Cephalid Coliseum


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
From the Vault: Realms (V12) Mythic Rare
Odyssey (ODY) Uncommon

Combos Browse all

Cephalid Coliseum


Tap: Add to your mana pool. Cephalid Coliseum deals 1 damage to you.

Threshold symol:U, Tap, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Activate this ability only if seven or more cards are in your graveyard.

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Recent Decks

Cephalid Coliseum Discussion

_Kane_ on Mairsil, the Pretender

2 days ago

If you're still looking for cuts here are my suggestions.

Overall Ideas: 1. Cut the instants and sorceries. 2. Add better creatures/artifacts with activated abilities.


I would look to add more wheel effects to get cards into the graveyard. Although it can feel a little similar to chaos the results are more effective card draw and will fill up your graveyard faster with more additions. Meaning you would fill your graveyard with more potential options for Marsil; and will add more overall card draw potential than the following cards: Probe, Flux, Mystical Teachings, Cathartic Reunion, Careful Study, Gifts Ungiven, Thirst for Knowledge, Frantic Search

Silumgar's Command: There are better creatures/artifacts that can fulfill this role through Marsil and have the additional benefit of being repeatable.

Walking Ballista: 4 mana for a +1/+1 counter is not efficient enough to justify it's inclusion.

Argent Sphinx: I think that relying on Metalcraft in this deck will end poorly in most situations.

Snapcaster Mage: By removing the instants and socrceries Snappy becomes less effective and should be removed.

Galecaster Colossus: Similar situation with this card having no activated abilities, the high CMC, and the ability to only bounce two (with the Colossus and Marsil on the battlefield) non-land permanents a turn doesn't seem worthy of an inclusion.

Decree of Pain: Being in Grixis colors, you have access to more effective card draw and board wipe spells than to justify this cards high CMC even with the cycling component.

Anthroplasm: This card confuses me and I don't understand its use. Care to enlighten me?

Cephalid Coliseum: You have access to better card draw that is repeatable.

Hammer of Purphoros: Unnecessary haste inclusion.


Basalt Monolith: All the ramp. None of the draw backs.

Hateflayer: BOOM, goes the dynamite.

Pili-Pala: The best part of your deck is this card.....

Jace's Archivist: Wheels for days..

Avatar of Woe: Problem solved. Plus can be a cheap cast on its own.

Urborg, Tomb of Yawgmoth+ Cabal Coffers: Need I say more?

Chromatic Lantern, Commander's Sphere, and Fellwar Stone: Three color deck has three colors...

Vandalblast: You're playing red right?

Mercurial Chemister: Ehh, Idk about this one.

Entomb: Tutor time.

Gamble: Great tutor for your deck.

Cavern Harpy: Wow, just, wow....

Training Grounds: Mana reductions are the key.

Falco101 on

2 weeks ago

The main strategy I'd go with is generating large amounts of artifact tokens/creatures to win with either riches or crazy recursion loops with giant beaters, sacking a few myr or thopters with something like Champion of Stray Souls to bring back all your giant beasties. This is just a bunch of possible options that would help with that strategy.

Suggested Lands, don't need that many basics since you won't be fetching that many in U/B
Choked Estuary
Dismal Backwater
Jwar Isle Refuge
Cephalid Coliseum
Geier Reach Sanitarium
Myriad Landscape
Meteor Crater
Arch of Orazca

- Vedalken Engineer
- Renowned Weaponsmith
- Palladium Myr
- Springleaf Drum
- Paradise Mantle
- Mistvein Borderpost
- Lotus Blossom
- Khalni Gem
- Azor's Gateway
- Spires of Orazca

Trixy spells, aka, all your mana are belong to us
- Scattering Stroke
- Drain Power
- Spell Swindle

Remove it
- Imprisoned in the Moon
- Vial of Dragonfire
- King Macar, the Gold-Cursed
- Gild
- In Garruk's Wake
- Sundering Titan

