Caves of Koilos

Legality

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

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Magic Origins (ORI) Rare
Magic 2015 (M15) Rare
Modern Event Deck (MD1) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Apocalypse (APC) Rare

Combos Browse all

Caves of Koilos

Land

Add to your mana pool.

: Add or to your mana pool. Caves of Koilos deals 1 damage to you.

Price & Acquistion Set Price Alerts

C16

ORI

M15

Ebay

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Caves of Koilos Discussion

BioProfDude on Vampire

3 days ago

This deck is not Standard legal. On October 5, Kaladesh, Aether Revolt, Amonkhet, and Hour of Devstation all left Standard. As a result, these cards are no longer Standard legal: Yahenni, Undying Partisan and Fatal Push, and in your sideboard Never / Return, Metallic Mimic, Kambal, Consul of Allocation, Gifted Aetherborn, Fumigate, and Caves of Koilos. Many of the maybe cards are also not legal.

eatmygender on Krav and Regna - Ebony and Ivory

3 weeks ago

Why all the taplands? The deck is 160$, and even then, Orzhov land is amazingly cheap. Get some dualies!!! Caves of Koilos is under a dollars!

SynergyBuild on Ramos, charm engine

1 month ago

Yeah, I would drop a lot of the trilands for pain lands like Shivan Reef or Caves of Koilos and the vivid cycle for basics.

EntaroEndun on Life Sapping Deck (White/Black)

1 month ago

Here is what I would consider adding. Zulaport Cutthroat and Kambal, Consul of Allocation make the opponent drain life if they alter your board state. Then you might want a little removal yourself, I'd use Anguished Unmaking since you'll be healing yourself anyways. Lastly your land base could use some faster stuff, perhaps if budget is your concern try Caves of Koilos

SynergyBuild on Queen Marchesa: Gods, Gear, Garrisons and Guile

1 month ago

Well, I'll do my best for advice. I'll give you some basic info, stuff that I'm pretty sure we'll agree on, then explain the dilemma I have with some of the deck's more integral parts.

First off, under combos you list Faith's Reward and Merciless Eviction, this doesn't work because the exiling of permanents doesn't put them into the graveyard, but into the exile zone. Also, in combo #9, Sigarda's Aid appears useless, because you already have auto-instant-speed-free-equip-on-entering and instant-speed equipments with Stonehewer Giant.

Secondly, Hallowed Fountain is illegal in this deck, you most likely meant Sacred Foundry.

Other than that, I'd suggest upgrading your landbase with the following cards, dropping tapped lands:

Caves of Koilos, Shadowblood Ridge, Sulfurous Springs, City of Brass, Mana Confluence, Tarnished Citadel, and Sacred Foundry (if you didn't mean to put it in over Hallowed Fountain).


Now to the more controversial (I assume) part of my critque/advice. Really, you need to hone you deck into doing something more specific than Aikido Control Voltron Aggro Combo. It streches your deck too thin to do any.

Well, not exactly, there is a way to do it, but it requires some money, because the name of a deck that can pull off the N>3 where N is equal to the number of strategies type of deck is called Toolbox. A strategy in which a deck runs a selection of 'Tutors' (Enlightened Tutor, Vampiric Tutor, Demonic Tutor, Gamble, etc.) and tutor targets, or cards that your most prone to tutoring out to get to position your deck to move into a role of gameplay. This strategy can rarely pull off aggro though, but can do a midrange voltron strategy, such as tutoring an Argentum Armor, Batterskull, and Fireshrieker onto the field, positioned to one-shot whoever looks at you wrong, blowing up a permanent per kill.

Control is fine to toolbox for too, in fact tutoring the right answer to the right problem is exactly where toolbox and control overlap. Aikido less so, due to the need for instant-speed tutoring in many cases, but most of those tutors end up tutoring to top, so it is hard to pull it off.

