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City of Solitude
Players can play spells and activated abilities only during their own turns.
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City of Solitude Discussion
1 week ago
A few combo cards I didn't include but are potentially very powerful:
Concordant Crossroads, an extremely (mana) inexpensive way to give haste to all creatures. NOTE: This includes opposing creatures, so be sure of when you want to cast it, as it could backfire in a spectacular way.
Cryptolith Rite: On its own, and in my current list, it's pretty underwhelming considering it turns your guys into Birds of Paradise. When combined with Nemata, Grove Guardian and Verdeloth the Ancient it quickly turns into a mana engine that can't be beat.
Temur Sabertooth: Combine this with Cryptolith Rite, Verdeloth, and Akromas Memorial/Concordant Crossroads, and you have infinite creatures and mana! Add in Paradox Engine and you win the game that turn!
Dosan the Falling Leaf: Missing from the main 99 because the group I play with is generally low power. This legend from Kamigawa is the way to enable things like Cryptolith Rite and Paradox Engine without fear. Tutor him up at the end of your opponents turn before you start your turn and feel free to combo off with impunity!
City of Solitude: A slower Dosan but with less removal targeting it. Unfortunately in this deck it cannot be tutored easily (if at all), but it provides the same kind of protection as Dosan.
1 week ago
City of Solitude - Stops countermagic,
Hum of the Radix - punishing artifact tax
Choke - lolbluedecks
Freyalise's Winds - can harm you but it's a staxy control thing that really hurts opposing decks
Dosan the Falling Leaf - like City of Solitude, but a people.
Magus of the Library (not control/stax, but should be good for card advantage?),
Willow Satyr - Green Empress Galina!
Titania's Song - artifact hate
Arboria - a weeeird, janky card that could work in your favour. You could spend turns activating loyalty abilities.
Kudzu - land destruction but it comes back to bite you. Being green, you should have enough ramp to not care though.
Drop of Honey - green Porphyry Nodes
Power Conduit could help with your age counters, but that's entirely optional.
Thank you sir, you've inspired me for some Green Shenanigans.
1 month ago
Hey, if you're worried about counterspells consider these options:
City, Dosan and Grid basically shut down counterspells. Seedtime, an extra turn is good. Herald can protect Skullbriar and other creatures from counterspells.
1 month ago
Okay, so fair warning, I haven't looked through every past version of your list, so some of these may be cards you've already considered, but I wanted to take a broad approach and hope to give you some stuff you've never seen before.
Angelic Wall Avatar of Hope City of Solitude Cloudthresher Condemn Conqueror's Galleon Flip Dazzling Ramparts Deathless Angel Doomgape Eater of Days Elderscale Wurm Engulfing Slagwurm Erebos, God of the Dead Giant Adephage Grave Sifter Gutter Grime Hunted Horror Jareth, Leonine Titan Karametra, God of Harvests Kin-Tree Invocation Luminate Primordial Palisade Giant Pelakka Wurm Platinum Emperion Primal Command Scaled Behemoth Solar Tide Sunscape Familiar Sylvan Primordial Terastodon Terra Stomper Vengeful Archon Voice of Resurgence Wall of Hope Wall of Junk Wall of Nets Windbrisk Raptor
3 months ago
Well, not including the many counterspells in blue like Counterbalance, you could add City of Solitude/Dosan the Falling Leaf or Defense Grid, depending what type you're after. Just thoughts to mull over.
3 months ago
I think it's a good idea to cut your cheat cards because you're basically wasting card slots for an effect that your commander already provides. There is no need for redundancy (especially since tucking the commander doesn't work anymore). So you should take out Lurking Predators and Genesis Wave for the time being.
I'm not a fan of heroic intervention because it is a card that will be stuck in your hand being useless most of the time. Additionaly, it depends on your meta if it does work. In my meta for example there are a lot of sac effects or Cyclonic Rift.
In my naya deck I have made rather good experiences with Stranglehold as a very versatile and preemptive card that stops your opponents to search for the right answer for your threats. But this again depends on your meta game. In my meta there are a lot of black tutor effects.
A similar preemptive and versatile card that protects your expensive threats from getting countered would be City of Solitude.
4 months ago
4 months ago
Hello CinnaToastKrunch. Well you want some advice on cuts right? Well lets get it shall we. I am going to just go down the line and see what we can do and start from the beginning.
