: Gain one mana of any colour in your commander's colour identity.
|Want (28)||NMJohn , metalmagic , golgarigirl , DemonicOfAngels , lshv32 , PooChooTrain , Nagash4life , Supercomet , sabrx , deman464 , cubedchristian , night2 , SaltyCaptain , Birdman1 , Acrylica , thepakmonster , spencesteck , carlosfee , vaelroth , EKTurduckin , aed339 , Cronosian , jakwok21 , Wills04 , kittenmilkshake , elifosl , Rallen , MisterFamous|
Printings View all
|Throne of Eldraine (ELD)||Common|
|Commander 2019 (C19)||Common|
|Commander 2018 (C18)||Common|
|Commander Anthology 2018 (CM2)||Common|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Commander 2013 (C13)||Common|
|Commander's Arsenal (CMA)||Common|
|MTG: Commander (CMD)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Command Tower occurrence in decks from the last year
Commander / EDH:
All decks: 0.88%
GU (Simic): 2.28%
UB (Dimir): 3.48%
WU (Azorius): 3.39%
GW (Selesnya): 2.73%
WB (Orzhov): 1.87%
RG (Gruul): 2.37%
UR (Izzet): 2.43%
RW (Boros): 4.94%
WUB (Esper): 2.31%
RUG (Temur): 5.2%
RBW (Mardu): 2.23%
BRG (Jund): 3.8%
RGW (Naya): 4.44%
BGW (Abzan, Junk): 7.18%
UBR (Grixis): 2.46%
GWU (Bant): 2.71%
RUW (Jeskai, America): 17.14%
BUG (Sultai): 2.76%
Command Tower Discussion
1 day ago
Hi. Great deck. I also play a Marchesa Modular deck: Marchesa Modular
The strongest suggestions I can make:
- Herald of Secret Streams mabye cut Whispersilk Cloak
- Walking Ballista not really on the budget side ;-)
- Command Tower is an auto-include
- Cauldron of Souls
If you like, take a look at my deck for additional input.
4 days ago
Hey, looks good, nice Dockside Extortionist :)
Temur Sabertooth can be a combo with Dockside, depending on how many artifacts/enchantments your opponents have. Sabertooth bounces Dockside for unlimited mana and infinite sacs for Korvold which is infinite draw. Draw into Mayhem Devil for a win condition from sacing Treasures. The manabase can use some improvements. Even on a budget there's several lands to consider adding starting with the staple Command Tower.
Other lands to consider adding:
- Exotic Orchard
- Stomping Ground
- Llanowar Wastes
- Karplusan Forest
- Woodland Cemetery
- Dragonskull Summit
- Rootbound Crag
- Graven Cairns
- Cinder Glade
Could cut Swamps and 1x Mountain for these dual lands.
Consider upgrading some of the ramp sources with one drop mana dorks? Mana dorks are good with Korvold, use them for ramp to get him onto the battlefield faster and then be fodder to sac.
- Birds of Paradise: reprinted in the Mystery Booster set, that version is $4.
- Orcish Lumberjack: sac a Forest to make three mana for ramp. Can tap the Forest for mana before you sac it meaning that Forest makes four mana. Makes ramp for Karvold and is a sac outlet.
- Elves of Deep Shadow
- Deathrite Shaman
- Elvish Mystic
- Dark Ritual
Cards to consider cutting:
- 1x Swamp
- Burnished Hart
- Falkenrath Noble
- Vindictive Vampire
- Kodama's Reach
- Mind Stone
- Butcher of Malakir
Good luck with your deck.
5 days ago
Hey, you're welcome. I like the changes you've made, but you left out Command Tower. Tower > Guildgate :)
It's good you're thinking about the ratios you want to have for each parts to balance your deck. An approach, which you're doing well, is to play lots of low CMC cards to boost Karlov, get more out of extort, but I think you can expand on these further. Take more advantage of extort since you have to pay at least one extra white/black mana to trigger it, meaning that spells cost at least one more mana to cast. This is important to keep in mind and you can make extort better simply by the cards you choose to have in your deck. For example because of extort 2 CMC mana rocks are going to be better options then 3 or higher CMC rocks, Pristine Talisman is the exception.
With this kind of strategy I prefer more repeatable draw sources and tutors than ramp because draw sources get more cards into my hand which I want with low CMC cards. Ramp helps less with low CMC cards. This doesn't mean I don't play ramp; at least six mana rocks/other sources. I want some ramp/color fixing from rocks/other sources to help the manabase.
