|Commander / EDH||Legal|
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|Commander Anthology Vol. II (CM2)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Commander Anthology (CM1)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Magic 2014 (M14)||Uncommon|
|MTG: Commander (CMD)||Common|
|Promo Set (000)||Rare|
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Indestructible (Effects that say "destroy" don't destroy this artifact.)
: Gain one mana of any colour.
Price & Acquistion Set Price Alerts
Darksteel Ingot Discussion
5 days ago
Mana Leak out
6 days ago
The next step is to make sure your mana ramp is in order. It is really important to have at least 10 ways to ramp, and with Atraxa, you might even want to add one or two more in the future. For now, you should stick to 10 so you can test the deck’s other components.
Something I noticed is that you had Evolving Wilds and Terramorphic Expanse counting as mana ramp cards. These should never be thought of as ramp. Mana ramping is taking any action that puts you ahead of the amount of mana you could have available if you only dropped lands. Evolving wilds counts as your land drop, and while it fixes your mana by going to get any color you need, it does not put you ahead on your amount of available mana. In fact, it puts you behind because it comes in tapped. Fixing is great and important in a four color deck, but the more lands you have coming in tapped, the more you’ll set yourself behind. You can still run a good amount of taplands, but having a good ramp package can help soften the blow. Once you get good duals, the ramp starts to work even better.
It is always of utmost importance that your ramp is both cheap and long-lasting. The biggest downside to not playing green is not being able to ramp mana as effectively. This is because the other colors have to resort to mana rocks and mana dorks, artifacts and creatures that tap for mana. Using ramp like this can be fast and effective, but you are always vulnerable to board wipes and removal. One Vandalblast will ruin anyone's day if all their ramp is artifact based. Luckily, you are playing green, so you should never have to worry about rocks getting blown up. All of your ramp should be land focused, unless you have a really good reason for using something more synergistic. It is kind of a widespread unspoken courtesy that people do not actively use mass land destruction in EDH. Sure, there are those that do, but WAY more people come ready to blow up all artifacts/creature/enchantments when they need to. This makes throwing extra lands out a safe way to ensure you get ahead on mana and STAY ahead on mana.
Let's go down all your ramp one by one and see what better options you have:
1) Cultivate is exactly the kind of spell you want to be ramping with. It finds two of your colors, puts you ahead on mana, and guarantees you'll make your next land drop. You would be hard pressed to find a multicolor EDH deck with green that doesn't want this card.
2) Darksteel Ingot looks good on paper, but 3 mana is a lot to pay for a rock, even if it gives you all your colors and is indestructible. The Ingot may have indestructible, but stuff like Merciless Eviction or Play of the Game don't care anyway.
REPLACEMENT: There are, however, reasons to want 3 CMC ramp cards. For instance, Cultivate is so good, it didn't need a replacement. It is SO good, that you actually should use it's twin Kodama's Reach to replace the Ingot. It may seem like the flexibility of Ingot adding any of your four colors is worth it, but something like Kodama's reach, when working with a good mana base, can actually be more effective, because it can give you two of the colors you need simultaneously, instead of giving you access to one at a time. That's on top of being land based rather than artifact based.
3) Fellwar Stone is where we start to make exceptions for rocks based on power. In a 4 player game, Fellwar almost always taps for any color you need. The power of a rock skyrockets when it costs less than 3, can tap for multiple colors, and can be used right away. This one is a great call, and its benefit in the early game will outweigh it's vulnerability to mass artifact destruction.
4) Golgari Signet is a great rock, but not being able to tap right away and only getting two of your colors makes it not work as great as land based ramp. Keeping most of your ramp to 2 CMC will help you cast 4 drops (Like your commander) on turn 3. It also means you could be more likely to cast two ramp spells on the same turn and start flying ahead. It also means you could ramp and still have room to cast other spells. That kind of advantage doesn't seem like much, but it makes turns worth of difference.
REPLACEMENT: To keep this slot to 2 CMC, the best option would be Farseek. It can grab any Plains, Island, or Swamp and put it into play tapped. This will become super important once you acquire dual lands that have basic land types because it can go get a Plains/Forest or an Island/Swamp, giving you access to two more colors instead of just fetching a basic land.
