City of Traitors

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Rare
Exodus (EXO) Rare

Combos Browse all

City of Traitors

Land

When you play another land, sacrifice City of Traitors.

: Add to your mana pool.

City of Traitors Discussion

Ehsteve on Lord Windgrace Sits Behind A Chasm

6 days ago

More thoughts:

Bedevil has been tested and I think it is a good replacement for Putrefy , or potentially working in tandem.

While on paper Deserted Temple seemed like a good addition for mana fixing, the only real synergy it has in the deck is untapping a Cabal Coffers with Urborg, Tomb of Yawgmoth . Deserted Temple generally works a lot better when paired alongside lands like City of Traitors or Scorched Ruins but since this deck doesn't play either of those options it is a prime candidate for cutting. The most likely replacement is another basic Forest . Vesuva covers the same angle, but with far more flexibility.

Worm Harvest is another candidate for replacement. In a grand total of one game I have cast this spell, and the advantage is that it can be reused from the graveyard but unfortunately it is slow strategy (even for this deck) and is an inefficient way of getting land into the graveyard even if that becomes the main reason for using it in the first place.

More and more I find myself falling out of love with Wayward Swordtooth . Early game it provides some slight ramp, but ultimately a 5/5 that doesn't block effectively for Lord Windgrace until we get city's blessing is underwhelming. Especially in that critical 3-drop where we would otherwise want to cast an Azusa, Lost but Seeking for even more land drop potential (especially with Crucible of Worlds ) or Harrow for mana fixing.

I've also had a change of heart of Journey to Eternity  Flip. This has mainly become tech against sacrifice-based strategies such as Sheoldred, the Whispering One or any deck playing Grave Pact / Dictate of Erebos .

Another few additions to the maybe-board that I've seen played across a few other Lord Windgrace decks are:

The primary issue with Chandra, Torch of Defiance is that her uptick for quasi-card advantage can exile an essential land with no chance to bring it back, but she does represent another win condition with her ultimate (even if it is slow). If you are only using Chandra for her mana uptick, I think that it's a waste as a 4-mana ramp spell. Whereas Nissa, Vastwood Seer  Flip provices something the deck really likes doing: ramping or drawing cards. The downside of this Nissa is that her downtick is not fantastic, but I guess it provides a blocker to help protect her or Lord Windgrace . Further her ultimate (turning 6 lands into 6/6s) leaves lands vulnerable, but also represents a potential game-winning swing *(note that this does not give the lands haste so this has absolutely no synergy with anything that brings land back from the graveyard to the battlefield or making extra land drops as they would be subject to summoning sickness and would not even be able to tap for mana if you were planning of using it for Exsanguinate or Torment of Hailfire ).

Pikobyte on Linvala Stax, Vannifar‘s worst Nightmare

1 week ago

Hey ShreddedByCrows. Wow, thats a lot of input here! Thanks for your suggestions.

I really like the effort you put in here, but i think you are overengineering a bit. First of all youre absolutely right: There are some cards in here that don't make any sense or are slow. This deck was never ment to be super-competitive, it's just build with some cards i had laying around to make a fun to pilot deck that kills some deck strategies, mostly Vannifars. I know it could be build a more competitive way, but in multiplayer it should not totally ruin the fun for everyone and make me archenemy. And i liked the idea of putting some cards in here that never see play even if they are cool.

For Extraplanar Lens youre right. I wanted to put in snow covered lands and i own enough of them. I simply did not find any since all my cards below 1 Euro are in boxes with 4000 cards each and it takes a lot of time to search. With a job and building a house i had my priorities not on that.

As far as the mana-rocks go you're right again. But all my crypts, vaults and my single monolith are in some of my more serious decks and i dont want to remove them there or buy extra copies for a fun-deck like this.

Eiganjo Castle is a card i didn't think of and it perfectly fits, need to find and add one. For wasteland and strip mine same problem as before. All of them used in other decks and i hate switching cards around. Not sure if i would add crucible just for this, but playing 2 LD lands is always a good thing. City of Traitors is a card i sadly don't own and it's a bit expensive for a deck like this.

Humility is a great card, played it in my creatureless superfriends EDH some years ago but it slows down the game too much and kills the fun on the table.

For your card suggestions: I dont want to go into all of those but for the staxx package i dont want to lock the board down totally. Played Vintage Staxx years ago before Trinisphere got restricted and some really nasty Daretti Staxx EDH. That really evolves fast to a point where nobody wants to play with you if you play that deck. After all Commander is still a fun-format. For a competetive list sure, those a must haves.

Whispersilk Cloak and True Conviction are removed for Teferi's Protection and Ward of Bones , need to cut that protection from my rarely played Nazahn-deck.

