Conversion

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Conversion

Enchantment

At the beginning of your upkeep, sacrifice Conversion unless you pay .

All Mountains are Plains.

thefiresoflurve on All Lands Are All Lands

11 months ago

Sadly, doesn't work. The key part that makes Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth work is "in addition to its other land types".

Blood Moon, Conversion, Glaciers, Illusionary Terrain, and Song of the Dryads don't have that text, so they'll only be one type at a time :/

Urborg and Yavimaya do stack to make forest+swamp+whatever though. I'm sure in a couple years, we'll have versions of those lands and this can be fully realized.

TheoryCrafter on Blood Moon Debate

1 year ago

Personally I see little difference between playing Blood Moon and dropping a board wipe on an opponent whose topdecking. You win a war by depriving your opponent of resources.

Not to mention we're approaching 30,000 cards with different names and we have the ability to purchase online. There's no reason why you can't adapt your deck(s) to turn your opponent's strengths against him. That includes, but not limited to, restricting your nonbasic lands to ones that can produce red mana, adding creatures with Mountainwalk, and playing cards such as Conversion, Enchanter's Bane and Mind Bend.

In Casual there's no reason ANYTHING should be banned.

kurban1213 on Angels, Dragons, and Demons..OH MY!

3 years ago

The main comment I have is that the deck seems a tad creature heavy. I understand the point is to sneak out creatures and have them do their thing, but protecting Kaalia is important for that to work. I would suggest swapping out some creatures for protection Mother of Runes , Nahiri's Machinations , Shielded by Faith , and Flawless Maneuver all give either a single creature (like Kaalia) or all creatures some protection. Also, a board wipe like Austere Command can give you a choice to destroy creatures with power 3 or less, which might be something that can wipe other boards and maybe keep yours a bit more intact for an advantage. Other cards to consider that are just plain good in this deck:

Gamble and Sneak Attack additionally let you find cards you need and then sneak them onto the battlefield without needing Kaalia!

Zirilan of the Claw may be worth considering before it becomes totally priced out of the water (RL cards are spiking like crazy right now)

And in my Kaalia deck I run three mana altering cards Conversion , Blood Moon , and Sunglasses of Urza in hopes that I can alter everyone's mana to benefit me. Of course you have to know the order of how these cards resolve, like if you have Conversion and Blood Moon in play, all non-basic lands are still mountains and Conversion is essentially dead. Also, playing Conversion then Sunglasses allows me to change all mountains to plains AND then still be able to use that white mana as red (and its only in my pool, still messing up mountains for my opponents). Also, one last card while on the topic of mana, Mana Flare is also super powerful in this deck because of the obvious need for lots of mana in the event you can't cheat out your big beaters. It gives your opponents mana too, but hopefully it would benefit you the most.

m_to_the_three on Anti Red

4 years ago

Conversion , Volcanic Eruption , and Glaciers to mess with his mountains.

Flash Flood and Flashfreeze for red removal.

Surge of Righteousness to get rid of red creatures.

Chill to tax red cards.

Baleful Stare to draw a lot of cards.

Teferi's Moat name red for ultimate protection. Harsh Judgment for more red protection.

don't forgot some neutral cards like Path to Exile , Swords to Plowshares , and Grasp of Fate just in case you aren't playing against red guys. If you want to keep the theme of color hose, Mana Maze and Drought are fun.

Finally, if you want to drop 400 dollars against your friend. Invoke Prejudice .

I hope that helps.

Switchstop7 on Build an Army. Protect the Kingdom.

5 years ago

@harbingerofduh

Thanks for the feedback! Much appreciated!

At the moment, i'm having a bit of an identity crisis with what I want the deck to do. At the moment my win conditions are basically life gain, but I can't choose if I want to tax my opponents to stall/pillowfort more, or just go full life gain. At the moment, I updated the deck to my current IRL deck, but you'll see i removed Conversion . It worked very well in my current playgroup, but I took it out to narrow down how I feel with the deck. At the moment I think Lapse of Certainty isn't that good in the deck simply because I have multiple cards to win and it's not a combo deck that has to happen right away. I'll definitely keep it in mind though. Thanks again!

harbingerofduh on Build an Army. Protect the Kingdom.

5 years ago

It seems to me that this deck's greatest vulnerability is interacting with opponents' attempts to break up your gameplan, either through killing your pillow-fort elements or messing with your win conditions. I see that you already have Dawn Charm and Teferi's Protection , but something like Lapse of Certainty might be nice extra insurance to have. Lapse doesn't get rid of the offending spell forever, but it does buy you one more turn to brace for an alpha strike, buffer your life total, or get some redundancy onto the battlefield. It has to be more useful than Conversion , which is cute but extremely narrow.

Snickles@EDH_only on Pattern Recognition #91 - Mana …

5 years ago

I will say, land destruction is my least favorite mechanic. I understand why it exists, and in some cases it is necissary. that said, blink-riders in standard was one of the few times that I ended up taking over a year long break from magic.


oddly, land hate wans't always (or even primarily) red. black and blue had some solid hozing abilities right at the start.

Erosion and Psychic Venom were punishing as hell for early game, and while it may not destroy the land, Phantasmal Terrain does mess with mana bases pretty well. Evil Presence and Blight helped round out Sinkhole for black. red had Stone Rain, Boil, Flashfires, and Fissure. blue had Volcanic Eruption and Acid Rain, (to counter act green's Tsunami, or Desert Twister). White had color hate for days with Drought and Conversion to name a few

oddly enough, the color pie was really into opposing color hate and ally color help at the start.

I don't think it was really until urza's block that red came to the forefront. and what a forefront it was. Wake of Destruction. as in, "see that mono colored deck over there? END THEM."

TheMadRocketeer on 3rd edition white deck?

5 years ago

How strict are you being on including only 3rd (Revised) edition cards? The other White Knight-like cards, Order of the White Shield, Order of Leitbur, and Silver Knight, came later than the third (Revised) edition. All are great, though.

Some more good ones:
Eye for an Eye to turn a loss into a tie or otherwise prevent a crushing blow from being one-sided
Righteousness for a fantastic combat trick - "Look. My Mesa Pegasus just ate a dragon!"
Lance as a great ability for cheap
Wrath of God to reset the battlefield
Resurrection as a perfect card to follow a board sweep
Death Ward as another - Doesn't help against Wrath, though.

Revised also has some great color-response cards, including the B, U, G, R, & W Circles of Protection and Wards, Conversion, and Karma.

Load more