|Commander / EDH||Legal|
Printings View all
|Oath of the Gatewatch (OGW)||Common|
|Promo Set (000)||Rare|
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Crumbling Vestige enters the battlefield tapped.
When Crumbling Vestige enters the battlefield, add one mana of any colour to your mana pool.
: Add to your mana pool. ( represents colourless mana.)
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Crumbling Vestige Discussion
1 month ago
So I went to a tournament in my LGS last saturday and got a mediocre result with this deck.
Out of 12 rounds I played, I only was able to assemble tron round 3 in 4 of the games.
The faces of people facing a Ulamog's Crusher turn 4 is priceless.
I think of the following changes to make the deck more consistent:
- 4x Brood Birthing into 4x Crop Rotation
- 4x Nest Invader into 4x Fierce Empath
- 3x Emrakul's Hatcher for 1 more Rolling Thunder and 2 Radiant Fountain
- 4x Rugged Highlands for 4x Crumbling Vestige
- 3x Druid's Deliverance into 3x Moment's Peace
BTW: Duress was the best card in my sideboard, because a lot of people played B/U Control decks.
2 months ago
I've thought about Crumbling Vestige but I'll reconsider it. Personally, I think the Crypt Sliver and Heart Sliver are well worth the occasional mana trouble. But so far it has been working out quite nicely. The deck mulligans well also.
2 months ago
I have being running the standard gw manabase, but with 2 Survivors' Encampment and 1 Crumbling Vestige and i haven't really had any problem with, although I do only run 2 Crypt Sliver and 1 Hunter Sliver, and I am a fan of splashing extra colours, just not to that extreme.
2 months ago
You only have 3 lands that tap for colorless mana, so as it stands you are not very likely to be able to pay for Eldrazi Displacer's ability. If you want to keep displacer, you should at least be running Evolving Wilds to search for a Wastes. Here are some other options: Aether Hub, Crumbling Vestige, Sea Gate Wreckage, Warped Landscape, Arch of Orazca, Scavenger Grounds, Shefet Dunes.
2 months ago
3 months ago
Hey! Love the deck idea; having reliable defense while you just chill and burn out your opponent is a great way to make red and green work together in Pauper, which is something I'm currently struggling to do.
I ran a few playtests with it, and there are a couple of minor, fixable problems.
First, consider replacing Gruul Guildgate with Rugged Highlands, which is a direct upgrade with no downsides. This assumes you want to stick with taplands; personally I prefer something with more speed like Crumbling Vestige, but admittedly it is less reliable for mana fixing. Speaking of which, Abundant Growth is alright, but given that this is a two-color deck and one of the colors is green, there's a much stronger mana fixer/accelerant in the form of one of my all-time favorite cards, Utopia Sprawl. It raises the asking price of the deck considerably for a Pauper-legal card, but it's just so great since it makes the enchanted Forest produce 2 mana instead of one, and the second mana can be either color.
Next, the most common problem in playtests was one of two things: either the burn cards were there but without enough mana to get the job done quick, or the mana was plentiful but the burn cards were absent. At times even the problem was the mana production of Battle Hymn couldn't be used to play more defenders because there weren't yet enough defenders in play, which was very frustrating. Battle Hymn seems like it would favor a deck of more small creatures; other red accelerants like Rite of Flame might fare better. Either way, the aforementioned Utopia Sprawl helps, but an additional burn card would help as well.
4 months ago
Sorry to double-comment, but I figured out another thing holding your mana base back: it's an even split between green and red, while your cards are much more lopsided. Leaving out the sideboard (which would complicate things beyond what my experience can provide), here's what's important:
Nearly a third of your deck (about the same proportion as your lands, which is important) costs only 1 mana to play. That's excellent. But of those 19 cards, 15 of them cost one red mana, and only 4 cost one green (and those 4 are ideally played for free via Madness). If we went by that metric alone, your lands' mana production should be 3 red for every 1 green. But then factoring in cards with a CMC of 2, it's lopsided towards green: 8 that cost 1G, 4 that cost 1R. While this means your lands should still lean red, it certainly shouldn't be at a 3:1 ratio. You can adjust the proportion to something closer to even like 2:1, or to really make this deck kick ass, you can replace some of those 1G cards with 1R cards or with something that works either way like Burning-Tree Emissary. Problem is, River Boa is one of your best defensive cards and Wild Mongrel is a key offensive one; they're hard to replace. That one's up to you.
Beyond that is where things get really tricky. Hooting Mandrills are likely to be played for 2-3 mana at least once unless your opponent is running graveyard removal, but virtually never on turn 3. You have a grand total of 5 cards with a CMC of 3 or 4, but 3 of those 5 cost 2GG, where a mana base that leans red will hurt you. You could consider replacing these 5, but I think it'd be easier to put in some more nonbasic lands that will help you out.
Now personally, I can't stand taplands, especially in aggro because they've got awful tempo. If I can get away with it, the only taplands I'll use are utility lands (and even then I prefer colorless not-ETB-tapped ones like Rogue's Passage), or lands that somehow make up for the fact that they're tapped coming in. Since this is paper pauper, any commons will work, and there's a strong one that you can get 4 of for pocket change: Crumbling Vestige. It produces the color of your choice once, then colorless forever afterward. People overlook lands that produce colorless mana a lot, but plenty will still work well. This one's not ideal on a deck that leans so heavily on one-drops since it can only pay for one once, but colorless mana still counts towards every card in your deck that costs 2+ mana, so 4 of them is much more likely to help than to hurt. I'd even consider dropping Rugged Highlands in favor of these, since that one's really only good if played on your first turn, and is more likely to hurt your late game. Terramorphic Expanse is a keeper though, since it contributes rather nicely to casting Hooting Mandrills.
Tempo makes a big difference for a deck like this. Get it built well, and you can even take on a burn deck.
5 months ago
This is an awesome deck, I love the theme. Plus 1 from me. Seven Wastes seems unnecessary though. You aren't using any of the (only two) cards that actually care about Wastes. If nothing else, I'd fill some of those slots with budget lands that come in untapped and also produce colorless mana, but have an extra usage if needed. Rogue's Passage is one I highly recommend. Additionally, Shimmering Grotto, Unknown Shores, Dreadship Reef, Crystal Vein, Ghost Quarter, Corrupted Crossroads, Opal Palace, Survivors' Encampment, Crumbling Vestige to name a few.