5) Khalni Gem is just straight up bad unless you have a reason to bounce lands to your hand. 4 mana and returning two lands is way too steep a price. It doesn't even put you ahead on the turn you play it. On top of that, it can only add one color at a time.
REPLACEMENT: Rampant Growth is a shoe-in here. 2 mana, gets any color you need. It only gets basics, but that is fine as long as your mana base is built right and you know your deck well.
REPLACEMENT: So this is a case where you can make a replacement that ignores the downfalls of the original card by being super synergistic with your deck. Might I introduce you to Astral Cornucopia! It will most of the time cost 3 mana just like Manalith, and tap for any color just like Manalith, but every time you proliferate, it will tap for more mana. This can get WAY out of hand with all the proliferating your deck is trying to do. You may find it becomes too hot of a target for removal, but the benefit here is super unique to your deck and is worth running until your playgroup starts to hate it out of existence.
REPLACEMENT: Another easy 2 CMC option to slot in here is one of the best ramp spells you can have, Sakura-Tribe Elder A.K.A. STEVE! It is basically Rampant Growth on a creature. This makes it crazy good because you can play it and have it out as a blocker, sacrifice it after it blocks, and go get your land. You can sac it on the end step before your next turn after playing it and basically see the same benefit as a Rampant Growth, but with the added benefit of having had a creature out that whole time. Hell, if you don't need the land and would rather have a blocker, keep him out longer and sac him in response to anything that would kill him or exile him. On top of that, it could be something you give infect to in a pinch. Master Biomancer could even make him huge when he enters. Any powerful effect that can be stuck on a creature adds so many benefits, you'd be hard pressed not to want it.
8) Sol Ring is always amazing. Nuff Said.
9) Temple of the False God is pretty awful in a four color deck. It can make your opening hands terrible, and shouldn't even really count as a land in most cases. If you're not counting it as a land, then it should fall into the ramp category, but in this case it ramps you one mana ahead, but gives you no colors, and replaces your land drop. On top of that, it wont work until turn 5 at the earliest. This is will be a feel-bad card a lot of the time.
REPLACEMENT: Harrow is ridiculous good. It costs 3 mana, but leaves you with 2 more mana to use after it resolves, effectively making it cost 1. Sacrificing a land is a small price to pay to go get two lands and have them come in untapped. It can fix your colors, put you ahead, and allow you to cast more spells that turn. Basically all the good gravy.
10) In order to make the 10th ramp slot, another cut will have to be made. As cool a Plague Myr is in the deck, I think it is best to consider that most of the time it will just be a 2 mana 1/1 with infect, because you'll want to spread those poison counters. When you do need it to be a mana dork, it might not even give you the colors you need. This kind of low impact is not enough to justify crippling your ability to ramp effectively, so for now it should go to your maybeboard. I would continue to keep it in mind in mind for the future if you feel another 2 cmc infect creature might as well become something that taps for mana occasionally. For instance, this could come back in to replace black mamba in the future if playtesting deems it viable.
REPLACEMENT: There a few really great options left. Chromatic Lantern is going way down in price due to the upcoming reprint, so I would definitely have that at the top of the list for this slot. For now however, you can stick to a land based ramp spell that I can mail to you. Nature's Lore is fantastic because it costs 2, searches for a Forest rather than a basic land, and puts the Forest in untapped. This means it can go get dual lands with forest as one of their two types, or even something crazy good for your deck: Murmuring Bosk. Nature's Lore should take priority over rampant growth once you have enough good duals, but for now, Lantern and Rampant work better together.
If you get Lantern, don't use nature's lore until you have enough duals to make it worth replacing rampant growth with it. If you don't get Lantern, Use both Nature's lore and Rampant Growth.
These changes should make your mana much smoother and more effective in the long-term, as well as allow you to cast most anything when you need to. Continue to think about whether you should add 1 or 2 more after you've play-tested a bit.
1 week ago
I like it, +1. A few thoughts:
I wouldn't run Druid of the Cowl, Leaf Gilder and Lifespring Druid when you haven't yet included Fyndhorn Elves, Elvish Mystic, Elves of Deep Shadow, Birds of Paradise or Priest of Titania. Consider Somberwald Sage as well - turn one dork, turn two Sage sets you up for turn three Prossh.