I feel a bit like i wasted your time but i will for sure take your suggestions here if i build a mean version of this deck. I thank you a lot for your time and suggestions.

+1 for your staxx deck for this if i find it

ShreddedByCrows on Linvala Stax, Vannifar‘s worst Nightmare

1 week ago

Hey there!

Nice brew, neat idea to counter those clunky and annoying Vannifars!

As smne who played Mono-W Stax for a while, with the amazing Hokori, Dust Drinker at the helm, I'll share with you what thoughts inspire me your sweet Linvala decklist.

(Even if it has already been pointed out before, I wanna say that I also love the Urborg combo. It's unexpectable and freakin' gud!)

Let's start by the beginning: mana fixation. Extraplanar Lens is insane in every monocolored archetype, so it's a quite logic inclusion you made here. Nonetheless, I suggest you to go for Snow-covered lands to synergize better with it - that way you won't give a lift to your opponents playing white.

Pearl Medallion and Sol Ring are basics, nothing really worth to say about it. Thran Dynamo and Worn Powerstone are more debatable. I don't know what is your budget issue, but if you want a competitve list, Mana Crypt , Mana Vault , Grim Monolith , Mind Stone , Everflowing Chalice etc. are all better options. Dynamo and Powerstone aren't bad cards, but they just come after those ones if you really do need a solid ''ramp'' package.

Opal Palace feels badly slow and ineffective in a monocolored stax deck. You won't win the game by taking up the board with your creatures armed of a little +1/+1 counter.

You have notable exclusions in your lands for a mono-white. Eiganjo Castle is the first card that comes through mind. Buried Ruin also is a recursive tool you should consider, even over Inventors' Fair . If you manage to find one, Ancient Tomb has its place there replacing Temple of the False God .

At its final shape, my Hokori decklist was running a powerful Crucible of Worlds package including Wasteland , Strip Mine , Dust Bowl , Flagstones of Trokair , Lotus Vale and City of Traitors . I was up to 39 lands, not counting Maze of Ith .

Now let's jump straight into your gameplan!

So... you're planning to focus your eyes on ruining Vannifar's day. To help with this strategy of being the nasty ''combo killer'' guy, I think you should put in some additional pieces of disruption.

That said, I don't know which Vannifar's version(s) your playgroup perform with. If it's a Thornbite Staff / Intruder Alarm one, things would be easier to calm down and you won't need such a heavy stax package - you'll need more single-target/multi-target removals though. And if it's the other one, certainly the most popular now (and also the most powerful/absurd), based on many shenanigans around the creatures Vannifar brings to the table, you'll need more stax support.

One of the very best cards you could add to stop all those creature-centered combos is Humility . This card is broken, this card is stupid. It even disables etb abilities. The only way your opponent has to go through is to destroy it with a creatureless source / or with a ''casting'' effect (like Ulamog has).

Single-handly, Humility tears apart most of the competitive Vannifar lists. However, based on the fact that it is still fragile to enchantments/permanents removals, you'll have to build a defensive shield for your stuff. Vannifar lists often keep a strong package of cheap permanents' removals in their pocket (like Beast Within for example), so you'll need to play carefully.

There's a lot of different ways you can head in order to reinforce your permanents' presence on the battlefield. A pretty simple and most of the time effective, despite of its ccm, you already included is Avacyn, Angel of Hope . I think you still lack a way to cheat her casting cost out to make her a stable and destructive power house.

Stax ''enchantment'' strategy is imo one of the most viable and solid strategy. With Academy Rector (amazing alongside your High Market ), you'll be able to search the exact piece you need to lock the game in your favor.

Notable stax exclusions :

Other cards to consider :

A bunch of meta depending stax tools :

Cards I'd cut from your list :

  • Martyr's Bond > Slow and unreliable on this brew. As you're not sacrificing any kind of permanent on your own, you'll struggle to get any value out of it outside of a lost political blast deflagrating when the game should already be over. Unless you add in some cards like World Queller , it defenitly doesn't deserve a slot imo.

  • Norn's Annex > 4 life + 3 mana for a worse Ghostly Prison . And I wouldn't even play Ghostly Prison there.

  • Bishop of Rebirth > a lot of people seems to give love to this card recently. However, I personally think it is just a bad inclusion. You spend 5 mana on a understated body and you have to wait a whole turn before getting value out of it IF you are in the researched scenario. There will be times where you have Boots or Greaves on board and this will be an insane mini-Sun Titan, but the situation is too rare to justify its presence.

  • Sublime Archangel > No real interest here. Good creature but doesn't provide anything for the stax strategy.

