City of Solitude
Players can play spells and activated abilities only during their own turns.
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|Commander / EDH||Legal|
City of Solitude occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
City of Solitude Discussion
1 day ago
Hi_diddly_ho_neighbor: yeah but that's what I meant by the preface; since for almost all PWs, more loyalty isn't a bad thing, the usage of Nesting Grounds just becomes a bad proliferate and non-novel. (but sure, the prospect of getting an ultimate out a turn early out of nowhere makes it worth considering). Only exception I could think of is moving a counter from Garruk Relentless Flip to transform him right away (and letting you activate his backface abilities on the same turn), and Elspeth, Sun's Nemesis, where you can -2 her twice before killing her with Nesting Grounds so that she can escape
Confused and frustrated about the templating difference for Mindleecher and Haldan. Color cost agnosticism should be universal when it comes to casting other people's stuff for retail price.
1 month ago
Thanks for the feedback, Hexaflexagon. Both City of Solitude and Dosan the Falling Leaf have won me games. The cards are often underestimated and my opponent doesn't deal with them on their own turn and soon enough I've got Multani, Yavimaya's Avatar out and Craterhoof Behemoth dropping in or just playing Triumph of the Hordes and the game is over. The deck definitely surprises people.
Great card suggestions. I really like subbing in Prowling Serpopard. Architect of the Untamed might be dead weight too often. One of those, everything has to go right to really get the value from it. Retreat to Kazandu is something to consider. It brings the curve down, but I wouldn't mind replacing Paradox Engine with another more impactful five drop.
1 month ago
I really like your current list, for a start, especially City of Solitude. It was played against me once, and I hated it so much, that I actually liked it (after the game was over, of course).
To replace Paradox Engine, I suggest that you add in some more landfall effects such as Architect of the Untamed (although it might be too slow with the wrong hand), or Retreat to Kazandu (which I think is better, it gives you choices and can pump up Multani).
You could also try Crash of Rhino Beetles, but I don't really know what to replace for it.
I wish you and this deck luck (especially City of Solitude)
1 month ago
I completely agree on White being one of the best supplementary colors for a Voltron strategy, if not for anything else than their affinity for equipments, auras and not letting the opponent do anything on your turn.
I feel like you're not giving enough credit to Green and Black and too much credit to Blue. Mainly because blue-white (as the preference for at least 2 of the colors for your Commander) don't have that good Voltron commanders to blow the other colors completely out of the waters.
Green have ways to protect with Veil of Summer, Heroic Intervention, Autumn's Veil. Green can re-use the graveyard far better than you give them credit for. Which is not irrelevant if your plan goes awry and your Commander ends up dead or countered a lot. Or if all your equipment gets blown up with a Vandalblast.
Green has a lot of card draw available to them to substitute blue's card draw. And in certain situations their card draw is more efficient than blue, especially for Voltron. Hunter's Insight, Return of the Wildspeaker, Soul's Majesty, Rishkar's Expertise. If you choose the aura approach, there's the entirety of the Enchantress group that white also have some additions for.
And how could I forget about the lovely interaction between trample and deathtouch - you're basically getting unblockable at that point. Hmm, it seems like black is more keen on giving it to creatures than green is.
Moving on to Black, there's a group of surprise cards that Voltron Commanders can take advantage of, like Hatred and Tainted Strike. And the ever-weird Endless Scream that's permanently applied firebreathing. Of course not to mention the best variety of tutors available in Commander.
One way to get past your opponent's defenses is if they don't have any. Black is certainly one of the better to provide in that aspect.
I'm quite certain I don't even do black justice here, but I'll refrain from bloating this response further. I just feel like the ranking is skewed disproportionately.
2 months ago
I know it has been a while since you got a reply.. so i'll give it a shot.
You have some good ideas about Dosan the Falling Leaf, City of Solitude and Defense Grid. But those cards can work in a way that lets opponents win. On top of that this deck does not need those kind of protection. Example: Someone tries to disrupt your dredge combo, then just toss another land (or sacrifice a land through Safekeeper or Squandered Resources) and get a draw trigger on the stack. Bottom line is that this deck has no need of such protection and can play other, more useful cards, instead.
Grafdigger's Cage Does not really stop Thassa's Oracle ETB ability. Players will hard cast Oracle in response to Cage being on the board instead of getting Oracle from Hulk. Although Torpor Orb does a better job than Grafdigger's Cage in stopping ETB triggers.
