: 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.
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Coalition Relic Discussion
1 day ago
Several big upgrades took some inspirations from Pinkie_Satanas suggestion to look at the other cleric deck above, added Erebos, God of the Dead, Ayli, Eternal Pilgrim, Vindicate, Patriarch's Bidding, Eight-and-a-Half-Tails, and Shaman en-Kor so that I can activate the infinite combo with Daru Spiritualist.
3 days ago
This is usually my hierarchy:
- I use as many fetchlands & original dual lands I can afford.
- I then use anything that a fetchland can grab, ie shocklands.
- I fill the try to fill the rest of lands with all color producing lands, like Command Tower, Grand Coliseum, City of Brass etc.
- Artifact staples Gilded Lotus, Darksteel Ingot, Chromatic Lantern, Coalition Relic, etc
- I use some sort of green ramp package:
- Tap Creatures Bloom Tender, Birds of Paradise, Sylvan Caryatid,
- ETB / Sac creatures Wood Elves, Yavimaya Elder, Sakura-Tribe Elder, Solemn Simulacrum etc
- Fetch sorcs Nature's Lore, Cultivate, Kodama's Reach, Rampant Growth, Skyshroud Claim etc
- Extra land drop Azusa, Lost but Seeking, Explore, Oracle of Mul Daya etc
Those are usually the steps I go through to get 5 colors in to a deck. The key is to playtest it so you can tell if you are getting the ramp out or not consistently. Always start with more and then narrow it down if you get flooded with mana too often. Nothing worse than getting mana screwed in 5 colors!
5 days ago
I would add mana rocks that tap for any color: Chromatic Lantern, Commander's Sphere, Coalition Relic, Darksteel Ingot, Manalith. They will help with mana fixing/ramping. I always try to have 8 mana ramping cards and 38 lands.
Love the theme of the deck. I wish I had thought of it.
1 week ago
More mana rocks are needed than I originally anticipated. Coalition Relic, Rings of Brighthearth + Basalt Monolith, Chromatic Sphere, Chromatic Star, Gilded Lotus, the Ravnican signets, and Chrome Mox are all things you might want to consider.
You also might want to consider mana cheats like Fist of Suns.
1 week ago
Exotic Orchard and Reflecting Pool seem like risks to me. I would run Tarnished Citadel and Mana Confluence instead. You could run City of Brass in place of the Citadel, but I wouldn't recommend it since Chromatic Lantern doesn't stop Brass from hurting you.
With as many planeswalkers as you have already, I would also recommend The Chain Veil, because Teferi's -1 and Tezzeret's +1 would allow you to abuse it several times.
1 week ago
1 week ago
One last piece of advice: you run way too many lands. Most EDH decks, unless they focus on lands as their core mechanic, run an average of 36-38. I'd strongly suggest you cut back and instead add some mana ramp. Suggestions there would be Wayfarer's Bauble (one of the best ways to ramp actual land in a non-green deck), Burnished Hart, Solemn Simulacrum (an EDH staple), Knight of the White Orchid, Orzhov Signet, Pristine Talisman (on theme with life gain), Thran Dynamo, Gilded Lotus, Marble Diamond, Charcoal Diamond, and Coalition Relic.
Obviously, don't include all of these. But I would cut back to probably 36 lands, and include at least 4. 36 is what most players I've encountered seem to run, and I've found it works best for my decks as well. That'll open up a few slots for other cards as well.
Anyhow, sorry to spam your wall. I think that's 3 long posts now? I hope some of them were helpful.
1 week ago
TheVectornaut I have to disagree here, mostly because having access to more speed (and also the means to prevent too fast plays) is what makes formats with a larger card pool more interesting. Having the possibility to kill in turns 1-4 doesn't mean the games won't ever last longer, the possibility of these powerplays simply increases the tension in the game. Last week we played Legacy for fun at the local shop and it took us over 1,5 hours to finish a match with 2:1. Later on our commander regular's table we had an even higher power level and the decks that had potential turn 1-4 kills would take half an hour or more to eventually push their win through all the obstacles on the table...
What I mean to say is: the accelerating mana rock creates tension in the game, the slow colour fixing mana rock is mostly crap. There are fetchlands and duals for that, no need to play an artifact that has a more than 2:1 cost/production rate, if it hasn't some other good ability like Chromatic Lantern or Coalition Relic or can draw cards or whatever.
Signets are great colour fixers, also the talismans from Mirrodin...but they only cost 2 and produce 1 without a drawback, which is reasonable, and still they aren't often seen in modern, because even in a format that has no access to accelerating mana rocks with a 1:1 or 1:2 cost/production rate there are better methods to fix colours. This says a lot about just how irrelevant mana rocks with a drawback are apart from the most casual or limited environments.