|Commander / EDH||Legal|
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|Tempest Remastered (TPR)||Rare|
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City of Traitors
When you play another land, sacrifice City of Traitors.
: Add 2 to your mana pool.
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City of Traitors Discussion
2 days ago
Mainboard needle seems bad and so does monument as it only rewards you if you over commit to the board with an anthem and flying which is kinda eh for 5 mana and sac a creature every turn. All the removal you card about is exile based or -1/-1 based, so its indestructable buff isn't that good.
3 weeks ago
So I play colorless Eldrazi/Stompy in Legacy..
Until recently I had played 3x copies of Mishra's Factory, but I have been rather underwhelmed by it's performance. Recently I had invested in a 3rd City of Traitors , and took this as an opportunity to replace my Mishra's Factorys; I replaced one with the aforementioned City of Traitors and another with my 4th copy of Wasteland, but this leaves me with the question of what to do with the 3rd Factory? I don't want to invest into a 4th City of Traitors , as I believe that (3) is the correct number to have. I thought about a single Ghost Quarter, but... eh.. I also thought something like a Rishadan Port would be pretty spicy too, or a Crystal Vein for still more acceleration, but I dunno.. Or should I just drop down to 23 lands & replace it with another spell?
In the meantime I've put a single Wastes in it's place, this way I'm at least running A basic land in my deck, but what else can it be? I need another set of eyes on the matter..
SCORE: 7 | 9 COMMENTS | 2307 VIEWS | IN 4 FOLDERS
1 month ago
1 month ago
Fun idea, but you won't "Legally" be allowed to pick up exodia pieces.
In other news, City of Traitors, Ancient Tomb, full playset Mishra's Workshop (which isn't restricted, for for some reason.) + additional chandelabra, could allow you to get much more consistant mana that the tron lands.
2 months ago
I don't think you can di this with only lands. If you want to get 3RR on turn two you could play Mana Vault. Ancient Tomb and City of Traitors do a good job as well to accelerate your deck...and of course play all mana artifacts for 0 and 1
2 months ago
3 months ago
While Neotrup is correct in that you need the specific mana to cast those, they only linked cards that already have that symbol printed - keep in mind that all cards producing colorless mana are sufficient to pay those costs. Those cards have since been errata'd to reflect this change.
To name a few additional examples:
- previous printings of Sol Ring have had in their text, while newer printings have the updated
- City of Traitors produces the same mana, however never got a recent printing and is therefore still unaltered. The Gatherer image will show the Tempest Remastered "printing", which still has on it, while the oracle text clarifies it's actually
- to also mention a card producing only a single mana, have Mind Stone
Wastes are therefore not any more or less needed than before, because although there are much more efficient colorless mana sources, they have specific qualities - for example, they are a basic land, which means they're the only colorless source you can fetch with an Evolving Wilds. Whether any specific deck needs them therefore depends on the exact circumstances.
3 months ago
Well you have three lands that don't produce any mana and bojuka bog, which you don't just want to play without a reason. This leaves you with 31 lands...and I meant if you don't count sol ring and mana crypt (because that's an auto include anyway) there is no accelerating mana artifact in the deck. Signets, Talismans and everything, that's all just color fixing but not acceleration because they cost more than they produce.
There are 4 cards in the whole deck, which you can possibly play on turn 1: sol ring, mana crypt, swan song, force of will (you don't Need angel's grace on turn 1). I don't think I have overlooked anything. Chances are high that you play absolutely nothing on turn 1.
You have 7 Cards for turn 2 plus 3 mana rocks for 2 mana, so that's 10 Cards in total of which 3 do nothing besides getting 4 mana on turn 3.
As you have no lands that produce more than one mana (such as Ancient Tomb, City of Traitors, Mishra's Workshop, Crystal Vein) this means that you have not even 15 Cards to play in the first two turns and some of these cards are counterspells, so you need a useful target for these as well. The conclusion: you won't play anything of interest before turn 3 at best, which is definitely too slow for stax.
If you Need to get Cards back from your graveyard, stuff like Academy Ruins or Sun Titan is fine as well. There's also Timetwister and the cheap Version Day's Undoing and they also fill the Hand again. I'd even play the colorless planeswalkers karn and ugin over a big eldrazi in a stax deck, simply because you get more for your mana. The Situation you described with cataclysm and kozilek can be achieved with World Queller too, just for less mana.
Why I argue for cutting damping Matrix is because it prevents you from adding a good Combo to the deck. like landofMordor already said, you have no way of quickly ending the game, unless the oppoents concede (which is only realistic when a lock seems to be unbreakable), your creatures and token producing Cards could be useless because of humility (and there are situations in which you can't just bounce or remove humility again if you don't want to lose on the spot) and then you can try to overrun everyone with 1/1s. A noncreature Combo would be perfect in such a deck, but most Options Need an activation of an artifact. Mechanized Production is a reasonable choice if you want to Keep the Matrix, but for everything else it would be stronger to Exchange that one disruptive Card in favour of a Combo.
It also has to be noted that if you play in a meta in which People have a similar Budget available, you won't be able to create anything near a hardlock with this deck. you'd rather think of the strategy as slowing everyone else down so much that you can set up your kill, whatever it is then. forcing the Opponent to concede with this build is not going to happen, unless you either have an extremely lucky draw, or your Opponent has a deck that is several power Levels below yours. tutoring up a Combo after putting some obstacles on the board is definitely going to work, just that you don't have a Combo in the deck yet