Cabal Coffers

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase (HOP) Uncommon
Torment (TOR) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Cabal Coffers

Land

, : Add to your mana pool for each Swamp you control.

Cabal Coffers Discussion

firestorms90 on Black Plague, On The Rocks: Yawgmoth EDH [PRIMER]

9 hours ago

Oo, I hadn't thought about it turning off the lands that produce multiple mana; definitely something I'll need to think about. Still, I don't think I even have a Cabal Coffers or Urborg, Tomb of Yawgmoth , and maybe just the one Nykthos chilling in whichever of my decks runs it (whether it stays or gets repurposed for the Lord of the Wastes depends on which deck)... so perhaps I'll forego those lands in my build altogether for the time being, and just have them noted on the maybe board so I can look for them later. Thank you also for pointing out the nonbo of Crypt Ghast and non-swamp utility lands. I'd just added the ghast to my list after looking at your build, but hadn't considered that ramification yet. Definitely something important to keep in mind when I do begin ironing out my land base.

This is why I love talking out deck ideas with other players; not only do I get a glimpse of a different perspective on deck building (which is also why I sometimes enjoy playing with a deck somebody else has built), but I can't always notice every single interaction between cards. A second (or third, fourth, so on) set of eyes looking at a list is super helpful! I've used this site for years, mostly to goldfish deck concepts, but I'm glad I've gotten more active at posting lately. I no longer live with other magic players, so it's been very satisfying to get or give deck advice through here.

Daedalus19876 on Black Plague, On The Rocks: Yawgmoth EDH [PRIMER]

12 hours ago

sam171z: Dammit, stop giving me good suggestions, I don't have enough slots XD

firestorms90: Yeah, it's a nice upside actually! Shame to turn off Cabal Coffers and Nykthos, Shrine to Nyx , but the upside is usually worth it. The only reason I haven't added more utility lands is because Crypt Ghast doesn't work well with them (unless I control Urborg)...

TypicalTimmy on Card creation challenge

1 day ago

rdean14 WHAT IS THAT -10 EVEN?!

As a Timmy, I'm going to need you to get a job at Wizard's of the Coast, become head of R&D and start the printing presses.


Well, I only have one Commander EDH deck. It's Lord Windgrace and the current version is not listed on here as I have been restructuring it to become a little like Superfriends. I'm using the ones that care specifically about the lands you have: Garruk, Primal Hunter , Liliana of the Dark Realms , Koth of the Hammer and the new Wrenn and Six .

So, since I am leaning a tad bit into Superfriends that have land-matters abilities, here's a Lord Windgrace that helps push that narrative a little bit harder.


Windgrace, Monarch of Territory

Legendary Planeswalker - Windgrace

+1 Destroy target land. If the land you destroyed was one you controlled, search your library for a land card and put it onto the battlefield. Shuffle your library and add an additional loyalty counter on Windgrace, Monarch of Territory.

-4 Search your library for three lands and reveal them. Put one on the battlefield, one in your hand, and one in your graveyard. Shuffle your library.

-10 Reveal all lands from your hand, library and graveyard and put them onto the battlefield. Shuffle your library. They gain indestructible and hexproof.

{Windgrace, Monarch of Territory can be your Commander.}

4


+1 Sinkhole ? The actual benefit here might be a little under the radar. We know blowing up a single land on your turn when you are against 3 opponents might not seem like much value, but that's where you might be thinking at it only on face value. If they have enchanted lands, specialty lands, shocks they decided to not pay the life for, a fetch they are waiting to crack on an endstep, a Ghost Quarter or something similar, if they are sitting on Urza lands, if they have Westvale Abbey  Flip, Cabal Coffers , etc. Heck, you can even start the political engine and trade favors for not targeting them. Similarly, the ability doesn't need to target a tapped land. So, you can tap for mana, blow it up, search for a better land and use that one instead. Then, if you have Crucible of Worlds or Ramunap Excavator you'll literally just get that land back. Not to mention he works great with Wrenn and Six . It also rewards you - not for blowing up your own - but for not targeting your opponent ;)

-4 Literally a one-sided version of his +1. All of the benefits and then some because if you've already played a land this turn, now you get a second. And if you have Exploration or anything similar, now you get three. Landfall triggers will sing for you this turn! An added benefit here is that if you missed your land drop for this turn, he makes up for it by putting a fresh one in your hand.

