Land — Locus
Cloudpost enters the battlefield tapped.
: Gain for each Locus on the battlefield.
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|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
1 month ago
Many players praise the Urza lands (Urza's Mine, Urza's Power Plant, and Urza's Tower), but those same player seem to forget that the loci (Cloudpost and Glimmerpost) can generate a greater amount of mana in sufficient quantities.
With one copy of each Urza land, a player can generate 7 mana, or 28 mana with four copies of each land. With four copies of Cloudpost, a player can generate 16 mana, and, with four copies of Glimmerpost, they can generate 36 mana, which takes only eight lands, rather than twelve.
Therefore, why is it that most players hold the Urza lands in high regard but do not do the same for the loci? What does everyone else say about this?
4 months ago
Rorolith You're going to be hard pressed to find a 'equal' replacement for Sol Ring. Grim Monolith , Mox Diamond , Lotus Petal are probably the closest you're going to get. Also I would look in to faster land. Ancient Tomb hurts you, but can be good fast mana. Cloudpost is usually an auto include '4 of' in colorless decks ran alongside Glimmerpost because they are both Locus. Urza's Mine , Urza's Power Plant , Urza's Tower are also lands you should think about including.
5 months ago
Land Tax , Aura Shards , Huatli, Radiant Champion , Psychic Trance , March of the Drowned ?, Realm-Cloaked Giant , Path of Ancestry , Mutavault , Prismatic Vista , Cascading Cataracts , Cloudpost , Springjack Pasture ?????
Who knows, I might get more ideas, and if I do I'll post them.
10 months ago
Is this for competition? If so, Sol Ring is banned in legacy.
To put it bluntly, most angels don't work in competitive legacy. Paying that much mana for a creature is just not done unless you have Cloudpost levels of ramp, but even then the angels themselves just aren't strong enough to be worth it. Entreat the Angels does see competitive legacy play, but only as a finisher for miracles (a control deck).
That being said, if you really want to try to make this work, or if you're just playing casually, my suggestion is to try to build your own version of a legacy enchantress deck. You'll use the same colors, you typically have ramp so you can afford to cast some bigger spells, and once you lock down the board with your enchantments, you can use whatever you want as a finisher, including your legendary angels.
Plus you can play Sigil of the Empty Throne in enchantress.
10 months ago
Darksteel Myr , Guardians of Meletis , and Workshop Assistant Are all cards that seem like they don’t really do good things for your dragons, they are good blockers at best, but they are going to be really low impact on the board and don’t really fit the theme. Some options for replacements are blockers that are less hardy but ramp you into your dragons faster like— Palladium Myr and Iron Myr . And if you’re looking for quicker ways to interact with the board I’d use something like Dragon Hatchling before I’d use the artifact dudes.
Alchemist's Vial and Explorer's Scope Seem not that great, mana rocks or permanents that aren’t lands, but give mana are super good for the high casting cost dragon archetype, but I’d go for some of the other ones like Fire Diamond , Hedron Archive , Darksteel Ingot , Dreamstone Hedron , Burnished Hart
Angel's Tomb Seems pretty mediocre, it makes a single angle, some of the time. Yeah it gets around board wipes like Wrath of God but there are cooler ways to get around that like Dragon Egg or cards that actually benefit from being blown up like Anger
Battle Hymn is only particularly good, when you have several creatures out. When you are running so many big creatures it is going to be tough to have a lot out. So I’d hesitate to use it here.
Glimmerpost is only really useful in conjunction with Cloudpost , and even then I’d likely skip them in a format where you can only use one of each, they get powerful when you can run four copies of each in a deck.
Comet Storm Earthquake Pyrohemia and Hour of Devastation are all great for clearing out boards with a lot of stuff on it and since you’ll likely be trying to wipe out the game with a lot less creatures a lot of the time they’ll hurt your opponents way more than they hurt you. Relentless Assault is also just super good and cheap. You’ll also likely not have to deal with as many blockers as dragons fly, but a neat card to make your dragons more evasive and harder to chump block is Archetype of Aggression and also Goblin War Drums
Two cards that are likely out of budget, but are crazy good for the deck are Valakut, the Molten Pinnacle and Zirilan of the Claw . And Since you are in Mono Red I would 100% switch to Lathliss, Dragon Queen
1 year ago
putting this here so you can find it a bit easier--my recommendations are as follows.
1 year ago
While those are basically pauper decks that have some more expensive cards taken out of them, I think they will work.
The most powerful card that is banned in several formats, yet cheap are Cloudpost and Glimmerpost . Take a look at pauper decks when those cards were not banned and try to update them within the budget.
Curiously enough, storm should be pretty easy to assemble in this format - sure, you do not get to play Manamorphose , but most anything else is fair game. Sacland or depletion land storm ( Dwarven Ruins and friends or Sandstone Needle and friends) and Temporal Fissure storm should be both easy to make and obnoxious.
1 year ago
For fun let's go through the entire Modern banlist and evaluate card-by-card what would happen if they were on a restricted list.
Ancient Den and the other Artifact Lands - these are a bit special, since you could run 5 total artifact lands in the deck. This might have implications for a potential Affinity deck.
Birthing Pod - this requires a dedicated build-around, which is really not worth it if you can't reliably hit the centerpiece that makes your deck work. Restricting Birthing Pod is tantamount to a ban.
Blazing Shoal - if you draw into this card, you're going to have a huge advantage. This will be one of those "broken cards" that will end games fairly quickly out of dumb luck.
Cloudpost - not worth running if the Locuses are all Restricted.
Deathrite Shaman - Drawing into this card gives you a huge advantage against a number of different archetypes.
Dread Return - There are enough graveyard shenanigans with Dredge that drawing this card is likely to net you your best creature and your second best creature. It's also pretty easy to enable even with one copy, as you can Dredge for it and sacrifice some creatures.
Eye of Ugin - another dumb luck card--you draw this, you're two turns ahead if that's the deck you're playing.
Gitaxian Probe - banned in Legacy, restricted in Vintage, so it's pretty clear this is a scary card. You get to see what your opponent has in-hand, as well as replace your own spell, all for the cost of two life.
Glimpse of Nature - Another dumb-luck card that will win you the game if drawn by quickly refilling your hand.
Golgari Grave-Troll - Again, extreme card advantage if you draw it, putting you vastly ahead.
Hypergenesis - Every Green Tron (or whatever the Eldrazi deck for the format is) will run this, and will win whenever they play it.
Krark-Clan Ironworks - combo piece, restriction is similar to ban.
Mental Misstep - too situational to only run one copy of; you need it early and you need it when you need it, the chances you have it at an appropriate time when you only have a single copy makes this card not worth running.
Rite of Flame - if you draw this, it puts you a whole turn ahead, and that is often enough for Storm or Burn.
Second Sunrise - there are enough ways to dump things into the graveyard (including the inevitability of just playing the game) that whoever gets this would have a significant and sudden advantage.
Skullclamp - if Elves or other weanies draw this card, it's game over.
Splinter Twin - combo piece, likely restriction is similar to ban.
Stoneforge Mystic - Might be fine as a one-of.
Summer Bloom - puts you incredibly far ahead.
Umezawa's Jitte - Does a considerable number of things, so will put whoever gets it ahead.
Others might disagree with that analysis, but I think it's pretty solid for shooting from the hip. The cards on the Modern banlist would either (a) be supremely powerful if you drew them, either winning you the game outright or enabling victory through hyper-effecient ramp or card draw (card draw itself generating a chance to find more broken cards), or (b) part of hyper-efficient combos, and thus not worth running if you only get one copy.