Astral Cornucopia

Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Commander 2016 (C16) Rare
Born of the Gods (BNG) Rare

Combos Browse all

Astral Cornucopia

Artifact

Astral Cornucopia enters the battlefield with X charge counters on it.

: Choose a colour. Gain one mana of that colour for each charge counter on Astral Cornucopia.

Astral Cornucopia Discussion

TheMazter13 on Artifact Storm

1 day ago

Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion

3 BIG PROBLEMS > Mana, Consistency, and Modern itself

I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern

Differences I've found

Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.

A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.

Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets  Flip, Thing in the Ice  Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.

Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).

So, Aetherflux Reservoir sucks. What else is there?

Tendrils of Agony -

PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.

CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.

Grapeshot -

PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent

CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con

Brain Freeze -

PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA

CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them

Mind's Desire -

PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card

CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem

Empty the Warrens -

PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once

CONS: 1) Summoning Sickness

CONCLUSION Read this if you only care about what I think of the deck and not on improvements

Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.

Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy

  • Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells

  • Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3

100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.

Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard

Brutal_B on Atraxa 2: Electric Boogaloo!

1 week ago

Nice deck! I'm guessing you got it from Nillstan? He helped me with my energy deck. I suggest putting in Astral Cornucopia . Just cast it for x=1 or 2 and proliferate every turn. Magistrate's Scepter , Call for Unity , and Consulate Surveillance are fun inclusions. Decoction Module pairs nicely with Fabrication Module . The vivid lands are nice..sure they come in tapped but with proliferation they tap for any color all the time.

It's nice to see another energy deck out there. I've never seen another one at any of my LGSs and I always get compliments on it (thanks Nillstan). Energy is a blast to play with in commander and people underestimate it. I hope you have as much fun with it as I do.

Swim_ish on Planeswalkers Perfected

4 weeks ago

The Chain Veil + Astral Cornucopia + Tezzeret the Seeker = unlimited planeswalker activations :)

Jamirostyle on Atraxa, Praetors' Voice [Superfriends]

1 month ago

Thank you for support my petition for this brew! Now I can share some ideas I had for my Atraxa deck and maybe can help you.

Contagion Engine could be a nice answer against mini hordes and also indestructible creature using the double proliferate ability killing them slowly and pumping up your permanents.

For card draw, Rhystic Study , Phyrexian Arena and Toothy, Imaginary Friend are good refilling your hand during the game.

Some mana rocks I run in my deck are Gilded Lotus , Coalition Relic and Astral Cornucopia .

And for the SuperFriends team I will suggest Liliana, Dreadhorde General , Ajani Unyielding and Dovin Baan . First, Liliana allows us to create chump blockers and draw cards when they die or another creature of our own. This also is good using her -4 while we have on the board Academy Rector and Arena Rector and needless to say about her -9; Just brutal. Then Ajani can help us find more Suprefriends with his +2, exile some annoying creatures with his -3 and pumping up our board with his -9. And Finally, Dovin can silence creatures, draw cards for us and his ulti is just obscene as hell.

DemonDragonJ on Cards that Go from Weak ...

1 month ago

I have noticed that this game contains some cards that are rather weak on their own, but become very powerful in the proper combinations with other cards.

For example, the fetchlands may seem to be good at a first glance, but they do not offer true card advantage, because they merely replace one card with another; however when combined with a card that allows a player to play lands from their graveyard, such as Crucible of Worlds , they become amazing, as they can be used repeatedly.

Also, cards such as Astral Cornucopia , Everflowing Chalice , Lux Cannon , and the storage lands are usually too slow and inefficient to be useful in most decks, but, in a deck with the proliferate mechanic, they can become devastating.

What does everyone else say about this? What are some cards that go from weak to powerful in the proper combinations?

multimedia on Atraxa Proliferate

1 month ago

Hey, overall well done. It's pretty difficult to make a budget Atraxa deck when you're including cards such as Season and Teferi, good job.

No basic lands is strange and 28 total lands is pretty low. I think basic lands are better than lands such as Guildgates, Blossoming Sands, Thornwood Falls, Dismal Backwater, etc. With four colors and not having any Fetch lands because of the low budget then you need more lands. My advice is play 36 lands, adding 11 basic lands: 5x Forest, 2x Swamp, 2x Island, 2x Plains

Budget cards to consider adding:

The majority of these cards can be repeatable sources of counters which is good with proliferate. Just about all these cards use counters in some way. More cards that can put a counter on Atraxa are helpful since then she can proliferate herself. Forgotten Ancient is repeatable source of a lot of counters since you put a counter on it each time a player casts a spell this includes your opponents. You can then at your upkeep move those counters around and put them on any other creatures you control. Combine Ancient and proliferate with Sage of Hours for a budget repeatable way to take extra turns. Taking extra turns is powerful with Planeswalkers and when you can attack with Atraxa who herself is big from counters.


Cards to consider cutting:

  • Blossoming Sands
  • Dismal Backwater
  • Graypelt Refuge
  • Rupture Spire
  • Simic Guildgate
  • Thornwood Falls
  • Shimmering Grotto
  • Grixis Illusionist
  • Scute Mob
  • Simic Initiate
  • Ainok Bond-Kin
  • Sylvan Caryatid
  • Rosethorn Acolyte
  • Abzan Battle Priest
  • Oneirophage
  • Volrath, the Shapestealer
  • Ethereal Armor
  • Tezzeret, Master of Metal
  • The Wanderer
  • Ancient Animus
  • Battlefield Promotion
  • Choking Fumes
  • Hindervines
  • Courage in Crisis

To make room for $9 of price cut Sylvan Caryatid . There's nothing wrong with Caryatid, it's a fine card, but $9 can be better spent such as Sol Ring and Eladamri's Call , etc. The Pioneer format is here and as a result the legal Fast lands have spiked in price. They're no longer budget options for manabases and honestly they aren't very good lands in Commander especially not for their new inflated prices since they will consistently ETB tapped in 99 card singleton Commander. Seachrome Coast , Razorverge Thicket , Botanical Sanctum can be cut to clear a lot of price if you want that.

DemonDragonJ on Guildpact Informant or Merfolk Skydiver?

1 month ago

multimedia, Sage of Hours is a great creature, but there is no room in my deck for it, unfortunately.

bushido_man96, this deck cannot generate infinite mana, but, between Gyre Sage , Crystalline Crawler , Everflowing Chalice , Astral Cornucopia , and the storage lands, it can generate very large amounts of mana, so paying for Merfolk Skydiver 's ability should not be especially difficult.

-Gabriel- on Jeskai Green COMBO

1 month ago

Thanks for the comment Simonmet. Commune fits really well, but I even had difficulty just adding in the 3 Opt which is at least a turn one play. But good suggestion.

Seeing that this deck runs 4 colors and only simic lands, I feel Astral Cornucopia is chosen because if you don't have all the pieces yet to combo off, at least you can make a turn 3 mana rock that helps fix your mana. Tormods crypt is definitely a great sideboard option to replace Astral if the meta turns out to be all dredge, Izzet phoenix and The Scarab God.

Load more

Astral Cornucopia occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

GWUB: 21.16%