Ashnod's Altar

Ashnod's Altar


Sacrifice a creature: Add to your mana pool.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Eternal Masters (EMA) Uncommon
Masters Edition IV (ME4) Rare
Classic Sixth Edition (6ED) Uncommon
Fifth Edition (5ED) Uncommon
Chronicles (CHR) Common
Antiquities (ATQ) Uncommon

Combos Browse all


Format Legality
Oldschool 93/94 Legal
Unformat Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Legacy Legal
Tiny Leaders Legal
Pauper EDH Legal
Custom Legal
Canadian Highlander Legal
Pauper Legal
Duel Commander Legal
Oathbreaker Legal
2019-10-04 Legal
Highlander Legal
Casual Legal
Vintage Legal
Commander / EDH Legal

Ashnod's Altar occurrence in decks from the last year

Latest Decks as Commander

Ashnod's Altar Discussion

aholder7 on A possible new legendary artifact: …

1 day ago

similar to how tzeflick said it. do you want a politics card where you are giving people an advantage at a cost, or is this meant to be a damage card with the draw back in terms of ramp? because at the moment the most likely case for this is that you are giving people mana that they can't really use. the person getting the mana will lose it at the next step change unless the wording is amended to allow it to stick around longer. they could use it on some instants or some activated abilities but that requires that your colors are similar enough to theirs to be useful. case 2 is where you use it as a burn spell. lets assume you have Sol Ring, Mana Crypt or some other double mana producer which i think is a reasonable assumption. you are now paying 5 mana to deal 2 damage to 1 player on each of your turns. that seems like a really over costed Volcanic Fallout that only hits 1 player. we could talk about Nyx Lotusing someone for 10 a turn, but if you are spending several turns tapping nyx lotus for 10 and not already winning i'm not really sure what the game plan is. case 3, you use it as self ramp. as of the wording presented you can choose yourself, and it effectively becomes a copy of your best mana rock with some life loss. at 5 mana it would be a terrible Sculpting Steel.

my suggestion if you want to improve the card: have it tap to give someone treasure and deal damage to them. this allows them to use the mana whenever they want. you can also give it an X cost to allow them to charge the cannon with multiple artifacts or benefit things like Ashnod's Altar. or you could go with a flat cost like 4 and tap to give 2 treasures. these both allow for the card to be optional where as the card as presented is mandatory and very inefficient which means most people won't want to play it. the treasure to damage ratio is what will decide if this is a politics card or a burn card. x <= 1 means theres no real benefit to the user and it won't be played. 1 <= x <= 2 is probably safe for politics, 2 < x is when burn gets to be happy. the actual cost of the card will depend on which combination of decisions you make above.

Eddy_Khil on MONO RED: Sushi with Su-Chi

1 day ago

Since all the creatures you want to sacrifice are artifact creatures, I would recommend Krark-Clan Ironworks as another copy of Ashnod's Altar.

Tzefick on A possible new legendary artifact: …

1 day ago

I imagine the card the OP describes would be something like

Hedron Cannon

Legendary Artifact

The first time you tap an artifact for mana during each of your turns, you may have Hedron Cannon deal X damage to target player, where X is the amount of mana generated. That player adds the same amount and type of mana as the tapped artifact generated.

This is not a very interesting design TBH - at least for its cost. It's a rather poor mana advantage tool as it only works on your turn and only for the first artifact you tap while costing . Neither does it work with artifacts that don't necessarily tap to generate mana - like Ashnod's Altar. It's also really poor in dealing damage. The drawback makes the mana generation bad, and the drawback cannot be used offensively in an effective manner either.

At best you use Nyx Lotus to generate a load of mana to use offensively to finish an opponent or use it on yourself to do something that closes out the game. But this is borderline magical Christmas land.

It reminds me the most of Overabundance but in a much worse sense.

What is it exactly you want this card to do? Is it mana generation with a damage drawback that could be used offensively? Or is it a damage tool with a mana generation drawback.

Pick your poison and try to design with that perspective.

MrKillStar on Zombies in the Shades

6 days ago

Everytime I look at ghoulcaller gissa, Im impressed by her ability to generate so many tokens so easily, even from her own 2/2 tokens.. I'm thinking about putting her in my Syr Konrad's For the Void deck, just to make even more tokens, but its quite hard to find any free spot at this moment :D

Anyway, I know this is a budged deck, more or less, but why Ur-Golem's Eye? I would rather go with Sol Ring/Bontu's Monument or any other mana-cheaper manarock.
Armillary Sphere - in Gisa deck, Burnished Hart seems like a better option to me. You can either sac hart to Gisa to make two tokens or sac it to itself to fetch two basic lands if needed.