If you're keeping the Exquisite + Bond combo then you will want more ramp because that combo is mana expensive. Being able to ramp into Citadel, Krrik, Pontiff, Aetherflux or Sorin M. can be a game changer especially Citadel and Aetherflux. However, consistently this will not happen, but having the option can help game play. Sword of the Animist is nice, the kind of ramp you want, because it goes with the voltron strategy with Karlov making it repeatable. In my opinion draw helps more than ramp in this version of Karlov.
I will continue my advice in another comment, including upgrades to consider making.
1 week ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
Scheming Symmetry - Helps your consistency and makes a friend.
Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
Commander's Sphere - Obvious utility.
Firemind Vessel - Perhaps slow, but produces plenty of mana.
Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
Tome of Legends - Easy draws.
Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
Command Tower - Staple.
Graven Cairns - Filter lands are always nice.
Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
Shadowblood Ridge - Another pseudo Filter Land
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
Rakdos Guildgate - Guildgates are just packfiller.
Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.
1 week ago
I first want to say this is a beautiful deck. You have obviously thought out what you want your play style to be like, and I encourage you to stay on that road for your deckbuilding.
The major issue I see is with your mana base. I can tell you are building on a budget, but beyond expensive dual lands, there are other options that won't slow you down like what you are using now. I hope some of my suggestions will work with what you are willing to spend.
I would urge you to cut out all lands that come into play tapped except Seaside Citadel and Cathedral of War. Here is what you can use instead : Every commander deck needs a Command Tower; Bountiful Promenade and Sea of Clouds, provided you are in a multiplayer group, Glacial Fortress, Sunpetal Grove and Hinterland Harbor that work well if you use a lot of basic lands, Mystic Gate, Wooded Bastion and Flooded Grove can provide colorless at first and are also great mana-fixers. Port Town and Fortified Village could be viable options. You should also run Krosan Verge and Myriad Landscape.
Sigil of the Nayan Gods doesn't seem to bring much value; I would replace it with Dueling Grounds that ties in directly with your Exalted strategy.
Shalai, Voice of Plenty would be great in here, maybe instead of Appeal / Authority.
I am sure it is again a question of price, but the obvious omission here is Noble Hierarch. So sad to see a nice Exalted deck missing that piece.
Finally I would ask myself how essential is Tamiyo in here, and are there other Planeswalkers taht would add more value?
Hoping some of this is useful,
1 week ago
Command Tower and Arcane Signet would be good upgrades for your mana fixing permanents. I'd also include a couple more instants and sorceries that fix Mana, for example Nature's Lore, or Explosive Vegetation
2 weeks ago
Hey, the small changes you've made are an improvement, good job. You can still improve your deck a lot more with a deck budget of $600+.
Rooftop Storm, Endless Ranks of the Dead and Diregraf Colossus are good Zombie cards, but you're relying too much on Adaptation/Conspiracy for them to function in your deck. If you don't have an Adaptation effect on the battlefield then Endless/Colossus are not going to create enough tokens to matter and Rooftop won't do anything for a six drop.
The manabase can use some improvements, there's no Command Tower.
- Command Tower > Transguild Promenade
- Exotic Orchard > Dimir Guildgate
- Llanowar Wastes > Submerged Boneyard
- Yavimaya Coast > Jwar Isle Refuge
- Emergence Zone > Cabal Stronghold
- Sunken Hollow > Temple of Deceit
- Opal Palace > Mortuary Mire
By sacing Emergence Zone you can assemble combos at instant speed, play cards from your graveyard with Muldrotha at instant speed and play Zone again on your turn from your graveyard with Muldrotha. With enough mana, Zone and Muldrotha you could play the entire game at instant speed. This is just the beginning of budget upgrades you could make to the manabase, these are good lands for their prices especially Command Tower.
Consider Sakura-Tribe Elder? Two drop land ramp who sacs itself, interaction with Muldrotha. Signets can help with color fixing as well as be ramp and they're two drops: Arcane Signet, Golgari Signet, Dimir Signet, Simic Signet. My advice is cut several high CMC cards for more low CMC ramp. You're added more ramp which is good, but consider more? Ramp first helps to play Muldrotha faster, then it helps to cast more permanents from your graveyard. Muldrotha is a very mana hungry Commander since you need mana to cast as many types of permanents as you can from your graveyard. The combos here are very mana expensive which ramp can also help with.
2 weeks ago
Hey, nice budget version of Estrid.
I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.
I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.
Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.
With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.
The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.
Budget lands to consider adding:
- Command Tower
- Yavimaya Coast
- Exotic Orchard
- Seaside Citadel
- Bant Panorama
- Opal Palace
- Ash Barrens
- Prairie Stream
- Evolving Wilds
- Selesnya Sanctuary
- Simic Growth Chamber
- Azorius Chancery
The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:
Good luck with your deck.