: Add to your mana pool one mana of any colour in your commander's colour identity.
Sacrifice Commander's Sphere: Draw a card.
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Commander's Sphere Discussion
10 hours ago
Vow of Flight, Vow of Wildness, Vow of Lightning, and Vow of Duty to prevent your own commander from swinging back into your own face while still being an offensive powerhouse. Assault Suit also fulfills this role.
Prismatic Geoscope is a great budget way to massively ramp out in a 5-color list.
Commander's Sphere is great at fixing your mana, and popping it for card draw is always useful lategame.
Tempt with Discovery is a nice group hug card that helps everyone ramp out, but mostly you. The fact that it can grab ANY land, and not just basics, is critical in a 5-color decklist.
11 hours ago
Spread the Sickness: I'll confess that I don't want to remove this from the list, it's a removal, it has proliferate and the cost isn't such a big deal because of the ramp but I liked a lot your suggestion and I'm thinking about put Darksteel Ingot or Commander's Sphere in the place of Bloom Tender because bloom are not surviving in the field, very strong card, alway target of removal spells.
Tumble Magnet I know this card is weak, but in my field there is a Xenagos God deck that I need this tumble to tap his 12/12 haste before declare attackers, that's why I'm not getting it out.
About the honorable mentions: They are too strong, I didn't want to use such a powerfull thing, I prefer less impact cards, but thank you for the suggestions, obviously two GREAT cards to add in the deck, I'll put them in the maybe board for others users see.
1 day ago
I'd suggest removing a one-time proliferate source, such as Spread the Sickness, which is BOTH costly and slow (5 CMC destroy target creature at SORCERY speed? Ew.)
What i'd do :
Command tower replacing a land like Yavimaya Coast
Commander's Sphere replacing Fertilid (since you got like 7 basics total)
Darksteel Ingot replacing Tumble Magnet.
(That's if you have manafixing problems, but always have a Command tower in a commander deck that's 2 or more colors)
2 days ago
not totally sure what you feel like doing with your deck so I can't make too many suggestions about the deck other than probably cutting some lands for other cards and adding in more mana ramp since you have pretty much none, mana ramp is a bit hard in a deck that doesn't use green but there are some options
i think you could replace Sigil of the Empty Throne with Angelic Accord since your deck is to gain life, it sort of utilizes it. You could also use an Archangel of Thune to weaponize lifegain, or use the Sanguine Bond +Exquisite Blood combo it might not be friendly but it isn't that bad
you could add in tutors:Demonic Tutor, Vampiric Tutor, Diabolic Tutor, Beseech the Queen is a decent card for 3 mana mid game Sorin, Grim Nemesis is fairly good here i'd think but better if it hits a higher cost card, i dont think he'd live long enough to pump enough value out though.
not very easy on the wallet but solid rock here: Mana Crypt
Any color ones: Manalith, Commander's Sphere, Darksteel Ingot, Doubling Cube(doubles all the Mana you have for 2), Cryptolith Fragment Flip(doesnt really flip though), Corrupted Grafstone, Gilded Lotus, Fellwar Stone
3 days ago
Ankle Shanker is fun in those types of decks
1 week 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
So, I just have a few suggestions real quick, but they are going to require 10+ cards in the deck to be changed.
First, this deck has a fairly high average mana cost, but only 31 lands. Less than 1/3rd of your deck is mana producing land. You'll want 36 land, at least, plus mana accelerators like Rakdos Signet. Even my more casual decks, like Ghave: Baby Makin' and Alimony, uses 35 lands plus 15 cards that ramp or can function as ramp- for a total of 50 cards that care about mana. This results in a deck that always has the mana to make its strong plays and develop early.
Now, I know what you're thinking. "Pook, don't you flood a lot having half of your deck devoted to mana production?"
No, I don't. Not with a Commander that has an activated ability, not with lots of mana hungry cards that, once they hit the table, I win. Your Commander also has an activated ability. A very powerful one. You're going to want the capacity to activate her throughout the game in order to change the flow of it-- someone not paying attention and swinging a Blightsteel Colossus at you isn't a big deal if you have 7 mana and Olivia on board (stealing creatures during combat is the best). Notwithstanding, you want Olivia to get big because it only takes 21 damage from her to win you the game.
You don't have to go that far into it, though. Simply having 36 lands + some number of mana rocks to smooth your draws so you are forced to mulligan less would be ideal. For this reason, I suggest these cuts:
Your worst creatures, like Twins of Mauer Estate, Falkenrath Reaver, Furyblade Vampire (he's not good. Spending a card for a minor damage boost isn't great in a multiplayer-centric format where life totals are 40), etc.. Put lands in their places, dropping at least 5 cards.
Other cards that can be cut because they're not great in Commander- Eliminate the Competition (Hex exists for 1 mana more, and doesn't make you sacrifice 6 creatures to play it. Also, it's not very good and no one runs it, so EtC is even worse in comparison). Fiery Temper is meh, 3 for 3 damage isn't exactly great in 40 life formats. Sure Strike (Loxodon Warhammer is better because it sticks around for longer than 1 turn and gives evasion, for example). Voldaren Duelist. Ravenous Bloodseeker. Markov Crusader.... honestly, there's a lot of creatures that could probably be dropped for more efficient ones, but dropping about 6-10 cards for the following will help:
Sol Ring, Rakdos Signet, Talisman of Indulgence, Worn Powerstone, Darksteel Ingot, Commander's Sphere, etc., would be a good start. Ones like Coldsteel Heart, Charcoal Diamond, Fire Diamond, could be useful if you needed even more mana rocks.
Once you get your mana base settled, the deck should start rolling more smoothly and you can see what you're able to do with it. Adding more draw (Phyrexian Arena, Skullclamp) would be important, more tutors are always helpful, and fun stuff like Contamination and Bloodghast could keep your opponents from interacting with you while you beat them down, etc., but I'll save that for another time once your mana situation is sorted, as that's a far larger issue right now (not having mana = you can't do anything, after all).
1 week ago
Izzet Signet fixes and ramps mana and is an artifact.
Psychosis Crawler lets you take advantage of all of your card draw, slugging opponents and getting huge in the process.
Solemn Simulacrum is a staple EDH card that ramps and gives card advantage when it dies.
Foundry Inspector makes your artifact spells cheaper, which is really useful to trigger Jori En's ability by playing multiple artifacts in a turn.
Phyrexian Metamorph is an excellent Clone variant that stays an artifact regardless of what it is copying.
Torrential Gearhulk has a hefty pricetag, but it is another way to cast two spells off a single card, and potentially during an opponent's turn.