|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Uncommon|
|Modern Masters 2015 Edition||Common|
|Duel Decks: Elspeth vs. Tezzeret||Common|
Combos Browse all
Indestructible (Effects that say "destroy" don't destroy this land.)
: Add to your mana pool.
Price & Acquistion Set Price Alerts
Darksteel Citadel Discussion
1 day ago
Re-Ran a current Meta on this build. Here are the results (Including Sideboard this time)
4x Vault Skirge
4x Signal Pest
3x or 4x Steel Overseer
2x or 3x Memnite
2x or 3x Etched Champion
1x or 2x Master of Etherium
4x Mox Opal
3x or 4x Galvanic Blast
3x or 4x Glimmervoid
1x or 2x Ancient Grudge
1x or 2x Ghirapur AEther Grid
1x or 2x Whipflare
1x or 2x Spell Pierce
Alternative Sideboard Cards
1x Blood Moon
1x Wear / Tear
2 days ago
i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.
Now lets look at green. what does green give you that red does not have.
mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).
1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.
so lets walk through the deck piece by piece.
Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.
Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.
Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.
Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.
Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.
World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.
Lightning Bolt: probably one of the best red cards printed.
Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.
Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)
Stone Rain: Bread of the deck. does exactly what you want to do.
Molten Rain: bread, meet butter.
Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.
Aether Hub: if you switch to a 2 color deck you can take this out.
Blighted Cataract: regardless of if you stick with blue or not you should take this out.
Botanical Sanctum: obciously if you drop blue you drop this.
Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.
Forest: basics are cool.
Island: this card makes people concede in legacy.
Mountain: glory be to red and all the pain it will cause.
Spirebluff Canal: you drop this if you frop blue.
Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.
if you couldn't tell i really think you should drop blue.
hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.
best of luck with your deck.
3 days ago
Emeria Shepherd Good value recursionMother of Runes Super powerful protection, but less useful since she can't target your commanderSolemn Simulacrum Pure valueBurnished Hart Ramp, which is important in a mono-white deckSun Titan Strong recursion, particularly for low cost vehiclesThalia, Heretic Cathar Strong disruption on your opponentsEmeria, The Sky Ruin Basically an autorun in mono-whiteHigh Market Useful for preventing exile-removal so that you don't lose creaturesMyriad Landscape RampNykthos, Shrine to Nyx Autorun in mono-color decks (although you may not want it depending on how many artifacts you end up runningReliquary Tower Good value landRogue's Passage More value landTemple of the False God Value landDay of Judgment Cheap boardwipeMartial Coup Token-themed wipeWrath of God Better version of Day of Judgement (recommended to run both though)Path to Exile Autoinclude in all white decksReturn to Dust Very strong removalMartyr's Bond Good in token decks as a deterrent for opponentsOblivion Ring Strong temporary removalSkullclamp Super strong card draw in token decksSol Ring Best card in EDHSwiftfoot Boots Strong protectionSword of the Animist Decent rampElspeth, Sun's Champion Very strong white walkerAngel of Serenity Super strong removalDarien, King of Kjeldor Very strong token generatorElesh Norn, Grand Cenobite One of the best white cards in the game, broken as fuck in token decksHeliod, God of the Sun Token generator with a nice passiveIona, Shield of Emeria Straight BMMikaeus, the Lunarch Fantastic synergy with tokensWeathered Wayfarer Really good land fetching, particularly strong against green playersDarksteel Mutation Fantastic removal against commandersLuminarch Ascension Completely busted token generator, but paints a large target on youCaged Sun Busted mana doubler for mono-colorsGilded Lotus Good colored mana rockHedron Archive Good rockSensei's Divining Top Pure ValueThran Dynamo Strong rockWorn Powerstone Very strong rock (much stronger than it seems)Entreat the Angels Very strong token generatorTerminus Powerful board wipeCrib Swap Off brand swords to plowshares/path to exile, still definitely worth runningWhite Sun's Zenith Strong, re-usable token generatorBuried Ruin Artifact recursion on a landDarksteel Citadel Indestructible artifact landShrine of the Forsaken Gods VERY strong land for artifact decksThespian's Stage Land copierVesuva a different land copierUgin, the Spirit Dragon Best planeswalker in the game, particularly with artifacts
1 week ago
Hello there, my favourite Kaalia player! I'm really glad you like my precious deck.
