Land — Lair
When Dromar's Cavern enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
Tap: Add (White), (Blue), or (Black) to your mana pool.
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Dromar's Cavern Discussion
1 week ago
Byuante thanks for the comment! Would also appreciate an upvote; trying to build some momentum :)
I agree with you on the curve. I can get it under 3. The suggestions you're giving me are all too expensive but the budget options are on the table! I think the general consensus is to cut the cluestones so they're out! Thanks again!
The tutors are good and I'll look for the cheaper ones to pick up. Dromar's Cavern is just nice mana fixing and goes well with the scrylands. The deserts I'll cut and the KTK lifelands are just budget options haha
What do you think about me going down to 35 lands? I've been considering that....
Again, thanks for all the help everyone! Really grateful!
1 week ago
In addition, Dromar's Cavern, the Cycling Deserts, and the KTK lifelands all seem like weird inclusions, though, and I'd suggest cutting them for fetches and shocks if possible, or perhaps Prairie Stream and Sunken Hollow, or honestly even more basics.
3 weeks ago
Ok, first set of substitutions with the cards I had on hand:
More changes to come. I plan to get the rest of the Maybeboard in here over the course of my next few orders. I probably should find some Signets to run in it, too.
2 months ago
One of the problems with Sphinxes is that most of them are quite mana-intensive. Fortunately, there are a couple stand-ins who can help out in that fact! Adaptive Automaton and Metallic Mimic both can fit in with your artifact synergy but can be sphinxes while they're in play - and hey, nothing wrong with having a few more lords around.
If you don't mind having some jelly babies around, changelings like Shapesharer and Mirror Entity can also count; they're among the better ones in your colours. Cairn Wanderer's almost guaranteed to have flying, and he's a regular party if he happens to show up while Sphinx of the Steel Wind is in your graveyard.
Lastly, why not make room for Command Tower? There's no better land in the format! City of Brass, Mana Confluence, Arcane Sanctum and Dromar's Cavern would all serve you well, but I'd at least try to get the Tower for sure!
4 months ago
Tough going but I've made a reasonable start: Six eyes to blink with.
Definitely need to look at the cuts - I have 8 non-basic land slots set aside (Ancient Den, Arcane Sanctum, Darksteel Citadel, Dromar's Cavern, Inventors' Fair, Mana Confluence, Seat of the Synod, Vault of Whispers) so need to make around 30 cuts from the list to add basics and any other utility suggestions (the usual Evolving Wilds, Ghost Quarter etc.
6 months ago
Sounds lands to consider: Ash Barrens, Terramorphic Expanse, Esper Panorama, Opal Palace. The Lair's can help with fixing too Treva's Ruins & Dromar's Cavern. Or add more storage type lands like Dreadship Reef to take advantage of Proliferate.
Gyre Sage is cool here too.
7 months ago
Instead of the Wilds, maybe look at the Pain Lands. The life loss should be negated by the servant. Underground River, Arcane Sanctum, Dromar's Cavern, and Crypt of Agadeem are also options. But, this deck looks pretty solid! I would still skip the Executioners in favor of a better zombie lord. A zombie army with menace is almost always a game win. Another card I forgot to mention is Behind the Scenes. Skulk + Menace = unhappy enemies. Finally, Carrion Feeder and Nantuko Husk are excellent sac outlets. A must for zombie tribal.
8 months ago
My apologies. I forgot to card-link that land-base list. Here:
1x Ancient Den
1x Fetid Heath
1x Mystic Gate
1x Port Town
1x Sunken Ruins
1x Tainted Isle
1x Watery Grave