City of Brass

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Event Deck (MD1) Rare
Modern Masters (MMA) Rare
Masters Edition IV (ME4) Rare
Eighth Edition (8ED) Rare
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Fifth Edition (5ED) Rare
Chronicles (CHR) Rare
Arabian Nights (ARN) Uncommon
Promo Set (000) Rare

Combos Browse all

City of Brass

Land

Whenever City of Brass becomes tapped, it deals 1 damage to you.

: Add one mana of any color to your mana pool.

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City of Brass Discussion

Snap157 on We're All Soldiers Now

9 hours ago

With Darien, dealing damage to yourself is always fun. Lands like Ancient Tomb and City of Brass are awesome, and Jinxed Idol is always fun. Hope this helps!

sylvannos on Burn Decks and Fetch Lands

3 days ago

You can't not have red shock lands. Naya Burn really needs its red mana, while being able to still cast multicolored cards.

City of Brass is also a no-go, because you will end up paying more life than if you play fetches and shocks. Sometimes you also just go and get basic Mountain when you already have a Sacred Foundry and Stomping grounds in play. If you're having to pay several life each turn from City of Brass/Mana Confluence, you won't be able to race other burn decks, Death's Shadow, and so on.

Drop 2 Grim Lavamancers and add in 2 Monastery Swiftspear. Grim Lavamancer is really good, but you won't ever want more than 1 out at a time because that's about all you'll be able to activate. Monastery Swiftspear is the second best turn 1 play after Goblin Guide.

BobbyTheAxe on Burn Decks and Fetch Lands

4 days ago

Only one person plays Burn at my shop that is someone who is I would consider a very good player but he usually plays different decks, I imagine he has a pricey collection. When he does play burn he runs some City of Brass ?????????? But he crushes it. i guess the strategy is that after t 5-6 the burn deck had better win or else it probably won't so he doesn't care about losing the mana slot??? Has anyone ever seen this??

When i ask him about it he's says what i assumed in that basically if he doesn't win after a few turns he's going to lose anyways, but he went on further to say that he tries to make the burn deck as weird as possible because in the meta game it NEVER changes, which actually makes a lot of sense. He says that it really throws your opponent off and makes them believe you might have some weird black card or something so they are nervous to play counter spells, and he can always use the fetch land if he needs to. I personally would not try this because he does seem to be very good, but it interesting, anyone ever tried something similar?

LVL_666 on The Queen's Egg

5 days ago

Hello all,

Thanks for the replies and attention to my deck page. The hive appreciates it.

  • Mythwind, high hopes indeed for a new array of slivers. The return to Dominaria is currently set for April 27, 2018. I will be paying very close attention to what Wizards will have in store for that set. While Dominaria is not their home plane, they do have a pretty significant presence there.

  • enpc, I can agree that by itself Unnatural Selection is kind of a worthless card. Without the commander, it would be a waste of a slot. But despite that, I want to keep it. Here's my assessment of the card, and my reason for keeping it:

    With Overlord on the board, for a paltry I can steal any creature on the board without the need to untap anything. So with an infinite mana combo in place, yes I can play every sliver in the deck, but I can also steal every creature on the board as well. Amoeboid Changeling does have it's advantage of being tutorable via commander, BUT it can only be used potentially once per turn if Paradox Engine is not in play.
    I can agree that Unnatural Selection can easily fall flat on it's face without the commander in play. Worse yet, Crystalline Sliver basically shuts it down. It's tutorable, but at a high cost - I'd have to use up my Enlightened or Vampiric tutor.

I can agree that the slot can be substituted with something else, but its overwhelming synergy with my commander makes it so worthwhile. I made a Mizzix of the Izmagnus player scoop after I took his commander using Unnatural Selection and my commander in a game of Emperor. With that kind of impact in a game I am very hesitant to swap it out. Your suggestions however, are very nice. I don't have a Eladamri's Call on me, but I do have a Worldly Tutor. I used to have a Necropotence and a Phyrexian Arena. Chord of Calling is interesting, but I also have a Wargate. I might try experimenting with that.

Last, but certainly not least DiabeticFire. Welcome to the hive. Thank you for the +1 and the nice compliments. Curious about why I have Oblivion Stone? I agree, it is very slow, but it is very far from being not good. It's primary power is that it gives me significant influence on the board. For a mere I make other players hesitate to play their best options on the board. With Sliver Hivelord in play, I can keep my creatures while I wipe the board. Also, the best part is that I can keep permanents I deem necessary with fate counters. tl:dr - O-stone lets me intimidate others, and do selective board wipes.

