Cabal Coffers

Cabal Coffers

Land

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

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

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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%

Cabal Coffers Discussion

DAMASTAJT on Zaxara X-Spells

1 week ago

Love the video, My question is, if we care about big mana, why not run things like Kiora's Follower and the new Manascape Refractor to do untap shenanigans with Cabal Coffers?

RiotRunner789 on ZaXara, the eXemplary

1 week ago

Unless you are needing a specific land for some kind of combo (i.e. Ley Weaver/Maze of Ith or Urborg, Tomb of Yawgmoth/Cabal Coffers) you'd be better off taking out expedition map.

You could swap it with Utopia Sprawl, One with Nature, or even a better land tutor that fits the X-theme with Nylea's Intervention (just remember to grab reliquary tower so as not to discard).

DemMeowsephs on The Power of my Graveyard

1 week ago

Woah Woah Woah Woah. Complete basics for your lands? I guarantee you, if you use some of the following lands instead, you will win SOOOO much more. Try some of the following:

Mortlocke on Grixis Infection

2 weeks ago

Hey SevynnthDimension,

First things first - you need to have a proper deck description. I have no idea what you're really going for with this deck outside of:

  1. Play a bunch of random infect cards
  2. Get some stax pieces out
  3. ???
  4. Hope for a Win?

Writing a thoughtful deck description will not only help everyone who randomly visits your page (like me), but will help you gain a better understanding of what you're trying to accomplish with this deck. A general guide you can follow would be answering the following questions:

  1. What turn can my deck consistently threaten to win the game?

  2. What are the themes in this deck? (Obviously Infect, and +1/+1 counters)

  3. Are there any cards deemed controversial or salt inducing among opponents? (Obviously all infect cards, especially Blightbutt and Skittles)

These are also questions you should be asking your opponents before you sit down and start a game (those three questions you would be discussing with your opponents are known as the turn 0 talk). One thing that does help alleviate some of the salt Infect produces is ensuring that your opponents know what they are signing up for. I guess the term "social contract" applies here. But yeah, you need to be doing this before starting a game - especially with an infect deck.

Another resource to consult is Epochalyptik's Do you want to write a primer?. There you have an expanded list of topics to address and questions to ask yourself. I know it's easy to throw together a bunch of cards - but if you really care about your commander, and the deck you're constructing then you'll go deeper and ask yourself

A suggestion: Cut about 5 to 8 lands, and include more interaction, ramp, and rocks - especially the latter. Grixis has few cheap ramp staples, but the usual suspects i'd recommend are: Cabal Coffers + Urborg, Tomb of Yawgmoth, Fellwar Stone, Arcane Signet, Talisman of Dominance, Talisman of Creativity, Talisman of Indulgence, and Mana Crypt (Sorry, I know the last one is dumb expensive). If you're playing infect, then usually you're playing some form of prolifeation. That doesn't seem to be much of a subtheme here, but if you do decide to lean more into it then you could try out Everflowing Chalice as well.

As for interaction, you have some very strong color options. Imp's Mischief, friggin Toxic Deluge, Damnation, Black Sun's Zenith, Deadly Rollick, Counterspell, Fierce Guardianship, Negate, Mana Leak, Vandalblast, Blasphemous Act, Faithless Looting, and Countersquall. All very good options. Also, you could do with a bit more draw options as well - Windfall, Wheel of Fortune, (Expensive, I know - sorry) and Rhystic Study are all great staples.

Infect/Poison counters can only get you so far in commander. Take it as an inevitability that you will outright lose due to the mechanic being so politically weak. Assume that at the start of every game you will be isolated and that players will more often than not band together to remove your infect creatures/sources. To better compensate, you need to have a reliable secondary theme built into your deck that can help you get to victory.

Tzefick on Card Draw Custom Cards

2 weeks ago

Boza There is no way that card A and B has no plausible mana cost. Concentrate draws 3 for 4 mana. Put either of A and B into a 4 CMC and it will never see play. That means for it to be worthwhile it would need a CMC of 3 or less. Now a 2 CMC draw 3 is almost certainly too good, riding dangerously close to Ancestral Recall, so I'd think 3 CMC is where these would be at.