Obelisk of Jund is strictly worse than Darksteel Ingot, and Kodama's Reach will probably prove more useful than Pristine Talisman. Also, I'd replace Wild Wanderer with Farhaven Elf. Ashnod's Altar and Cryptolith Rite offer cheap sources of mana boom.
I'd also try to get rid of lands that unconditionally enter tapped, unless the land is quite good. Guildgates and lifegain lands are definitely less valuable than lands like Luxury Suite or Spire Garden, Smoldering Marsh etc.
1 week ago
Ok some more here you go The Immortal Sun I know it only gives +1/+1 but you get to draw an extra card and it cost 6 and it basically does what Obelisk of Urd+Pearl Medallion does combined and so 6 total mana vs 8 and one card vs two oh and you get to shut down pesky planeswalkers. That allows you to add another creature back to your deck. I also do not think you need Darksteel Ingot + Manalith + Marble Diamond that is three cards cost 8 mana and you are single mana build and you only get three mana in return vs one card 5 mana to get down but 3 mana per tap and it can be white Gilded Lotus and now you can add 2 more creatures back in your deck or creatures and some equipment if you want.
2 weeks ago
I have a mono white deck and my experience has been that it requires a lot of fine tuning to get it where you wants. I'm not sure your budget so I'll just throw down a bunch of ideas and you can pick what works.
I agree that Extraplanar Lens and Snow-Covered Plains can be helpful but in general you need some more white mana rocks. Marble Diamond, Tooth of Ramos, Darksteel Ingot, Pearl Medallion, Thunder Totem and Tithe can all help with this. Pillar of Origins maybe work too.
You need some removal, or at least restrictions. Swords to Plowshares, Path to Exile, Darksteel Mutation, Prison Term, Oblivion Ring are all options. Rout, Fumigate and Mass Calcify are great board wipes as well.
You could use some tribal support, Metallic Mimic, Adaptive Automaton and Thalia's Lieutenant are both creature based options. Herald's Horn, Door of Destinies, Coat of Arms, Heirloom Blade, and Kindred Boon
I hope this info is helpful
2 weeks ago
I've removed some of the cards that I think has poor synergy with game play. Removed the prison cards like Ghostly Prison and Propaganda. Removed Nylea, God of the Hunt. Added Corrupted Conscience for infect damage. I've added Knight of New Alara to give Rafiq of the Many instead to Knight Exemplar. Let me know if there are any cards that you think will help the deck to run smoothly. I've added Darksteel Ingot and Sol Ring for mana acceleration. I'm planning to remove Dragonlord Ojutai for Dragonlord Dromoka. Thanks
2 weeks ago
Thanks for the suggestions, I will cut : Costly Plunder, Cower in Fear,Disenchant, Duress, Lapse of Certainty, Hymn to Tourach, Unearth, Armillary Sphere, Darksteel Ingot, Pilgrim's Eye, Alloy Myr and some lands.
To add : Eland Umbra, Monk Idealist, Auramancer, Prismatic Lens, Guardian Idol, Gold Myr, Polluted Mire, Path of Ancestry, Sign in Blood, Pestilence, Merciless Resolve, Palace Sentinels, Forsake the Worldly.
I will look for more alternatives to add some other cards. :)
2 weeks ago
Cuts: Costly Plunder, Cower in Fear, Disenchant, Lapse of Certainty, Angelic Purge, Chainer's Edict, Choking Sands, Duress, Dust to Dust, Hymn to Tourach, Nausea, Rancid Earth, Shrivel, Soul Reap, Unearth, Armillary Sphere, Commander's Sphere, Darksteel Ingot, Orzhov Cluestone, Wayfarer's Bauble, Alloy Myr, Pilgrim's Eye, Ash Barrens, 3x Swamp.
Adds: Forsake the Worldly, Palace Sentinels, Eyeblight's Ending, Merciless Resolve, Murder, Pestilence, Rend Flesh, Sign in Blood, Drifting Meadow, Forsaken Sanctuary, Orzhov Guildgate, Path of Ancestry, Polluted Mire, Evolving Wilds, Gold Myr, Guardian Idol, Prismatic Lens, Ethereal Armor, Auramancer, Monk Idealist, Eland Umbra.
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