Hymn to Tourach - This honestly doesnt feel like it belongs too much in here, since its no discard focused deck. I would replace it with Village Rites, since you have plenty of creatures and tokens to sacrifice + Village Rites is instant for only one , strictly better Altar's Reap. Or Vile Rebirth to get rid off some annoying card if you play against some graveyard decks + makes you a 2/2 zombie token at instant speed for only one .

I think you might also cut like 2 lands, since you have plenty of cheap creatures, with few mana rocks and rituals anyway. Adding Feed the Swarm might also be pretty good, just as another creature removal or finally a good enchantment removal in black. Life loss is minor, since most enchantments are not mana-expensive anyway. It also gets better, if you would have Vilis, Broker of Blood on board.

Some higher-budget possible upgrades:

Thornbite Staff - Next to Gisa, this is another card that gets more and more interesting the more I look at it :D If you equip it to Gisa, then sac some creature to Gisa's ability, you can untap Gisa and sac another creature again.
Phyrexian Altar - more expensive card to get, but it goes to so many combos. Especially to the previous one with Thornbite Staff, which can make infinite etb/die triggers just with only one 2/2 creature and Gisa equipped with staff with Phyrexian Altar on board. Then add some aristocrat effect like Bastion of Remembrance and the game is over.
Grave Titan - costs few dollars, since it got reprinted in Mystery Booster Boxes and is also great friend to any reanimator, zombie tribal or simply Gisa deck for the absurd amount of tokens it can generate. Also goes infinite with Nim Deathmantle and Ashnod's Altar.

Venara828 on Krenko v1.1 (Help Needed!)

1 week ago

Not sure if you still want help with this deck, but there are some more sub par choices you're running in the deck and not much on the instant department. Pyroblast, Red Elemental Blast, and Burnout could be beneficial. You could also remove some of the sorceries that make goblin tokens since honestly, you have enough creatures as is and krenko can get out of control very easily. If you slot Ashnod's Altar in, you could replace some other cards with something that could be used as a finisher like Comet Storm. If you get enough etb's happening, you can mill everyone at once with Altar of the Brood as well.

Dete on Brood [Pauper EDH]

2 weeks ago

why no Viscera Seer,Carrion Feeder,Ashnod's Altar,Bloodthrone Vampire/Nantuko Husk?

btw you could replace Slum Reaper for Fleshbag Marauder. Tortured Existence goes incredibly well with Grave Scrabbler and other dredge/madness cards, along with delve cards like Gurmag Angler/Sultai Scavenger.

you could include Mesmeric Fiend for the same reason you got Faceless Butcher, a great removal for black is Snuff Out being free and all, same goes for Hymn to Tourach and Sinkhole but they might be banned in your play group. Unearth/Crypt Rats are grate cards aswell.

theres probably more but idk what to say so yeah good luck

BrandonH45 on

2 weeks ago

How to Play:

Early game (Turns 1-4):

  1. Ramp: Try to have a hand of 2-3 lands/ramping cards. Opening hand should have a cheap ramp to bring out Purphoros, God of the Forge by turn 2-4.

  2. Set up field: If you have a control or ramp card, put it out. You want to protect your Commander and set up for a fight. Try not to bring out any token ramp cards until Purphoros, God of the Forge is out, pretty simple.

  3. Bring out Purphoros, God of the Forge. Watch your devotion stay below 5 and especially your opponent is playing , and has untapped mana!

Mid-Game (5-12):

  1. Create all the tokens!

  2. You should be winning and only need Purphoros, God of the Forge ability to set off 20 times (in a 40 life game). You need to be aggressive, because in multiplayer games, you will be the target. Purphoros, God of the Forge is not a great diplomat.

Late Game (+13):

  1. Purphoros, God of the Forge probably died once or something. Just keep building up your control, draw, Purphoros, God of the Forge comes out again, and continue to create more tokens.