  • Gift of Immortality / True Conviction > weird ''win con'' heavily situational cards based on creatures. There is some logic behind Gift, but it's just too much of a unreliable idea. True Conviction has nothing to do here... it's 6 mana spend to lose the control on the game. If you're searching for card advantage and a bit of healing, go for the brand new Dawn of Hope (also is a good mana sink).

  • Rout > There are plenty better aoe in W. Wrath of God , Sunscour , Fumigate , Day of Judgment , End Hostilities , etc. If you want the instant option, just run Vedalken Orrery .

  • Blackblade Reforged > intersting alternative win con. Feels slow nonetheless.

  • Emeria Shepherd > too slow for my liking.

  • Whispersilk Cloak > can't understand what this does in a deck full of flyiers and tapping effects.

Finally, as you want to challenge Vannifar, which is a blue deck, you'll need something to deal with the classical Cyclonic Rift . Teferi's Protection is a good solution (and it could also protects you form a lot of various situations / removals / etc.), but I'm sure you can find a lot of other response.

I hope you'll find useful ideas in this comment. Thanks a lot for sharing this, it reminds me good times. Keep up the good work, keep up brewing!

mariowen on [cEDH] Krenko Combo [Primer]

3 weeks ago

SamsWrath thanks for your deck advice! Mox Opal is going in as soon as I have enough spare cash. At the moment it doesn’t benefit to remove Gauntlet of Power and Extraplanar Lens , but once I’ve included the artifact lands (for metalcraft) and some of the quick mana you have suggested, the benefits of those cards will be eroded sufficiently.

I will be keeping the ramp spells you suggest in mind. I am currently testing extra turn cards Last Chance and Final Fortune , and once I have decided if to keep them I will move on to those. What’s your thoughts on Treasonous Ogre to pay life for ramp?

I couldn’t warrant City of Traitors but Dwarven Ruins and Sandstone Needle are going in for sure. Crystal Vein I am going to pass on as I have never been left wanting more colourless as the deck has numerous ways of producing it.

Helm of Awakening would not work in my meta, the benefits given to the other players make it far too risky. Given this is a mono-coloured deck Ruby Medallion does the trick.

Torch Courier doesn’t give this deck enough benefit to earn a slot. I would typically play the haste card when I am all set to win. As this is targeted haste, the goblin army can’t swing out, requiring more pieces to win. Also, it doesn’t synergise with sacking Krenko back to the command zone and recasting with infinite mana.

Some great suggestions dude, thank you!

SamsWrath on [cEDH] Krenko Combo [Primer]

3 weeks ago

I know they're pet cards but, Extraplanar Lens and Gauntlet of Power are actually not very fast but rather, kind of clunky. I'd toss in Mox Opal and potentially more red ramp spells such as Lotus Petal , Simian Spirit Guide , Rite of Flame , Desperate Ritual , Pyretic Ritual and Seething Song .

Torch Courier is another good way to give Krenko haste and doubles as a body for Krenko if he doesn't need the haste.

Putting Krenko into play ASAP is the most important thing in this deck so you may want to consider these lands: Crystal Vein , City of Traitors , Dwarven Ruins and Sandstone Needle .

For all-around spell reduction Helm of Awakening is an excellent option!

If you add in more ramp I think you can reduce your total land count to 30-31 without issue.

cdkime on B&R announcement tomorrow

3 weeks ago

Out of curiosity, I did a quick search of MTG top 8 to see what reserve list cards were being played. In the top 50 cards, the following reserve list cards appear: Volcanic Island , Underground Sea , City of Traitors , Bayou , Tundra , Mox Diamond , and Badlands . If you limit this search to non-land cards, Mox Diamond and Lion's Eye Diamond are the only two reserve list cards to make the top 50.

Those are all great cards, but their representation does not seem high enough to say "the reserve list is killing legacy." It may play a small role by increasing the cost of some cards, but it is far from the format's biggest problem.

I think competition from Modern (both in terms of players and in terms of demand for cards being used in both formats driving up price), Wizards not providing support for Legacy, and the rarity with which new cards that shake up Legacy are printed, are all bigger threats to the format than the Reserve List.

Josmith2019 on frog is lyphe

1 month ago

Like the list. Saw this on the PlayEDH discord and it's most certainly not high, but rather tier 2 or 1. (Comeptitve of max power respectively.) With the fetches added this becomes tier 1 without Gaea's Cradle, City of Traitors, or Bazaar of Baghdad due to the insane draw capability. Looks skid though.

Load more

City of Traitors occurrence in decks from the last year

Legacy:

All decks: 0.63%

Red: 1.22%

Commander / EDH:

All decks: 0.01%

Red: 0.02%

Golgari: 0.07%