Creatures that should be cut: Boneyard Scourge, Territorial Hellkite, Tyrant's Familiar, Thassa, God of the Sea, Skithiryx, the Blight Dragon, Spellbound Dragon, Kruphix, God of Horizons, Scion of the Ur-Dragon, and Hellkite Charger. These guys are very iffy and I personally not a fan of them, especially the first two. Whatever territory that hellkite is being protective about, he can keep it cause it isn't worth it. I wanted Boneyard Scourge to do more instead of just be an annoying 4/3 that just keeps coming back. It is also hard to pay its mana cost at times cause we as dragon deck users tap out a lot. The gods aren't doing much for the deck and I think just bog the deck down. Have you always been happy to see any of those gods upon drawing them? I am also not a fan of Scion of the Ur-Dragon in this deck, especially with a lack of recursion. If we recurred more, then yeah he would be great, but you don't have many recursion spells right now. Skithiryx to me is just so bad in this deck. He is a great card, but if you can't have him one shot people, then he will be removed before he becomes a problem. He also works better in a scion deck where scion can become skithiryx and one shot people for infect out of no where.
Creature that might be cut: Crosis, the Purger, Intet, the Dreamer, O-Kagachi, Vengeful Kami, Niv-Mizzet, the Firemind, Taigam, Ojutai Master, and Rashmi, Eternities Crafter. These guys are something that you must think about. I feel that the first two can be lacklust at times without scion, and some of them just get removed. Lets face it, if crosis doesn't have haste, people aren't going to let him stay. Niv-mizzet will depend on your draw package, but by himself, he isn't that impressive. Taigam is cool, but to get that rebound, he has to attack, so I feel he isn't that good, but if you want protection, maybe try City of Solitude. Rashmi, this is a card I haven't seen before and interests me, however, would prefer to run something like Maelstrom Nexus to get those cascades. She is essentially cascading for you but only the top card, and it might not hit every time.
Planeswalkers: I have no experience with Nissa, Steward of Elements, so I am unsure how she really function. Seems okay in reason, but at the same time, she is a huge mana dump that might not get you far. I think your other two planeswalkers are far superior to her and should keep them over her.
Instant; I am unsure about just the lone Counterspell. Seems odd, but might come in handy at times. I am thinking of throwing in a Mana Drain is I can get one. I would also recommend some more single target removal. Never know when getting rid of a creature or enchantment could save you the game.
Lands: I will not make any suggestions and what to cut here, because I think people should have an idea of what to cut for lands as they play the deck. Especially if they don't get the proper fixing of lands for them. I will however suggest that 44 seems a little high for my taste. I like running 37-40 as my personal preference.
Enchantments: Crucible of Fire, and Exploration. If you keep the high land count, then exploration might be worth it, but Burgeoning could also go well with said high land count. With that being said though, eventually you will run out of lands, and you need draw power to refill the hand after playing all of your lands. Crucible of fire I find is not worth it. Why not run Door of Destinies if you really want to buff your dragons, but here is the main question. Do you really need the extra damage buff on dragons? They hit really hard as it is.
Artifacts: Armillary Sphere, Mirror of the Forebears, Paradox Engine, and maybe Fist of Suns. The paradox engine should go as you are not running enough rocks that can take full benefit of the engine to do its job. The mirror is cool, but the targets it can copy are few. Remember that most dragons are legendary and this mirror still becomes a copy of said legendary dragon. Can only have one legendary dragon of the same name out at a time. First of suns just reduces the cost of our commander and I found it drawing it late game was just a huge letdown and not worth my time.
Sorcery: Index, Time Stretch, and Time Warp. I am unsure on these. Index is cool, but I think I would rather just use Fact or Fiction and Treasure Cruise. The extra turn cards are good, and they are strong, but here is something to think about. When you go for that extra turn, are you in a board state to do so, or can you kill somebody right there with that extra turn? Maybe can you kill two people. I think with extra turn cards, you better be going off and killing at least 1-2 people to make it worth it, other wise you painted a giant target on your self because people now know you run extra turn cards in a dragon deck.
Anyway, these are some of my two cents on some of the cards in this deck. Now I want you to remember, these are SUGGESTIONS. It is very important to make a deck your own and continue to develop it so that it suits your needs, and your current playgroups needs. Love a specific card, then by all means, run it. I am a huge fan of all the dragonlord cards and love them. I run all but Dragonlord Silumgar, but even I have been thinking of putting him in for the fact it can steal a planeswalker. The point is, when making/playing a deck, one needs to sit down and think about how good a card is going to be in certain situations. As I said about Fist of Suns, great early game, huge let down late game. Dragonspeaker Shaman, great for all your dragons, doesn't do crap for any of your utility spells. These are all examples of cards that can do great, but when actually playing them, they are lackluster and it could be better to run something else. I also apologize that I haven't suggested cards to replace the ones to be removed, but I think you can handle this department. Just think about what you want to do, and the answers will come. I will make one suggestion though. Selvala's Stampede. This card is game breaking and it is just to much fun.
I hope I haven't crushed any dreams or anything like that. Remember I just made suggestions and only want to help focus your direction to what you want, from here, you then need to decide what you want your deck to do. Have a great day Krunch, and stay safe.