-10 Originally I wanted to set it at 11, but I felt 10 was fine. Still the same number of turns to get it through and now he won't blow himself up when you use it (Going off of assumption you've been using the +1 to target yourself and gain the additional loyalty counter, making it a +2 instead). Basically this is not really a win condition in of itself. Rather, it allows you to win by playing out the largest spells your deck has to offer in rapid succession. It also nails off all of your Landfall triggers, rewards you for blowing up your own stuff this entire game, prevents any players from messing with your lands, and sets you up to use the Superfriends I listed above if wanted.

4 I decided to set him at 4 instead of 5 because if you have Doubling Season out as well, that felt a little cheap. T3 DS, T4 Windgrace + all lands? Jund is supposed to be fast but damn. This also means you can use his -4 the turn he is played. Suppose it's T6 or T7 and you just now finally got him out because you've missed two turns of land drops. He now catches you up. It's not an ideal play, but it's also not another turn of doing nothing.

Welp, since we are remaking Commandwalkers, let's go with a new Estrid.

austintayshus on Liliana of the Black Oath(breaker)

3 days ago

You can get more mana out of your swamps with Urborg, Tomb of Yawgmoth and Cabal Stronghold and if you have the money for it Cabal Coffers . Urborg also works pretty well with your Crypt Ghast

McToters on The Black Parade

3 days ago

Automatic +1 I support all Grimgrin players! I’ll start by saying there are a lot of ways to go about winning with this deck. As you described in your intro this deck can go tall semi-voltron or go wide with zombie tokens. It is very flexible in that sense and also, a helluva deck to make comebacks as well. It is a very very good late-game deck with the right cards.

As you will see (if you check out my list) you will see I use Arcane Adaptation to give me some flexibility with what creatures I can play. Creatures like Grave Titan , River Kelpie , and Wonder . I highly recommend Buried Alive as a cheap affordable tutor so you can always search for Gravecrawler and Wonder if you decide to use it. The great thing about Buried Alive is zombies want to be in the graveyard so it helps a lot.

I know they are pricey but I cannot stress enough how amazing Cabal Coffers and Urborg, Tomb of Yawgmoth is. Nykthos, Shrine to Nyx is slightly more affordable but also really really solid.

Also, Ashnod's Altar and Altar of Dementia are very handy sac outlets especially if you use Dictate of Erebos and/or Grave Pact . Saccong creatures to Ashnod’s gives you the ability to make mana and destroy creatures if Erebos or Pact is out. There are some really neat combos with those and Gravecrawler in particular.

I enjoy using Dream Halls for value and because ai love the card but not necessary. Of course take all suggestions with a grain of salt but i think the sac outlets and enchantments that make opponents sac creatures when yours die are must haves in zombies!

Personally I have ended the majority of games with Shepherd of Rot , Gray Merchant of Asphodel and Gempalm Polluter which i noticed you already have! I would research the Gravecrawler combo because that would be another way for you to finish games as well, applied in the right ways.

Here is my Grimgrin deck for inspiration or if you want to give me any suggestions!

Jack-Frost on The Spawn

6 days ago

My recommendations:

New Commander: Ramos, Dragon Engine or Morophon, the Boundless

Either of these would fit the theme of your deck better and would assist you in casting and running the deck.

Cut:
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.

Add:
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )

Recommended Land Additions/Swaps:
Cavern of Souls
Reflecting Pool
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Arid Mesa
Bloodstained Mire
Flooded Strand
Marsh Flats
Misty Rainforest
Scalding Tarn
Verdant Catacombs
Windswept Heath
Wooded Foothills
Blood Crypt
Breeding Pool
Hallowed Fountain
Overgrown Tomb
Polluted Delta
Steam Vents
Stomping Ground
Watery Grave

Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.

Maybe Cut:
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.

Why?:
Relic of Progenitus - Not worth it. Run Rest in Peace or other such cards instead.

A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.

austintayshus on Varina The Night Queen EDH Zombie Tribal

1 week ago

Neat deck!

I would recommend Eternal Skylord and God-Eternal Bontu and Vizier of the Scorpion as good support creatures.

You might also make good use of Unburial Rites .

Additionally, Crypt Ghast and Cabal Stronghold or Cabal Coffers all pair well with Urborg, Tomb of Yawgmoth

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Cabal Coffers occurrence in decks from the last year

Commander / EDH:

All decks: 0.1%

Black: 1.22%

Golgari: 0.29%

WB (Orzhov): 0.69%

Rakdos: 0.45%