This land provides me some excellent mana fixing early game. Since slivers are 5 color, having access to the right mana early on is invaluable. Sure, it stinks when the land goes away...but it's worth it to establish a board presence early on.

  • Why Engineered Explosives? Simple. It's highly versatile mass removal. It targets all non-land permanents that cost so I can tailor the mass removal to be anything I please. For example I could just remove all tokens and 0 cost permanents from the battlefield. Normally this would be a suitable anti-aggro mass removal option, but I have had great success with this card dealing with token decks.

Gypsyhatten on alesha testtest

5 days ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

cdkime on Judgement of Kamigawa

6 days ago

Here's a list of some lands that might help with your mana base, without breaking the bank:

  • Aether Hub provides a one-time mana fix, and can be useful in a pinch.
  • City of Brass and Mana Confluence.
  • Exotic Orchard and Reflecting Pool both are a bit dependent on what other lands are in play, but I've never been overly disappointed in them.
  • Forbidden Orchard's downside can be quite annoying, but it does provide emergency colour fixing if necessary.
  • The tri-coloured lands are pretty inexpensive (both the lairs/ones that enter tapped). I personally run a number of the lairs, alongside cards allowing me to play multiple lands, to make use of their bounce effect.
  • Gemstone Mine three uses before sacrifice is still pretty useful.
  • Meteor Crater requires you to have permanents on the battlefield, but that is usually not a problem.
  • Tarnished Citadel generally is used to generate colourless mana, but, in an emergency, 3 life is a small price to pay for absolute colour fixing.

I also run a couple enchantments to improve my ramp (granted, the deck they are in is a 5-colour enchantress deck, so I get the added utility of enchantment synergies). Fertile Ground, Utopia Sprawl, Dawn's Reflection, Overgrowth, and Trace of Abundance provide colour fixing and ramp. Mirari's Wake is also a fantastic card, vastly increasing your mana generation, and granting all your creatures a slight boon.

OrderlyAnarchist on Ojutai's Paradox

1 week ago

@larstoc

Well the two first and most obvious cuts are definitely going to be tabernacle and timetwister. They're by no means required and very expensive.

I've never really experimented with a budget list before since this is my own personal list. I'll just throw some stuff out that is probably the most reasonable cuts on a budget.

Force of Will and Mana Drain are excellent, but cuttable on a budget. That power level isn't required for 75% games anyway.

You might have to cut some of the expensive rocks like mox diamond and grim monolith. I'd replace them with weaker stuff like Sky Diamond and perhaps Marble Diamond. Thran Dynamo might be a decent monolith replacement as a rock that goes infinite with dramatic scepter on its own.

You'd likely have to cut some of the tutors like Transmute Artifact For a 75% meta I'd try cuttin them for raw card advantage spells. Perhaps like Fact or Fiction.

You can cut some of the expensive lands for budget duals like Adarkar Wastes and City of Brass

If some of the stax pieces like back to basics are considered too punishing or unfun I guess you could reeplace them with softer stax like tangle wire or blind obedience. Blind obedience has nice synergy with dramatic scepter.

Probably the most essential components are the core stax plan, especially the linvala effects and the large mana denial plans. If your playgroup isn't okay with mana denial, you may want to substitute those cards to be more voltronesque with powerful equipment like jitte and batterskull + stoneforge mystic. This deck can certainly have a different plan for a lower powered environment, but it's important you don't dilute your gameplan with too many conflicting strategies since uw is inherently pretty inconsistent.

If there's anything in particular you're looking for substitutions for beyond that feel free to message again and I'll offer suggestions.

legosare on 5 Color Slivers

1 week ago

On the topic of lands to ramp, a general rule of thumb is to have around 50 mana sources in the deck including lands and ramp. In this deck in particular I would suggest closer to 53 or 54.

To make room for more ramp, I would cut Megantic Sliver, Battle Sliver, Dictate of Kruphix, Spellbook, Transguild Promenade, and Courser of Kruphix. Cards I would add are Birds of Paradise, Simic Signet, Golgari Signet, Manaweft Sliver, and Gruul Signet.

I would also add a little more card draw/selection. Some of the best of these are Dig Through Time and Treasure Cruise. Delve in general is a very powerful mechanic. I would cut Comeuppance and Thorncaster Sliver for both.

One last thing. I noticed that you have Island, Frontier Bivouac, and City of Brass listed twice. Just FYI.

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