Combo is where toolbox starts to both shine and fall apart. As soon as you run efficient combo, the best answer to nearly any situation is run a tutor-line and win. No need to tutor a sweeper to kill your opponents' elves when you can just Kiki-Jiki, Mirror Breaker and Felidar Guardian to make infinite cats and kill each and every one of your opponents. Really, it kind of makes the toolbox irrelevant, yes, when an opponent has Blind Obedience you may have to tutor something to get rid of it, or just, you know, run another combo that doesn't fold to Blind Obedience.

Some people have told me that you'd rather still have a toolbox because you might not have access to two tutors, but in that case, just tutor a Imperial Recruiter, use that to tutor for Kiki-Jiki, Mirror Breaker, cast Kiki, copy recruiter, and fetch Felidar Guardian, problem solves. Don't want to pay for Imperial Recruiter? Fetch Recruiter of the Guard and replace Felidar Guardian with Combat Celebrant so you make infinite combat steps instead of infinite cats, less fun, but it still works.

Point is, toolbox isn't a perfect answer to making this deck work the way it was intended, but it can piece it together from the stretched mess it is now. It is simply too inconsistent in the current form, with a mediocre landbase for a mana-hungry deck.


Some options would be to scrap the current build, and go heavy control-stax, with Armageddons, some of the pillowfort you have, and abusing the Monarchy to get back into the game faster than your opponents. This would be backed up by a combo-package used to win the game after success fully locking out your opponents from interacting with you, or playing the game at all.

Another option is to go heavy-combo, with an aim on the midrangy strategy of building up minor defenses so you can set up and combo out around turn 4-5, with decent disruption such as Swords to Plowshares, Inquisition of Kozilek, etc. This stops your opponents from going off before you hjopefull long enough for you to use the tutors at your disposal and win.

For an aggro-voltron strategy, dropping all of your top-end for better voltron cards like Hatred, and speedening up your build with more ramp like Lotus Petal, Grim Monolith, Mana Vault, Mana Crypt, Chrome Mox, and Mox Diamond should help smoothen it out, aiming to kill a player by turn 3-4, and each following turn knocking out a player. This strategy requires some level of protection for your commander, and a single Swiftfoot Boots won't really cut it. Perhaps changing the commander to something with more protection would help.


Those are my thought on how to better this deck in terms of competitiveness, but honestly I have no idea what you wanted me to do, since you didn't specify your playgroup, budget, amount of hate you can handle, etc. I assumed a decent budget, since it is already at $400+ dollars, an average meta (I didn't know), and all the hate could be taken (Grafted Exoskeleton).

If I was off, just tell me!

multimedia on Lich Queen's Coup D'etat

2 months ago

Hey, I saw your forum topic, nice deck description :)

I suggest you focus on upgrading the manabase before you make any other changes to the deck. If you want more efficiency in game play then you need a more efficient manabase. The manabase is really bad, other than a few lands, but when you're at the point in deck building when you're adding Guildgates and lands like Submerged Boneyard then stop, take a step back and ponder/research card choices for lands improvements more than anything else. Try to reduce the amount of lands that ETB tapped because with Zombies you don't want to get bogged down from playing your early game Zombies because of these lands.

There's budget upgrades you can make to the manabase. If you can afford Morphic Pool and Darkslick Shores then you can afford any of these budget lands suggestions (each one is $4 or less):

The Tainted lands, the Check lands and Sunken have interaction with basic lands (Swamps) making them good additions to the manabase because Swamps should make up the majority of the manabase.


Varina is a four drop who requires in her casting cost the two splash colors of the manabase because of this consider adding some two drop mana rocks to possibly help to cast her in the early game? Adding two Signets (Dimir Signet, Orzhov Signet) and two Talismans (Talisman of Dominance, Talisman of Progress) can help. Later on in the game if you don't need these rocks then you can simply discard them to pay for Varina's ability and then they can be used as fodder to exile to make Zombies.

Good luck with your deck.


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