2 months ago
Hello, I've been running this deck for a few months now and wanted to share a some thoughts and hear from the other players.
I pretty much have the exact deck save for Imperial Seal - I'm running Imp's Mischief just as another pseudo counter or messing with certain cantrips / resurrections. Also, I don't have a Bazaar of Baghdad for obvious reasons.
Also, I found Null Rod & Collector Ouphe a bit redundant, and because Ouphe feeds Gaea's Cradle and is easier to fetch with the creature tutoring, I left him in and swapped the Rod for Torpor Orb - anyone share these sentiments?
Finally, I've been wondering about introducing either Dosan the Falling Leaf, City of Solitude or Defense Grid as a way to disrupt counter magic - I feel like either it eats up a counter or it resolves and we win. We do have a fair bit of protection with Autumn's Veil & Veil of Summer and the combo itself is insanely resilient, but having more in there seems helpful. Dosan and City have the downside of practically handing someone else the win if you don't go off though, while Grid is sort of like a constant [Spell Pierce]. For one of them I would swap out Grafdigger's Cage - while the card is amazing, I don't have anyone running the Fish Hulk build in my playgroup.
Anyway, if you read all that, I'm excited to hear input from people that have been running this deck a lot longer than me.
2 months ago
Dolphin_Jesus - Love the name
I play Xenagos but not with an MLD package. You have a low land count and a relatively high AVG cmc. If you're going to be wiping landbases and opponents wiping your creatures, you will not be left in an advantageous position. Why not add more artifact ramp such as Mana Crypt, Sol Ring, Talisman of Impulse, and The Great Henge? These will ramp you and will help you break parity.
Alternatively, you can run Collector Ouphe instead to shut down opposing artifacts as blue mages (as well as white, red and black players) will almost always be using artifacts to ramp and the small anti-synergy is worth it IMO should you choose to go that route. City of Solitude might be worth considering over or in addition to Price of Glory.
You are trying to make deals but in my meta, if you play MLD, people will target you. There's nothing wrong with MLD, but most people don't like losing their lands so I'm curious how/if you have actually been able to politic your way out of a situation, unless the combo player is gonna win. '
Survival of the Fittest/Fauna Shaman might be worth considering with all your creatures. Not to mention the synergy with Anger and Eternal Witness. A Genesis might be worth considering should you go that route.
My honest opinion is that this deck lacks enough card draw, lands and meaningful ramp to be able to compete in a semi-competitive meta (no idea what your meta is like, but this wouldn't hold up in mine). You only run 6 pieces of ramp that allow you to get Xenagos out earlier.
Rishkar's Expertise - Similar to above but with added benefit of not losing tempo
Greater Good - The most powerful card in a Xenagos deck. If you listen to anything I say, this is it.
Beast Within - Good old instant speed permanent removal
Decimate - 4 for 1, amazing value
Voracious Hydra - Beater and removal in one
Dosan the Falling Leaf - Anti blue, anti spot removal if blue is a thorn in your side
Bolt Bend - Redirect removal, counter counterspells, redirect some draw as well as some extra turns. Very useful for 1
If you would like ideas for cuts or want to discuss strategy
2 months ago
Hi! I'm also refining my own Hydra Deck:
Commander / EDH
SCORE: 3 | 2 COMMENTS | 342 VIEWS
and I would love your input on what you would swap in or out from your list and I had a few suggestions for yours if you'll have them!
Umbral Mantle - A quintessential piece of Selvala equipment. If you really want to abuse her powers. Coupled with Animist's Awakening in the opening hand you can pull every land out of your deck on turn 3 since she goes infinite by herself.
Walking Ballista - An honorary member of the Hydra family in my book, it's just too good at ending games and removing problems to pass up I think.
Side-Note: I'm not sure Unbound Flourishing qualifies as a win con, just because I generally think of Win Cons as Cards that, directly, end the game whereas Flourishing is super useful but not in that category.
Personally, I'd also be hesitant with cards like Concordant Crossroads , City of Solitude and Hall of Gemstone as they potentially shut us down too (using up mana at the ends of the turn before us to pump creatures like Feral, Heroes' Bane etc). (Gem hall less than the others but still.)
At any rate, +1 from me and any suggestions you have would be very much appreciated.