If a land is tapped for two or more mana, it produces instead of any other type and amount.
Each spell a player casts costs more to cast for each other spell that player has cast this turn.
|Have (4)||orzhov_is_relatively_okay819 , metalmagic , , DudeMan1031|
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|Commander / EDH||Legal|
Damping Sphere occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.01%
Damping Sphere Discussion
4 days ago
Check out https://mtg.gamepedia.com/Nonbasic_land as it lists all the non-basic lands for each color specifically. Some analysis of my own though:
Polluted Delta and friends. Extremely useful for guaranteeing color access. The shuffle effect can generate extra value when you know what the top card is (especially Sensei's Divining Top and Brainstorm, but really any scry/reveal effect) by shuffling away cards you don't want. Generates huge color access when paired with Shocklands. The "pay 1 life" clause does add up, especially against decks like burn. Reusable from plenty of cards, and it also slightly thins the deck. Hosed by a few random effects like Aven Mindcensor or Leonin Arbiter that stop searches. Also hosed by Thalia, Heretic Cathar (and Root Maze if legacy/vintage) due to having two lands enter tapped instead of just one. A staple of any 2+ color deck, the positives far outweigh any negatives.
Overgrown Tomb and friends. Used in conjunction with fetchlands to guarantee color access. The 2 life to shock hurts, especially when fetched to make it 3. You can always crack fetches to grab shocks at the end of turn before yours, to have the shock enter tapped to save the 2 life. This allows you to keep mana open for instant speed response if you need it, while getting the reduced enter tapped cost if you don't need to respond to something. You generally want 1x of each shock for color access, and I personally think a 2:1 ratio is good for fetches:shocks. I will often start with 8:4 fetches:shocks for 2 or 3 color decks, and adjust as necessary from there.
Spirebluff Canal and friends. A nice dual land without land types that can guarantee color access fast and early. You generally should run 2-3 of these in a deck. Take note that you can play them untapped as the first, second, or third land. You like to see 1 or maybe 2 of these in a game, but don't like to draw them later. If drawn later in the game, entering tapped usually isn't nearly as big of a deal if the land entered tapped on turn 1/2/3. Extremely useful against decks like Burn or most aggro decks that seek to pressure your life total fast and early.
Dragonskull Summit My favorite lands to use in conjunction with a fetch/shock package. They work extremely well with fetches and shocks, but do note that they will always enter tapped if it is your first land. A nice card to run, relatively efficient $$$-wise, but it doesn't play well with other non-basics such as the fastlands. These lands will also raise the percent of hands you need to mulligan with, as some otherwise playable 2 land hands will always make the checkland enter tapped (like if the other land is a fastland or other land without a basic type). Very efficient in 2 color decks, extremely efficient in 1 color dominant decks with a splash of another color for one card or sideboard reasons.
Cascade Bluffs and friends. Useful when you have extremely color heavy cards such as Kiki-Jiki, Mirror Breaker or other 3+ colored mana requirements. Hosed out by Damping Sphere. Worth noting that this will never make colored mana on turn 1, which slightly raises the amount of hands you will have to mulligan. A fine option for most decks, especially if you pulled one from a pack and have it available. You will see the most benefit from these in 3+ color decks.
Port Town and friends. Similar to check lands, but they perform slightly differently. They can enter untapped on turn 1, which is a massive gain, but enter tapped if drawn later on after you've played your lands out from your hand. Doesn't work well with other non-basic lands outside of fetch/shocks. I personally skip these in favor of check lands, but if you notice too many turn 1 plays being broken by check lands, this may be the solution.
Prairie Stream and friends. Also known as tango lands. Useful in 2 color decks where you will see more basics. Can't recommend them too highly there either, but that is where can possibly see play. These have basic land types, so they can be grabbed with fetchlands, useful as an EOT play so you can untap with them normally. Really not very useful, hard to have them enter untapped. Still significantly better than almost every land that 100% enters tapped though, as it sometimes enters untapped and is fetchable.
Always enters untapped, always guarantees color access. You can navigate around the 1 life on later turns by using it for instead of a color. Useful in decks that must have color access. A good budget replacement if you can't afford a fetch/shock mana base. This land will suffer against burn.
There are only 6 of these, all enemy colored except for Horizon Canopy, but spicy tech for sure. Useful in a deck like Burn that depletes its hand, or decks that use Life from the Loam to get repeat draws from the horizon lands.
4 days ago
3x Damping Sphere replace with Censor and Blink of an Eye against Shrine to Nyxthos decks.
3x Negate replacing Censors and Sinister Sabotages against control.
3x Essence Scatter replacing Censors and Blink of an eye against large creature decks.
3x Engulf the Shore replace Sinister Sabotage and Dissallow against fast creature decks.
3x Hydroid Krasis replace with Torrential Gearhulk and Dissallow against fast damage decks with small creatures.
Wilderness Reclamation is another card I'd reccomend for this build in the main board.
Let me know what you think of my reccomendations!
5 days ago
1x Legion's End
This was the sideboard of a semi-recent 5-0 goblin list. Maybe it will be useful to you.