Card C, I agree on 3 CMC, be it or . It rides close to Remand but is borderline a functional reprint of Lapse of Certainty or Memory Lapse. You will almost always shuffle and draw, while the opponent will have to value the countered card against card draw.

Card D. Cheap is where it's at. You provide your opponents with additional options and only if they take advantage of it do you gain a benefit. Only other situation is when you Braingeyser a player to push for lethal.

Actually the more I think about it, the more it seems like a Nekusar, the Mindrazer card where you just want to wheel and make people draw with Teferi's Puzzle Box to mill them out if the damage plan doesn't work out.

Card E: I would go for a 4 CMC. Vigilance and Deathtouch are a powerful combination and losing Deathtouch (for all creatures, not just yours) in trade of a card seems like a fair trade in many situations. The wording would have to specify that the controller of Card E draws a card - otherwise the opponent who activates it draws the card.

"All creatures lose deathtouch until end of turn and Card E's controller draw a card. Only your opponents can activate this ability and no more than once each turn."

Since deathtouch is very much a black/green ability and vigilance is present in white/green, you can go for either a monogreen version or a combination of black and white or black and green. I would never make it green and white as it doesn't have the right flavor. That color combination is often more about building up, community and society - not tricks (outside stat buffing combat tricks). To me the black and white pairing is the most flavorful, as black grants the deathtouch but is also willing to trade an advantage/resource for power - hence the card draw. The flavor in a monogreen seems a bit off. So I would go with .

Card F, I don't like the specification on the owner instead of controller of the equipment. If an opponent yoinks it with say Grip of Phyresis, they don't get any benefit from the card's abilities. I would make it somewhat like this:

Card F Show

This is more a shared Lightning Greaves for the protective measures it grants than any offensive capabilities like Assault Suit - I view in the perspective of multiplayer. I doubt it'll do more than allow people to save a creature they control when they decide to board wipe. The opponents will immediately realize (hopefully) that if they fight for use of it, they'll give the controller way too much value, so they'll just ignore it. At least that's my take on it. But then again I've been in plenty of games where people take the offer of Tempt with Discovery and I facepalm every time, when the caster goes to find Cabal Coffers, Urborg, Tomb of Yawgmoth and Gaea's Cradle or similar.

KibaAlpha on Teysa's Cheery Sacrifice

2 weeks ago

Everyone's deck will vary depending on their own financial situation but you are welcome.

I would swap out Soul's Attendant for Deathgreeter.

If you can afford them at some point Urborg, Tomb of Yawgmoth, Cabal Coffers and Expedition Map.

Some mana rocks to consider Arcane Signet, Sol Ring, Orzhov Signet and Talisman of Hierarchy.

Nyx Lotus

Your creature base can be improved. As a rule of thumb for creatures generating tokens creatures with a CMC of 1-2 create one token and creatures with a CMC of 2-4 create 2 tokens.

Myr Sire, Carrier Thrall, Discordant Piper, Doomed Traveler and Garrison Cat to name a few.

The two creatures with a 4 CMC that create tokens are Seraph of the Scales and Mausoleum Guard.

A Planeswalker that is just made for a deck like this is Liliana, Dreadhorde General.

Hoobynobber7395 on Zaxara, the exemplary

3 weeks ago

You have a lot of basic lands and lands that enter tapped, if you have the budget I would invest in better mana fixing lands like Blooming Marsh, Botanical Sanctum, Breeding Pool, Exotic Orchard, ]Fabled Passage, Morphic Pool, Overgrown Tomb, Path of Ancestry, Reflecting Pool, Sunken Hollow, and Watery Grave would make the deck that much faster.

Some lands with great utility, again if you have the budget, Boseiju, Who Shelters All will help stop your spells get countered, as well as when it is multiplied by the likes of Nyxbloom Ancient you have 3 of that kind of mana to use on 3 different spells to keep from being countered. Cabal Coffers and Nykthos, Shrine to Nyx are both great ways to get tons of mana for your spells. And finally, Alchemist's Refuge gives all of your spells flash so when you have Seedborn Muse on the battlefield, you now have no limits on what you can cast.

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