Generate Artifacts
- Magnifying Glass
- Ruthless Knave
- Revel in Riches
- Deadeye Plunderers
- Sly Requisitioner
- Genesis Chamber
- Prototype Portal
- Golem Foundry
- Pitiless Plunderer
- Myr Sire
- Efficient Construction
- Prying Blade
- Tamiyo's Journal

Beasties that like shiny
- Gearseeker Serpent
- Chromescale Drake
- Qumulox
- Barricade Breaker
- Herald of Anguish
- Necrotic Ooze
- Kuldotha Forgemaster

Can't touch this
- Prowler's Helm
- Writ of Passage

Tag, you're dead
- Grafted Exoskeleton
- Quietus Spike
- Scytheclaw

I'm not dead yet!
- Soul of New Phyrexia
- Artisan of Kozilek
- Betrayal of Flesh
- Champion of Stray Souls
- Diabolic Servitude
- Dread Return
- Ever After
- Hell's Caretaker
- Infernal Offering
- Profane Command
- Stitch Together
- Tempt with Immortality

Draw & Filter
- Monastery Siege
- Skullclamp

Peisistratos on Competitive Modern Mill

2 weeks ago

Hi dosipovitch! Let's answer your questions right away:

1) It is too slow. And at 5 mana we already have excess Archive Traps to cast.

2) The draw part is an insurance against drawing too much hate and no mill spells to put up a clock. Rest easy: at only 1-CMC, it will slip beatifully into your curve. We can totally afford it in this build.

3) There is no reason to play an answer to Leyline of Sanctity that cannot remove it when the opponent starts with it (that is actually the main concern).

4) Cephalid Coliseum is not Modern legal. Unfortunately, other means to force your opponent to draw are overwhelmingly too narrow.

Happy to help! Chime in again should you need anything else!

dosipovitch on Competitive Modern Mill

2 weeks ago

Thank you SO much for this guide. I'm looking to get into Modern, playing a play style that I enjoy (even if it isn't the most competitive to start). I had a couple questions for you...

1) I'm guessing that Jace, Memory Adept is just way too slow for this deck, even with Shelldock Isle?

2) Why Nihil Spellbomb over Tormod's Crypt? Is it for the potential draw? My thought was that the 0 cost would help out the curve.

3) What are your thoughts on Commandeer for dealing with Leyline of Sanctity? It wouldn't work against a turn 0 Leyline, so I'm not sure what your thoughts would be on that.

4) What are your thoughts on forcing your opponent to draw to lose during say an Emrakul trigger? For example, Shelldock Isle an Overflowing Insight , playing Careful Consideration, or Cephalid Coliseum?

Thanks again for the time and energy you put into this. I appreciate any and all input!

DrukenReaps on A plague of Locusts

3 weeks ago

Ophidian Eye is another curiosity but I don't know that I would include both since niv-mizzet is not the commander, don't want too much focus on him.

Enter the Infinite can win you the game on the spot and is really fun with Omniscience. This can be a little fragile but most the time you should be fine.

Command Tower because Command Tower.

Some interesting utility lands Desolate Lighthouse, Geier Reach Sanitarium, Arch of Orazca, Cephalid Coliseum.

Coat of Arms and Throne of the God-Pharaoh are great with the locust tokens.

AKBZ on Infinite Eternities That Also Last A Long Time

1 month ago

What are your thoughts on these cards? Search for Azcanta  Flip, Cephalid Coliseum, Soldevi Excavations. I imagine the first does not impact enough, the second might be ok, and the third is a bit awkward for what you want. I guess I'm looking for confirmation on these. Also, in our meta we are allowed sideboards. What would you recommend for taking out when sideboarding? The top five under performers would be fine.

andrea98 on [Primer] Excuse for the..Ooze! [Mimeoplasm EDH]

2 months ago

AleCarbo98 Cephalid Coliseum is a great substitution if you don't have enough money to afford bazaar.

VelvetVendetta on Nekusar EDH

2 months ago
  • Cephalid Coliseum to instant killing someone with a last bit of damage if needed and can also be used to cycle your hand?
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