Cavern of Souls

Cavern of Souls

Land

As Cavern of Souls enters the battlefield, choose a creature type.

: Gain .

: Gain one mana of any colour. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Latest Decks as Commander

Cavern of Souls Discussion

DragonSliver9001 on Here there be DRAGONS!

32 minutes ago

Aether Vial isn't mana ramp, nor do you want to rely on it for big dragons. Gauntlet of Power costs too much mana to be good ramp (you want to stick to cmc 3 or less) plus it doesn't color fix, and only works with basics (which you don't have much room for in a 5c deck). imo, Mox Amber is also too slow when all your legendaries are 5+ mana. it won't be able to produce mana until after you've already reached a point where you can cast your dragons anyway. you want stuff like Arcane Signet and Darksteel Ingot, as well as Farseek which can grab dual lands.

as for lands, a 5c mana base is easy if your group allows proxies. 1 of each fetch land, original duals, and shock lands gives you 30 lands. the rest you can fill out with rainbow lands like Command Tower, and Cavern of Souls. stay away from lands that enter tapped.

valentin74 on Teysa Karlov's Citadel

2 days ago

Boseiju, Who Shelters All

I think, it works fantastic with Agadeem's Awakening  Flip, Rally the Ancestors and Heliod's Intervention.

In addition i think, you could play Expedition Map, Ancient Tomb and Cavern of Souls (but the lands are expensive). What do you think about that?

Squirrel_of_War on The Doom Song

1 week ago

Themysteriousone is better mana fixing when most lands tap for either color. Also I use a lot of utility lands like Cavern of Souls or Homeward Path in a lot of my decks.

StopShot on Counteracting large hexproof creatures.

1 week ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

YamishiTheWickedOne on Copilul Noptii

1 week ago

For starters I'd add an extra 2-4 kill spells. Eliminate or Heartless Act come to mind. Or possibly Cast Down or something.

Is the reason you run so many basics budget? I'd personally use 7-9 fetches for ghast and nocturnus. Add 1-2 Urborg, Tomb of Yawgmoth and 4 Mutavault or Cavern of Souls. If you're hellbent on monoblack I'd add 1 Nykthos, Shrine to Nyx.

With only 4 1-drop creatures I'm not sure if you're aggressive enough to really capitalize on Cordial. I'm also not sure if 8 targets are enough to justify Condemned. Do you just want to play small creatures and buff with lords? I'd personally include 2-4 Captivating to go with Nocturnus and since you're running Sorin anyway you'll probably want Champion of Dusk. If you need space I'd change Asylum visitor (monoblack vamps got so much draw power recently) and cordial to add 4 Captivating 2 Gatekeeper 2 Champion. That's if you wanna go all in on the more midrange flow that I feel vampires can pull off pretty nicely.

I'll have more to add later, lot of work to do as college in in session again.

jcub3333 on aggro gobbos (8 whack) (mono red)

2 weeks ago

Cotter11

Cavern of Souls: cannot pay for bolt or grenade. you really need 100% of your lands to tap for red mana or the consistency of the deck is hit hard. not being able to be hit by counter magic isn’t that much of an upside because if the opponent is playing counter magic the matchup is likely already good fo us.

Goblin Chieftain: chieftain costs 3 mana for one card that is super susceptible to removal. the whole premise of the deck is “no lords 8 whack” which means you will always be pumping out damage and not give the opponent one target that can ruin you (the one exception being Goblin Piledriver but it has such a huge upside with way less investment and if it’s removed it’s not the end of the world). if you take Reckless Bushwhacker out of the deck it falls apart. unfortunately that one card choice is not personal preference it’s just too core to the deck. some people do still decide to run chieftain but you cannot take out reckless bushwhacker for it.

Reality Hemorrhage: is in the sideboard for decks that run Kor Firewalker, Burrenton Forge-Tender, and Auriok Champion. because it has devoid it is not red and can kill these creatures.

Shared Animosity: is definitely worth testing 3 mana might be a bit much but the potential of the card is high.

Mogg War Marshal: saying war marshal is 10000x better than Krenkos Comand and Dragon Fodder would be an understatement. you can sac him to grenade without going down a goblin. you can sac him to Skirk Prospector for extra mana he gives Foundry Street Denizen 3 power of the course of the game. It itself is a goblin so you can play it off the top of the library with snoop. It does many other things but these are just a few that spring to mind. you almost never pay the echo and you can just give the summoning sick goblin haste with your bushwhackers.

Cotter11 on aggro gobbos (8 whack) (mono red)

2 weeks ago

Cavern of Souls Protects against counters from blue. With the number of creatures in this deck, this should be a high priority!

Goblin Chieftain is better than Reckless Bushwhacker, in my opinion, as the buff and haste effects are permanent, not just for the turn. But that's down to personal choice!

Reality Hemorrhage, unless there's a specific reason for the 2CMC, Shock is better by default, or you've got Incinerate, Searing Spear, both for greater damage.

I believe Shared Animosity has a place in this deck, as it can push turn 3's over the top, especially if you already have a Legion Loyalist and 2 other creatures on the field.

Lastly, being creature heavy, I understand Mogg War Marshal, but Dragon Fodder or Krenko's Command offer the same number of creatures, and power, but you get to keep both creatures without ever having to pay additional mana.

mtgplayer100 on Stoneforge Humans

2 weeks ago

Maybe it's a budget thing, but Cavern of Souls feels like a must playset here.

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