It is true my deck is sometimes too slow and you are right, it's because of Hall of the Bandit Lord but also the nature of the deck itself AND my style of playing it. I often like to have bigger board presence rather than actually doing anything with it. I like making possibilities and not attacking with all the aggro I can get.
Eldrazi Conscription is a card that made me think a lot but I came to a realisation: for me it's not an aura for 8. It's an equipment for 4 with equip 4. That is so since I'd cast and equip it on one turn anyway to minimise the risk of removal. If you look at it like this it suddenly stops being so overcosted, doesn't it?
Condemn is great because it has no drawback. Except it's very optional indeed. I am actually planning to upgrade it to the Path, but not until I get the promo series version with Rebecca Guay's art. :)
I am planning to get rid of some more gray lands, Darksteel Citadel included for Inkmoth Nexus for example, but currently I find it hard to acquire them. When i do though, they will replace these less valuable ones.
New Benalia, Thran Turbine and Terrain Generator are all really nice suggestions. I'm afraid that the first one will slow me down more than help with the scy. The Turbine looks great but gives me mana only for the upkeep. I hardly ever do anything on my upkeep. The Generator is nice if you are flooded, but it's not bad imo to put one land down each turn. I don't need to put all I have on the board. I'd rather not draw any more of them. And this is when Endless Horizons used to rescue me. It was a lot of searching and a lot of shuffling after the game though and I took it out.
Stonecloaker is a really nice one! I remember I've seen it before. Never gave it a second thought though. Looks really nice. I need to get one and playtest it!
I used to want Kemba on the team but after some time I realised the tokens aren't that great. Ok, some fire and block power. But nothing else except making it harder to protect the one equipped creature since the opponent will use a lot to get rid of her.
Mentor of the Meek would be nice with Kemba. Without her I don't have a lot of creatures with 2 or less power. It's 17 -ok, but I'm not sure it's worth it. Well, maybe it requires more thought...
As for another suggestions: Linvala, Priest and the Rack: there is only one reason I don't use them: money. Containment Priest actually look like it's within my reach but it's only against Kaalia. Do you really want me to have it? :) Also, it would prevent me from blinking the Mystic or anything in fact.
Thank you very much for such an amazingly long and thoughtful comment with so much great stuff to think of! I do appreciate it a lot. Cheers!
1 week ago
Hi my favourite Kitsune player. First I wanted to tell you that I really like your deck. Its awesome! I playtested it a couple of times, played with and against it, and I honestly think it works great. I like how all the different artefacts work together really well. You dont run a simple voltron here, which is nice and makes game much more interesting. You have some deadly combos here and tutors to drag them out, yet I think your deck sometimes might be a bit slow, especially becouse of lack of mana. That is why I think you should cut out some cards and add different instead. Remove especially those:
Eldrazi Conscription I know it is OP. But it has extremely high CMC, can be countered so easily. You need 10-11 mana to cast it and keep it safe onto the battlefield.
Oblation unless you cast it on your creature, is too risky.
Hall of the Bandit Lord enters tapped. Gives you only neutral mana. For 3 life. NO NOPE.
I think you also need some creatures. All the op equipments with so little creatures to equip. ESPECIALLY WITH FLYING
Stonecloaker is a nice surprise with flying for 3 CMC. Helps you protect something what is about to be destroyed.
Linvala, Keeper of Silence. I wander why you don't run her here. Gives You massive control and a flying creature fir 4 CMC!
Hushwing Gryff to shut down all the etb effects.
Now for some draw:
Mentor of the Meek is a nice creature
Scroll Rack gives you so much control
That is all I can think of riht now. Tell me what You think.
1 week ago
I don't think Panharmonicon works with landfalls, because it says "artifact or creature entering the battlefield". Lands are neither. Unless you get some that are both, like Darksteel Citadel or Dryad Arbor.
1 week ago
Do you even have room for the extra gold lands? Your mana base should be:
After that, you really don't have room because that's at least 16 lands, plus Mox Opals.
1 week ago
Thanks for all the input! I can only think of one situation where confluence might be better.
If I counter Recall I could still lose to Silence depending on the artifacts I have in play. If I save my counter for Silence, then my Darksteel Citadel's would return to hand. I'd need confluence over Industry for the blue mana.