  2. Infinite Combos with cards like Kiki-Jiki, Mirror Breaker.

  3. Very powerful attacks with Chandra's Spitfire (especially if it's a multiplayer game) with Purphoros, God of the Forge and Hellrider ETB triggers


-Ensnaring Bridge: severely limits creature attacks since keeping a decent sized hand can be difficult with the low mana cost of the deck

-Glacial Chasm: In the event that something go's awry, you can use Glacial Chasm for a couple rounds to prevent damage to you while setting up your board so you can sacrifice it.

-Chaos Warp

-Wheel of Fortune: Wheels and other cards similar help both you in getting the cards you need, as well as controlling the opponents because they have to cycle their hand as well, potentially taking away their vital plays.

-Reforge the Soul

-Valakut Awakening  Flip

-Magus of the Wheel

-Defense Grid: Making your opponent pay more mana in order to play out of turn.

-Price of Glory: Makes your opponent destroy whatever lands they used out of turn.

-Meekstone: Inhibits larger creatures from attacking.


-Grafdigger's Cage: prevents players that depend on playing from their graveyard/library.


None of the boardwipe cards will affect Purphoros even as a creature since he's indestructable

-Nevinyrral's Disk

-Goblin Sharpshooter+Basilisk Collar

-Jokulhaups (try to get Norin the Wary out with Purphoros, God of the Forge before playing)

-Price of Glory mitigates people playing out of turn by costing them land sources that they tapped.



Extra Synergy:

Adding these, in addition to your Purphoros, God of the Forge trigger will make him much more potent. You definitely will not be a diplomat at the table and will be targeted with extreme prejudice!

-Impact Tremors: Basically does the same thing as Purphoros, God of the Forge, except for 1 damage instead of 2. Can be added to Purphoros, God of the Forge trigger for additional damage. It's also a good substitute in the event that you can't cast Purphoros, God of the Forge for whatever reason

-Panharmonicon: Makes your ETB triggers activate a 2nd time

-Fiery Emancipation: makes sources you control deal triple their normal damage. Purphoros, God of the Forge would deal 6 damage per creature before adding anything like Impact Tremors or Panharmonicon. If Purphoros, God of the Forge is actually a creature, he's swinging for coup de grâce and dealing all 21 commander damage to the opponent if you use his ability 1 time.

-Chandra's Spitfire: Every time Purphoros, God of the Forge or Hellrider would deal damage to an opponent, this creature gets an additional +3/0. If you're playing a 4 player game, 1 trigger from Purphoros, God of the Forge gives Chandra's Spitfire a +9/0. Couple that with Hellrider and it gets really bad, really quick!

Infinite Combo / Win Conditions:

-Kiki-Jiki, Mirror Breaker+Zealous Conscripts: Kiki-Jiki, Mirror Breaker makes a copy of the Zealous Conscripts which untaps Kiki-Jiki, Mirror Breaker to make another copy of Zealous Conscripts...

-Zealous Conscripts+Twinflame: Tap Conscripts to make a copy of itself and tap the next Conscript and make a copy and Tap that one...

-Dualcaster Mage+Heat Shimmer / Twinflame: Heat Shimmer or Twinflame targets a creature. While on stack, use Dualcaster Mage to target Heat Shimmer. In turn the Dualcaster Mage will make a copy of Heat Shimmer which targets and makes a copy of Dualcaster Mage...

-Basilisk Collar+Goblin Sharpshooter: Goblin Sharpshooter targets a creature with his ability once Basilisk Collaris equipped, killing the targeted creature, which untaps Goblin Sharpshooter. Repeat until enemy board is cleared.

-Ashnod's Altar+Nim Deathmantle+ETB creature with at least one token: infinite ETB triggers, and if the ETB creature produces more than one, you also have infinite mana!

-Extraplanar Lens+Mountain: Use Snow-Covered Mountain or Mountain in your deck and get it "Imprinted" by the Lens. Snow-Covered Mountain are preferred because they aren't played as much as the basic Mountain, doing so means that only you (theoretically) can benefit for twice the amount of land on turn 3. It's sort of fragile, because having your Lens blown up on you (and it will be a big target) means being behind the curve.

-Basalt Monolith+Rings of Brighthearth: Tap Basalt Monolith to add 3 to your mana pool. Untap it using its own activate ability. Copy the ability using the Rings of Brighthearth trigger. You will start to make 6 using 5 (3 to untap and 2 to copy). Keep doing it for infinite mana.

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