City of Traitors

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage 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
Tempest Remastered Rare
Exodus Rare

Combos Browse all

City of Traitors

Land

When you play another land, sacrifice City of Traitors.

: Add to your mana pool.

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City of Traitors Discussion

Winterblast on Are there any cards like ...

1 week 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

BlueScope on Wastes still a thing?

1 month 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.

Winterblast on Please Hold (Oloro Stax)

1 month 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

sylvannos on Would This Be Semi-Competitive At ...

1 month ago

You can absolutely shit all over combo decks in Legacy with 12-Post. The key is to play 4 Chalice of the Void and either Trinisphere or Thorn of Amethyst. This requires Ancient Tomb and City of Traitors, on top of the usual 12 posts. Even an Eldrazi list will be lacking without City of Traitors and Ancient Tomb.

Wastelands can further strain your opponent's mana base. Combined with Lodestone Golem and Chalice of the Void, your opponent won't be able to cast spells if they don't have Force of Will or Daze on the spot.

I play 12-Post MUD myself. The hardest matchups are against fair decks like Shardless BUG and Miracles.

While City of Traitors and Chalice of the Void are expensive, no doubt, they're on the cheaper side of Legacy staples. They're certainly cheaper than trying to jump into the format with Underground Sea! I would at least get some Ancient Tombs before you jump into FNMs or even build the rest of the deck. Your land base would look something like:

4x Eye of Ugin
4x Eldrazi Temple
4x Cloudpost
4x Glimmerpost
4x Vesuva
4x Ancient Tomb
1x Urborg, Tomb of Yawgmoth/Wastes/City of Traitors/Mishra's Factory

That way, you're always playing lands that tap for 2 mana. Turn 1 Eldrazi Mimic/Thorn of Amethyst into turn 2 Thought-Knot Seer can be crippling.

I would straight-up cut the green and Expedition Maps out of your list. Swap those out with Thorn of Amethysts, Trinispheres, equipment, or just more Eldrazi.

Your sideboard looks fine, except for the Glacial Chasms. Walking Ballista, Ratchet Bomb, or Spatial Contortion seem like stronger options. Silent Arbiter works wonders as well. If you're worried about the Show and Tell matchup, another Duplicant or Spine of Ish Sah can go far.

sonnet666 on Demon School for Demons, Cool.

1 month ago

Bowngnawer, I think you've got that backwards. No Rest for the Wicked opens up a 2 creature line:

  1. First tutor: All the 0 drop creatures into LED.

  2. Second tutor: No Rest for the Wicked

  3. Now that all the 0 drops are back in your hand you can tutor Mana Crypt and Genesis Chamber, and then you have at least 4 more tutors to do whatever you want with.

That gets you to Aetherflux a lot faster than 30 life, which is good seeing as it's reasonable to expect to be lower than 30 by turn 4 in a lot of metas.

They're both still good cards, and I'll probably add them in my next revision, but I think the Paradox Engine stuff just adds unnecessary bloat to the deck.


thegigibeast, I'm sorry, but I playtested Ebon Stronghold and Peat Bog, and I just can't stand how they come in tapped. With how much this deck wants to play ramp every turn I think that slows you down more than the 1 extra mana next turn helps you. I'll try out City of Traitors though.

Bowngnawer on Demon School for Demons, Cool.

1 month ago

I would highly recommend that you play No Rest for the Wicked, but I am not to sure about Macabre Waltz as in my playtests I never had the urge to use it for something else but Chrome Mox.

Myr Moonvessel is amazing as it opens up a 2 creatures only line with No Rest for the Wicked (Altough you would need Disturbed Burial and Paradox Engine for that, if you wanted to go infinite.)

I, just as gigi, also found Mishra's Workshop to be quite bad as it did not help with casting our commander (At least not activley.) and I too would suggest City of Traitors instead.

Here is my list for a longer explanation of the No Rest for the Wicked-Line: Razaketh MBS

Paradise_Collectibles on GW Tron Singles for sale ...

2 months ago

Hey guys! Times are tough and I'm looking for helping paying bills by selling off a few singles.

The list below is all for sale at the prices shown but if there's something in my binder not listed here, feel free to reach out to me. All cards are NM unless stated otherwise. Those interested in pics/scans, please email me at ac.cardsgames@gmail.com.

I ship following day and accept solely paypal Good and Services (I will cover fees). Shipping with tracking in a bubble-wrap envelope is provided for free on purchases exceeding $50. Otherwise add $2. Unfortunately, tracked shipping rates are also only available to the US; International buyers will have to cover their own shipping (this does include Canada and Mexico as the shipping price is roughly 2-3x untracked).
PLEASE NOTE: I am unable to consistently get to the post office during business hours. If you send friends and family, the shipping wait will be longer.

Singles:
$65 Ensnaring Bridge MPS
$64 Tarmogoyf
$80 City of Traitors (MP)
$5 Griselbrand
$14 Arlinn KordJA  Flip
$6 Blinkmoth Nexus
$17 Dark Depths
$80 Karn Liberated
$50 Horizon Canopy SP
$17 Ulamog, the Ceaseless Hunger
$13 Spellskite
$12 Oblivion Stone 3x Available; 1x SP
$12 Wurmcoil Engine 2x Available
$25 4x Path to ExileSold as a playset

SOLD/ON HOLD
Karn Liberated
Ugin, the Spirit Dragon
Karn Liberated

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