Coalition Relic

Coalition Relic

Artifact

: Add one mana of any color to your mana pool.

: Put a charge counter on Coalition Relic.

At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color to your mana pool for each counter removed this way.

Browse Alters View at Gatherer

Trade

Have (2) Azdranax , metalmagic
Want (5) Silvercloud , Izovlon , Corruptions_Desire , dustybrush , shpadoinkle

Printings View all

Set Rarity
Masters 25 (A25) Rare
Duel Decks: Phyrexia vs. The Coalition (DDE) Rare
Future Sight (FUT) Rare

Combos Browse all

Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Rules Q&A

Latest Decks as Commander

Coalition Relic Discussion

NiTRoBoX on The Vampire Bloodlines

1 month ago

Thanks for all the comments and suggestions, wasn't active on TappedOut for quite some time.
I've made few changes, add those cards:
Bedevil
Champion of Dusk
Coalition Relic
Cordial Vampire
Forerunner of the Legion
Ruinous Ultimatum
Sorin, Imperious Bloodlord
Sorin, Vengeful Bloodlord

Took out:
Legion's Landing  Flip
Legion Lieutenant
Drana, Kalastria Bloodchief
Dreadbore
Harsh Mercy good card but way too many tribal decks in my group
Blood Baron of Vizkopa
Sorin, Solemn Visitor
Commander's Sphere

Comments and suggestions are more than welcomed. Might make some more changes and updates to all of my commander decks.

king-saproling on A thraxing good time

1 month ago

A combination of 2-drop and 4-drop rocks can get Thrax out as early as turn 4: turn two play the 2-drop rock, which lets you play a 4-drop rock on turn 3, leading to 7 mana on turn 4 assuming you have 4 lands (odds are good).

Also you might like these: Seize the Day, It That Betrays

Monomanamaniac on Temmet's friends are dead

1 month ago

Glad I could help. I do enjoy the concept, it's not something I've seen before. looking a bit closer, you're not doing too bad at digging into your deck tbh, and you seem to want to be throwing stuff into the graveyard. I know personally how hard ramp is in blue or white but for ramp you may try Talisman of Progress Star Compass Coalition Relic Heraldic Banner or less budget Phyrexian Altar Extraplanar Lens or Gauntlet of Power. Also you could look at Embalmer's Tools that goes with your strategy. You could also look into Mimic Vat which could prove useful. As far as cuts goes, I know you're on that populate train but some of them are not really that great. If you don't have the token in play or your tokens get blown up you'll be in a bad spot.

I do want to say that my suggestions are not criticisms, I like this deck and I'm not trying to bring you down at all on it. Just trying to help give you some ideas that might help get you to the next level

DemMeowsephs on Tentacle boi Gyruda

1 month ago

Howdy there! You might like some of these lands (and ramp)

In the end, I would definitely consider all of these lands as they are very helpful and can help your journey go much much MUCH smoother, especially in commander! If this helps, be sure to check out some of my decks, (Double Trouble EDH) among others! Upvote them if you like them and be sure to give me suggestions if you have any, I would appreciate it. Anyways though, hope this helps, good luck on your deck, and have a great day! Happy tapping!

Ehsteve on Crew is Big

1 month ago

Many thanks to both DemMeowsephs and SPACEgun!

So I agree on several points:

  • Deploy the Gatewatch is underwhelming about half the time, as it's sometimes hitting planeswalkers that aren't that helpful or sometimes nothing at all. Given it's a 6 mana sorcery with the need for double white I think this might be worth a cut for Ignite the Beacon for the greater reliability of being able to play the planeswalkers I actually want to play.

  • For mana I think Mana Confluence is good but Gemstone Mine is a good pick with proliferate. Urborg, Tomb of Yawgmoth has always been on the radar but I've yet to find another copy as they are all tied up in my other black EDH decks currently.

  • I am finding a way to add Astral Cornucopia to the deck but I will see if I can find a Coalition Relic as well. The only reason I am not that big a fan of Everflowing Chalice is due to the mana being colourless and the decks heavy reliance on colour fixing.

  • For mana fixing I was also considering the Thriving land cycle from the Jumpstart set. I think while the lands are slow they add a lot of flexibility to the mana base.

  • Mana ratios need to be fixed for more green mana for early game.

  • Venser, the Sojourner may not be nearly as good as I thought he was. I play him a lot in Roon Blink EDH but here because of the sorcery-speed of the deck it just sort of does not a whole lot for anyone unless you're already winning. I think this may be one of the first difficult cuts just based upon experience.

Some play tips I've come to learn:

  • Always play Atraxa turn 4 if you can. If she gets removed: fine if annoying, but the main thing is that there are very few things you can really do efficiently with 4 mana in this deck so setting yourself up for a proliferate seems to be worth it every time.

DemMeowsephs on Crew is Big

1 month ago

Hey there! I'm usually the land and ramp helping guy, and you wrote that is one of your issues, so here, I hope I'll be able to clear that up a little bit. Let's start off with lands.

I see shock lands, fetch lands, and of course horizon lands, along with a few stand alone multicolor lands. Not bad! Keep ALL the shocks, and keep ALL the fetches. Fetches can search for shocks and shocks are really good. Usually I like to recommend filter lands (like Mystic Gate) or fast lands (such as Seachrome Coast). Horizon lands are also some of my all time favorites, but playing four of magics colors can be quite tough. For three, four, and definitely five colors, I usually recommend more multicolor lands. Your average CMC is also quite high, so maybe 1-2 more lands would be pretty good if you think you can. That said, consider some of the following lands.

So basically, consider much more things that can add a color of your choice, they give you much more options! The other lands are very good too, so you have to decide which one would be more beneficial in your opinion, though to me, I would cut Horizons and triomes for the ones I mentioned.

That said, let's move on to some ramp! Arcane Signet, Chromatic Lantern, and Sol Ring are pretty good, but I might have some you find better. Green is amazing for ramp, so by adding amazing green ramp spells, not only are you now getting the best ramp options, but also you are evening out the color pi for your deck! Consider some of the following

MrKillStar on Devastatin Dinos

1 month ago

Land base looks good. I would just change Gavony Township and Temple of the False God for something like Reflecting Pool and Cavern of Souls. Its a bit expensive upgrade, but totally worth it.
For mana rocks, I would switch signets (and probably Ikoria 3mana mana rocks too) for Darksteel Ingot, Arcane Signet, Coalition Relic, Commander's Sphere, Mana Geode.
Chance for Glory - I probably wouldnt go with this, unless I could guarantee I wouldnt lose the game. There is a lot of stuff that can easily get you out of the game after you cast Chance of Glory.

I would recommend some cards I use in my Roar of the Behemoths and The First Sliverhorde deck, which could work nicely even here.
Greater Good - would be great card draw as response to someone's removal, etc.
Lurking Predators - with that high amount of big creatures, this could be pretty fun to have.
Finale of Devastation - A creature deck with green, cant miss this... especially if its dino tribal deck. :D
Amulet of Vigor - probably not that useful here, but nice to have this in case you go on lower budget and use tapped lands.
Herald's Horn - to make your dinos even cheaper + again, you have a lot of them, so there is a big chance to draw an extra card at the beginning of your turn.
Aura Shards - Very good artifact/enchant removal for creature decks.
Defense of the Heart - to easily tutor for some big dinos and eat your opponents alive.

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