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|Masters 25 (A25)||Uncommon|
|Commander 2016 (C16)||Common|
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: Add to your mana pool.
Basic landcycling (, discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.)
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Ash Barrens Discussion
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!
2 weeks ago
Sweet deck sparrowdarpa :D
been wondering about a deck for Thief of Hope for a long time :)
have you thought about Ash Barrens? good fixing for color heavy decks ;)
2 weeks ago
Instead of the Simic Guildgate I would run a fetch land like Ash Barrens or if you are on a budget Evolving Wilds this allows for faster mana because you don't have to deal with a tap land and can still fix your mana. In other cases I would never run a guildgate before a gainland like Thornwood Falls. Also sorry for the double comment.
2 weeks ago
Hello! Welcome to EDH! And you're Playing Boros! My favorite color combination!
Since your budget is low for now I'll try to keep all suggestions to under $5, and try my best to keep them under $2. Sometimes it's difficult but hey, you only need to get one for each deck haha!
Since your new to the format, lets go over some EDH staples. There are cards that, more of less, go in every commander deck.
Staples: Sol Ring is the #1 best staple card in the format. If you plan on doing EDH pick up a few. Boros Signet(and all other color-combo signets) ramp and color fixing. Lightning Greaves and Swiftfoot Boots for protection and haste. Burnished Hart, Solemn Simulacrum is ramp and card draw. Commander's Sphere, Hedron Archive and Mind Stone ramp and serve as draw if needed. Finally, Command Tower goes in every deck.
You'll notice those are all artifacts or lands. That's what makes them so good(and sometimes pricey).
Next are some solid options in red and white that can pretty much go in any red or white deck.
Boros Staples: Swords to Plowshares, Sun Titan(need low curve to really be useful), Sunforger(need good instant package to really be useful, I can help with that if interested), Return to Dust, Path to Exile(as a modern player you might have some already haha), Wear / Tear, Wrath of God, Sword of the Animist, Vandalblast, Chaos Warp, and Elspeth, Sun's Champion(pricey but to good not to suggest. My favorite card I'm biased).
Now, a simple Commander deck-building template to help you out. This is a rough outline of an EDH deck and by no means is the end all be all. You have a good start already!
64 spells(including your commander)
Of these 64 spells: 7-9 RAMP spells. 8-10 CARD-DRAW spells. 6-8 REMOVAL spells. 2-4 BOARD-WIPE spells. The other 27ish spells are creatures, tutors, recursion, graveyard hate, utility, etc etc.
So here are some suggestions. I'll repeat some or most of the staples I already mentioned.
Lands: You have a good start, but think about adding: Command Tower, Ash Barrens(getting a reprint, price will drop), Battlefield Forge, Clifftop Retreat($$$ sorry, it's a good one though), Evolving Wilds, Temple of the False God(counts as ramp too!), Temple of Triumph(make that Temple of SCRYumph! Hehehe), and Wind-Scarred Crag.
Ramp: Boros is notorious for it's weakness of ramp and card draw, so we have to make up for it with a lot of artifacts. Consider: Boros Signet, Coldsteel Heart, Commander's Sphere, Fellwar Stone, Fire Diamond, Marble Diamond, Burnished Hart, Sword of the Animist Hedron Archive, Mind Stone, and most importantly Sol Ring.
Card-Draw: The already mentioned Commander's Sphere, Hedron Archive and Mind Stone fit here too. It's great to double down on categories to make room for more cool stuff. Solemn Simulacrum, Land Tax(staple for those who can afford it does not ramp but draws you 3 lands which is good), Skullclamp(is amazing with all the tokens), Well of Lost Dreams(good with lifegain)
That's as far as I'll go for now.
There's a crash course in EDH! Good luck, have fun, and feel free to hit me with any questions!
3 weeks ago
I would improve the instant and sorcery department... when I run blue I usually run bare minimum of 3 to 4 counter spells (at least have Counterspell Arcane Denial and Dream Fracture, white has the good ole Swords to Plowshares and Path to Exile that are STAPLES in any white deck; there's also Settle the Wreckage which can be a good combat trick, and green Krosan Grip and Heroic Intervention.
I would take out majority of the voltron aspects out since you say it is a lifegain deck...
3 weeks ago
Could also do a set of Gitaxian Probe to thin deck, gather information, and you can even hardcast them if you need to.
3 weeks ago
Regardless, we still need to lock down the precise criteria for this list.
From a quick skim of the thread again, here's the commentary so far ITT about what that criteria is:
"I feel that the Power 9 are not only some of the most powerful, broken cards ever, but that they are also a toolbox of stuff that can basically be slapped into any deck and make it better."
"Not exactly staples, or the most expensive cards, but cards that every pauper player should know about, and will most likely want in their deck. Keep in mind since this is pauper, and commons-only, these cards would probably make 75% of all pauper deck better, whereas the Power 9 probably makes 95% of all Legacy decks better... I also propose the Pauper IX contain only cards that BOTH MTGO AND paper players can use"
"I think the pIX should be a list of the most broken pauper cards, because that's exactly what the Power 9 is. The P9 also doesn't care about representing the color pie fairly, and thus I feel that neither should the Pauper IX."
"At the very least, every single one of the power 9 cards do essentially the same thing for a deck. They accelerate it. They give you more mana, cards or turns (which is really just card advantage, imo) than you would normally get, under normal circumstances."
