Typhoid Rats deathtouch rat opponents wont want to block

Crypt Rats can board wipe but can also win the game if you give it infect, doesnt work with your commander because toxic specifies combat damage but does work if you give it infect and deal damage with it's ability.

Ratcatcher tutors rats, and gives you card advantage

Ashcoat of the Shadow Swarm - buffs your rats and lets you get rats back

Wave of Rats has blitz and reanimates itself

Ink-Eyes, Servant of Oni rat that steals opponents stuff

Nashi, Moon Sage's Scion rat that steals opponents stuff

Adaptive Automaton is a rat and buffs rats

Okiba-Gang Shinobi rat makes opponents discard and has ninjutsu

Filth gives all your rats swampwalk pairs well with Urborg, Tomb of Yawgmoth

Dark Ritual lets your get a head start or some extra mana a turn you need it

Tainted Strike instant speed infect, funny in multiplayer because you can use it on anyone's creatures.

Phyresis Outbreak gives poison and might kill opponents creatures

Feed the Swarm enchantment removal in black

Vat Emergence gets a creature back and proliferates

Spread the Sickness destroys a creatures and proliferates

Pact of the Serpent strong tribal card draw

Living Death swap graveyards with battlefields, great after sacrificing your whole board to draw cards

Skullclamp sack small rats for card draw

Thrumming Stone if you go the Relentless Rats or Rat Colony route

Coat of Arms your rats will be huge

Bolas's Citadel this card is dumb lol, lots of casting power and then you hit Gray Merchant of Asphodel and keep going lol

Icon of Ancestry kinda draw buffs rats...is ok

Contagion Engine proliferate twice each time you activate

Eldrazi Monument gives creatures flying indestructible and +1/+1

Grafted Exoskeleton gives a creature infect, great with Crypt Rats

Sword of Truth and Justice proliferate sword

Bad Moon buff all black creatures, opponents too

Phyresis gives infect again good with Crypt Rats

Greed card draw

Vraska, Betrayal's Sting proliferate planes walker

I know that's a lot but hopefully gave you some ideas to work with!

GangstaFranksta on Arcades, the Strategist's Army

1 month ago

You should think about adding The Pride of Hull Clade because he is good but also cool. But I think you would benefit a lot from improving your mana base. I suggest it should look more like this:

Lands

Basic

8x Plains, 8 Island, 4 Forest

Pain

Adarkar Wastes, Brushland, Yavimaya Coast

Scry Lands

Temple of Mystery, Temple of Enlightenment, Temple of Plenty

Tri Color

Brokers Hideout, Seaside Citadel, Bant Panorama

Any Color

Command Tower, Exotic Orchard

If you wanted you could also add the gain 1 life lands: Tranquil Cove, Blossoming Sands, and Thornwood Falls. You may also consider adding Krosan Verge or Myriad Landscape just to help ramp.

It would also be really beneficial to have at least a Sol Ring and an Arcane Signet.

Other

Remove Verity Circle. Seems like there are a lot of possibilities where it is just sitting on the field not providing any value. And it isn't even a creature so it can't block. You could replace this with one of the mana artifacts I mentioned earlier or like a Swords to Plowshares, Pongify, Rapid Hybridization, Path to Exile (I kind of think you need some more removal lol, but you could replace Verity Circle with whatever you wanted.)

Remove Alive / Well. Just straight up not worth. Replace with one of the cards I have mentioned.

Other than that I think this is a really good deck. I think you could use most of my suggestions and keep it close to $100.

Dana_in_Love845 on Imodane, The Burnbabe

1 month ago

I really like it! A tiny bit more ramp might be nice though, as it's quite land reliant right now. Arcane Signet, Commander's Sphere, Fire Diamond, Coldsteel Heart, Desperate Ritual, Pyretic Ritual, or Seething Song for a few to consider. Hope this can help a little!

Profet93 on Gary Murder Scene

1 month ago

I personally like to run 37, but everyone is different. It really depends on your avg cmc, amount of ramp you have, wincon, etc.... For your deck, I would see how your current 34 lands hold up. If you find yourself needing more, bump it up to 36-37. Regardless, you definitely need some more ramp. Jet Medallion, Arcane Signet (perhaps over or in additional to charcoal diamond), Mind Stone and maybe even a Hedron Archive.

For lands I recommend cutting Hive and westvale for Deserted Temple to untap coffers and Thespian's Stage to copy it or another utility land. Perhaps add in a Crypt of Agadeem. An Urborg, Tomb of Yawgmoth while unnecessary, is helpful. Albeit, it does provide symmetry to bublicking muck.

While a bit niche and unnecessary, if your playgroup is okay with combos, a Rings of Brighthearth is helpful. It allows double commander activations as well as some of your other creatures. Not to mention Rings + coffers + temple + swamps (urborg to make u need less swamps) =

I would add like 1-4 more removal cards personally depending on how much interaction you want in the deck. You might want to add another board wipe (or 2). All is Dust hits enchantments but not artifacts while Oblivion Stone hits everything. A rest in peace could be difficult for your deck to deal with and I don't see you running anything to deal with that. Perhaps a Feed the Swarm?

First try out your deck and see what you are lacking, either before or after my suggestions. Hope this helps, let me know what you think of each suggestion.

Gidgetimer on Dopplegangbangers - Historic Flash Convoke Copies

1 month ago

Since tokens resulting from copying spells are not "created" Bennie Bracks, Zoologist doesn't do much here. Reki, the History of Kamigawa might be a good replacement.

As a general note, you seem a little light on mana if you don't get one of the untappers. I would probably add another land (Plaza of Heroes would be good and might make it in over a basic even if you don't go up lands), Arcane Signet, Kolvori, God of Kinship  Flip, and the three talismans.

NV_1980 on Angel tribal EDH

1 month ago

Fun Angel-tribal deck! I like how you've gone all in with this strategy :) I have some suggestions but I'm not sure how much you want to spend on this, so just let me know if I'm going over the top.

Let's start with your mana. Right now, you've got 31 lands and one ramp-artifact. This is really on the low side, consdering the average amount of mana you need to spend for most of your creatures. I'd really recommend some mana-rocks like Arcane Signet, Caged Sun, Gilded Lotus, Pearl Medallion and definitely Sol Ring. Some more ramp like Archaeomancer's Map, Land Tax and Weathered Wayfarer. Lastly, I know it's expensive, but if you can get a cheap Urza's Incubator somewhere, go for it; would be awesome in here. Any of these suggestions (and there are cheaper alternatives to most) would increase the speed of your deck.

Next, let's talk opportunities this deck offers to draw additional cards. You've got five options, of which three are repeatable (because they're permanents :)). Some additional ideas on this: Archivist of Oghma, Endless Atlas, Mind's Eye and Smuggler's Share. Like with the stuff mentioned for mana, all of these would increase your deck's pacing.

To strengthen your angelic forces, you could consider Adarkar Valkyrie (which is awesome at resurrecting any Angels you lost during combat or even better, an opponent's creature lost in battle!), Angelic Arbiter (cast or attack, your opponents must choose), Battle Angels of Tyr (expensive card but insanely powerful balance-bringers in case you're behind with card-draw, mana or life) and Platinum Angel (as long as it's got indestructible and hexproof, opponents will have a very hard time snatching victory from you).

In case you're looking for more ideas, here's my Angel tribal deck, enjoy!

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