5 days ago
Glad I could help!
Of course, that's just a 5-minute rundown. There are theoretically infinite situations in which you'd rather have fetchshock, and same for not having fetchshock.
For instance, if you're actively milling yourself and/or removing cards from your deck, then fetches aren't as good because there's a chance that they'll fizzle because the best shock isn't there. But if you have Life from the Loam you like fetches to make sure you hit your land drops. Which means the Dredge archetype, while it wants some fetches, should also be using a manabase that functions fairly well without fetch-shocking, so they have to create a weird manabase that accommodates both aspects.
I'd also say that sometimes, painlands are actually better than unfetchable versions of the og duals(Shivan Reef v Volcanic Island). There are situations where they are just better -- and situations in which they're terrible.
One more note: budget really influences your manabase. Most of the time, it is correct to go fetch-shock. I'd say fetchshockcheck is the best for your average 2 color deck(example for UW: 4x Flooded Strand, 2x Hallowed Fountain, 4x Glacial Fortress). This is because most decks in modern really benefit from fetches. In fact, a lot of the cards on the modern banlist would be fine if fetches didn't exist. Additionally, a lot of the best cards in Modern are only all that good because Fetches exist. Think Fatal Push. Even Tireless Tracker is far less powerful without fetches.
1 week ago
Wow, thank you for letting me know, that's awesome! This was one of my favourite decks that I've ever played (I've since disassembled it because I'm trying to make some progress on cEDH Brago at the moment), it brings me so much joy to know that somebody out there is terrorizing their group with this monstrosity while I've (unfortunately) had it on the shelf.
To address your points Sumradagnoth:
Yes Trait Doctoring is definitely bad, it just happened to be the last colour changing effect that I had laying around and I wasn't aware Sway of Illusion existed at the time (thank you), that's a great substitution and I'll edit that one in immediately.
Blind Seer is cool and could add redundancy but I'd be wary of it's mana cost, spending six mana to do something Mind Bend does for only one mana seems like it could be too prohibitive. Especially considering the deck uses symmetrical stax effects, the card might get stuck in your hand most games.
I reeaaaalllly like Painter's Servant as the win condition for this deck because it provides so much value outside of the combo and can serve as a stax piece if necessary, although I absolutely do acknowledge that Grindstone becomes an undesirable topdeck draw. Outside of Academy Ruins there isn't a ton of ways for mono blue to recur from the grave unfortunately, at least not without diluting the strategy of the deck too much (it's already not the most focused deck to begin with). I'd try being more careful about your timing casting Painter's Servant, keep it in your hand until the very last minute whenever possible. Something else you could consider is adding Mechanized Production or other better clone effects that would make a few different copies of Painter's Servant needing to be answered (maybe Mechanized Production instead of Pendrell Mists... I don't think that effect is quite worth paying 4 mana for personally, Propaganda is a better pillowfort effect that only costs 3 mana and allows your oppos to keep some creatures but encourages them to swing at your other oppos). Mechanized Production has the added benefit of being really nasty with Sphere of Resistance (which slots in easily in the place of Damping Sphere as long as your meta doesn't have an abundance of storm), and if those two cards manage to stick then Production + Sphere can act as their own back-up win condition. This also makes Tribute Mage better because it could find either/both Painter's Servant or Sphere of Resistance.
I'm not a fan of Stormtide Leviathan (see my above point about the cost of Blind Seer, I'd expect it would be stuck in your hand most games) and I'd recommend to try adding another back-up win condition instead, like maybe the Mechanized Production package I had mentioned, in order to end the game faster. I think a second back-up combo or lock that could win the game independently of Servant + Grindstone would likely be far more reliable than casting a big beater and then also waiting a turn to go into combat.
I wish you the absolute best of luck piloting Llawan and feel honoured that my build inspired you to give it a try. I'd be thrilled if you'd continue to share your observations with me as you make changes to the deck!
May your tentacles crush enemies efficiently and mercilessly, cheers!
2 weeks ago
I was driven to comment because I am in love with this idea, Song/Bobo/Rielle looks like tons of fun. I am writing this mostly to lay down my thoughts about how I would make my own version, and if you disagree with any of my points of course ignore me and play whatever cards you want.
As an experienced Yorion player I have some suggestions for tweaks, beginning with the inconsistency of 80 card decks and how to make them reliable. 32 lands is not enough, especially with the land synergies you have here. There are a few cards that, while powerful, don't necessarily line up with the strategy. Sad to say, Field of the Dead is banned in pioneer, so I'll start with those ideas.
-1 Field of the Dead, -2 Questing Beast, - 4 Gallia of the Endless Dance, +2 Breeding Pool, +2 Ketria Triome, +1 Blast Zone, +1 Borborygmos Enraged, +1 Rielle, the Everwise. Gallia is good and has discard synergy, but requires one drop creatures to actually begin triggering in any reasonable amount of time, and our early game is better spent setting up for the silliness later. This puts us at 36 lands, but I think 38 is where we want to be.