"Because pauper is kind of made up from combo-pieces, stepping-stones and straight-up-chaff from other formats, should it also be a "requirement" that the Pauper IX be useful in other formats, i.e. as a bridge to allow players to "graduate" to more expensive formats? I personally do not feel that this needs to be a requirement. I feel it will be an inevitable "happy coincidence" in the end, regardless of our restrictions."
"I think it most important that the Pauper ix include as many cards as possible that can be played in any deck. If not, the whole list will end up populated with blue one-drops"
"imho, a P9 should be a card which is too good not to play if you are in its colours more than a build around card"
"i think your right p9 (maybe with the exception of Timetwister ) are cards that are playable in almost every deck (color is not that important because most of them are artifacts)"
So the big points we have, as I see them, are:
Very functional in almost any deck in the format to the extent that only specific builds would use alternatives (e.g. an affinity deck with Atog would use Chromatic Star instead of Lotus Petal to take advantage of the card draw when sacrificing them), but not to quite the same extent as the Power Nine, since nothing in Pauper is THAT good
Not just staples, but cards that are strong enough to shape the whole meta
Mainly accelerants; generating mana or card draw, giving the user card advantage
Ideally cards that are powerful towards any deck that can play them, rather than cards that are part of a specific build
So this is all still in line with the top picks; I rarely see a deck that includes red and doesn't run Lightning Bolt, because why wouldn't you when it's so useful and easy to play? Lotus Petal is in because any multicolored deck can run it just fine. Ash Barrens is arguably even better in general, as it offers great momentum with any multicolored deck that has at least a few basic lands. Slippery Bogle still makes the cut for me; what green/blue deck couldn't use a one-drop hexproof creature? Simian Spirit Guide is also just an excellent accelerant. Put it in. As for Urza's Tower, here's where my inexperience becomes a factor. I don't know enough about that combo's use to understand if it's widely usable, or only as part of a specific build. Without that knowledge, all I can say is it strikes me as potent enough to put in.
3 weeks ago
These are just some observations, you definitely want to keep in-line with your own style/flavor.
Magic uses something in mathematics called, Hypergeometric Distribution, which basically describes the probability/successes in random drawing. You have an average CMC of 3.62 so you need 4 lands.
Right now, with 31 lands, you only have a 70.7% chance of having 2 lands in your opening hand, and only a 47.1% chance of hitting land drops on turns 1 through 4.
I've done a lot of testing, for Kaalia of the Vast 36 lands is the right amount, statistically, it increases your chance of having 2 lands in opening hand to 79.9%, and your chance to play 4 lands to 62.1%. Right now more than half the time you miss a land drop by turn 4, that needs to be addressed.
Some budget conscious (but let's be real, lands are ridiculously pricey), Isolated Chapel in your wheelhouse for <$5, Evolving Wilds/Terramorphic Expanse enter tapped (BUT they mana fix and they lower the land saturation in the deck, by using up 2 lands, which means less land draws later in the game) for $0.25 each, City of Brass <$7, Ash Barrens a bit pricey ($8?) but if you bought any commander decks might have one!
Mardu () isn't really the best at draw, if you try too hard to force draw it won't work because it doesn't build on the colors strengths, and won't compete against colors that have that strength, like switching to Grixis (), or forcing ramp, switch to Jund (). gives us access to the best removal and protection, as well as tutoring for artifacts/enchantments!
Most draw cards are expensive, has some, like Read the Bones/Sign in Blood/Others $0.25, Disciple of Bolas $2. I would try more graveyard recursion instead, Phyrexian Reclamation $2, Whip of Erebos $3, maybe but probably not Unburial Rites. Dragon Mage <$1 too! But I find he can assist opponents with drawing into solutions for your Kaalia of the Vast.
With all the cheating in, in this type of deck, I would Sundial of the Infinite, simply wait for a Whip of Erebos/Sneak Attack/Others EOT to trigger, then end your turn. Keep the creatures forever. It's a dead draw sometimes, but tutor the other pieces. Diabolic Tutor is a cheap replacement to Vampiric Tutor/Demonic Tutor in the meantime.
Anguished Unmaking <$3 is the best removal, add that, Mortify is decently modular for $0.50, and Angel of Despair I think $1 maybe $2 is cool to recur/flicker. Steel Hellkite is always fun if you can get him through.
Build some multi attack phases, since your goal is to beatstick people to death (and having a Whip of Erebos lifelink helps too).
Angelic Arbiter slows the pace of the game, so you can get rolling mid-range, I would play him. Bladewing the Risen also has recursion. Aegis Angel $0.35 forces them to deal with him before Kaalia of the Vast. Bogardan Hellkite.
There's too many things in commander (4-player multi), Shunt/Reverberate are not going to be good cards to draw into, you'll likely hold them, no synergy/advancement of the plan, especially Reverberate, Shunt at least might protect Kaalia of the Vast, but I would make those 2 cards lands.
You have Mother of Runes, so Devoted Caretaker seems redundant, most of the time him and the mana will stay untapped and un-utilized, plus only offer protection from spells not from creatures. I would argue Earnest Fellowship will hurt you as much as it helps you in the long game, but I guess forces games to finish quicker (usually by Kaalia of the Vast losing because she has high aggro level from opponents). Whispersilk Cloak is slow, but for Equip you protect and make unblockable.
Sorry don't have a draw solution for you, it's really not the Mardu way! Tutor/Recursion is the way to beat the draw.
Best of luck! I can see this is already a highly enjoyable deck to play, sometimes getting more competitive means less fun, but more consistency and bite!