Cavalier is powerful and aggressive AF, but not something we want to see all the time. -1 Cavalier of Flame, +1 Sheltered Thicket, -1 Temple of Epiphany, +1 Lotus Field (don't want to miss out on squeezing this amazing land in somewhere). that's 37.
Unfortunately, while he is adorable, Buccaneer is an objectively bad magical card. Luckily, there is another 3 drop 2/4 who loves lands. The switch is synergistic and keeps to curve, -4 Glint-Horn Buccaneer, +4 Courser of Kruphix.
The next point is that Song is its own engine, that its downside is large, and that Rielle terminates the drawback of being without a hand during our opponent's turns. The adventure creatures are also neat in this regard; they dodge the discard. With that in mind, Ox could be cut. If we control Rielle and Song, we want the first thing we discard to be Song's trigger after we've drawn cards with Uro, who will be hogging our graveyard anyway. Benthic gets the boot, we want to play lands from anywhere. -3 Ox of Agonas, -3 Benthic Biomancer, +1 Uro, Titan of Nature's Wrath, +4 Ramunap Excavator, +1 Sheltered Thicket. In my opinion, this is the correct amount of lands.
The new list aggressively loots and ramps for Bobo, as well as Judgment, all while threatening our opponent with a 6/6 that never dies and an annoying 5/1 fearie with with flying, first strike, and trample. If only I could have this in Arena.
3 weeks ago
Go for the Temur ones, they use Past in Flames and Sylvan Scrying, but temur has a great manabase, with one triome, and a really good sideboard tech of Nature's Claim for Damping Sphere/Rest in Peace as well as Veil of Summer to protect your combo turns!
the above list is just the first result, test things out as you please!
1 month ago
Hey I play tons of Ponza and have done for years. I play mostly on MTGO so you local meta might be different if you play at a store, but here is my take on the cards. I think I wrote a smaller book of a comment sorry about that.
first off Inferno Titan!, turn 2 moss into turn 3 titan is the most powerful thing ponza can do. Remember he can be pumped with his ability and often swing for 12 or more damage (when targeting face with the ability) plus he shoots stuff down planeswalkers and creatures alike both when he is played, but also when he attacks. The absolute best finisher for the deck.
I love Bonfire of the Damned and have played with everything from 1 to 4 copies in my main board, the one sided board clear feels so good, but I have come to realise it is just too conditional. It is too reliant on the miracle, i kept telling myself it wasn't but it really is, 7 mana for 3 damage is not worth it, you are already dead to aggro and if you have enough mana to shoot someone down with a big spike you should have already have won. Anger of the Gods in the sideboard are just better wipeing you own dudes does not really matter if the opponent just loses to a wipe and the exile of creatures is so important vs graveyard stuff.
You play Boom / Bust which i have experimented with as well, you say it cost less than Pillage, this is not true as you need 2 mana and a untapped fetch in order to play it, so that is 3 mana, plus you need a fetch to play it that is super conditional even with 8 fetches. And depending on Bust part to win the game is not something you should never wish to happen.
Artifacts, one thing Ponza loses to is Aether Vial, all the land disruption does nothing against it. So in order not to lose to that i suggest to main board Pillage or Abrade they are so good with the flexibility doing what the deck is already trying to do and able to remove artifacts when needed is super useful. Other cards they help against is Cranial Plating in affinity, Oblivion Stone the only answer tron really has and Arcum's Astrolabe which bypasses all moon activity and of course all the stupid artifact creatures that randomly appear like Walking Ballista and Myr Superion.
I know you play Primal Command for all the artifacts and such nonsense, I have played it myself in the past, but for 5 mana it is really slow and to that it is also quite conditional on its effectiveness some games it can just outright win it like mill or somthing, but more often you will lose with it in hand and it is the worst. searching for a big guy to finish with is not much good either as you would much rather play the big guy insteal of the command and i have so often lost with the searched up guy in hand as the opponent will know to kill off your mana dorks or keep a counter in hand because you revealed your plan.
your Eternal Witness Stampeding Serow combo is cute, but playing cards that are not just good on their own are a big mistake, blue deck might get away with it, but green really relies upoun mana effectiveness. I see how you can use witness's with other cards in your deck and be able to slowly grind value out, but in reality something like Tireless Tracker would be much better as it just gives value by existing and can end the game.
Okay how to win vs the bad matcups like burn, storm and control. It is so hard to win vs storm, you already use Scavenging Ooze, but other cards i use on and off is Cindervines, Weather the Storm and Damping Sphere.
to win against burn the most effective strategy I have used is the Madcap Experiment and Platinum Emperion combo. otherwise Obstinate Baloth and Kitchen Finks works, the baloth having added bonus of being really good against Burning Inquiry and Liliana of the Veil.
lastly control, i absolutely hate control. oh well here the best thing is getting a Blood Moon out turn 2 it is so important that running stuff like Magus of the Moon is very much worth it. otherwise there is of course Thrun, the Last Troll and Choke.
Hope i helped you out in some way and not just made you angry or something.