No more than one creature can attack each turn.
No more than one creature can block each turn.
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|Commander / EDH||Legal|
Dueling Grounds occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Dueling Grounds Discussion
1 week ago
All of your comments hold water, to say the least. I would contend that the tap ability of Authority of the Consuls is better than it may seem. It counters haste, and does so as a one drop. It is certainly better in creature heavy decks, because it removes blockers, but still. Also, you're right that Dueling Grounds is better than Silent Arbiter, but it's just one of the 99. I suggest the Arbiter as redundancy.
1 week ago
Thank you for the suggestions! I could definitely try to pick up these cards and try them out. I can't believe I don't have Norn's Annex, it seems like such a good card. However I would like to point out some things about the others.
I haven't really found a way to put The Elderspell in. All the cards in my deck are wicked strong in their own right, and while The Elderspell is a very strong card I fear it will usually be a dead card unless I don't mind killing some of my own Planeswalkers, assuming I have enough on the board of course. I forgot to even clarify in the description that the meta I'm in isn't very Planeswalker heavy. It's very creature heavy, hence the number of boardwipes and the token generators. There is only one other Planeswalker deck, however I rarely play against it as this person enjoys playing other decks. Now that I think about it, I could take out Urza's Ruinous Blast and try The Elderspell out that way.
Silent Arbiter is alright, however Dueling Grounds is just way better. It's 2 colors which is great for Ramos, it costs 1 less and it is harder for my opponents to remove. All at the cost of one less blocker, though like I said earlier I have enough boardwipes and token generators to make up for it.
Authority of the Consuls seems like a pretty good card. Since my meta is creature heavy it could prove to be pretty valuable in keeping my life total up. However I feel that the tap effect isn't that great, though I've been wrong before. Being a one drop is really nice, too.
Flame Wave, Bonfire of the Damned, and Jaya's Immolating Inferno seem like strong cards, though because my format is so creature heavy, my opponents will be casting creatures both big and small. Some rapidly, others slowly. Boardwipes are good at keeping all of my opponents at bay. After all, I am trying to get my Planeswalkers to ultimate. At the sacrifice of my own creatures, I'd say it's very worth it. While those cards are strong, they cost too much to cast as well. Flame Wave can only deal with small creatures but not big creatures, and Jaya's Immolating Inferno only targets 3 creatures instead of outright killing all of their creatures. Bonfire of the Damned, however, is definitely the most intriguing and I may give that a shot as well in the future. The targeting effects are their biggest drawbacks, unfortunately.
I appreciate you for leaving feedback. I will definitely give some of these cards a try in the future!
1 week ago
I first want to say this is a beautiful deck. You have obviously thought out what you want your play style to be like, and I encourage you to stay on that road for your deckbuilding.
The major issue I see is with your mana base. I can tell you are building on a budget, but beyond expensive dual lands, there are other options that won't slow you down like what you are using now. I hope some of my suggestions will work with what you are willing to spend.
I would urge you to cut out all lands that come into play tapped except Seaside Citadel and Cathedral of War. Here is what you can use instead : Every commander deck needs a Command Tower; Bountiful Promenade and Sea of Clouds, provided you are in a multiplayer group, Glacial Fortress, Sunpetal Grove and Hinterland Harbor that work well if you use a lot of basic lands, Mystic Gate, Wooded Bastion and Flooded Grove can provide colorless at first and are also great mana-fixers. Port Town and Fortified Village could be viable options. You should also run Krosan Verge and Myriad Landscape.
Sigil of the Nayan Gods doesn't seem to bring much value; I would replace it with Dueling Grounds that ties in directly with your Exalted strategy.
Shalai, Voice of Plenty would be great in here, maybe instead of Appeal / Authority.
I am sure it is again a question of price, but the obvious omission here is Noble Hierarch. So sad to see a nice Exalted deck missing that piece.
Finally I would ask myself how essential is Tamiyo in here, and are there other Planeswalkers taht would add more value?
Hoping some of this is useful,
1 month ago
@king-saproling: I seriously have to owe you this time if you wish to help. Currently making a Creatureless Superfriends Deck (Thus the Mana Echoes + Sliver Queen combo. Outside of Tokens, There are no other creatures in the entire deck. Even according to some, besides all of Tappedout, Creatureless seems to be the better way out, as you could use Boardwipes w/ no regret, Asymmetrical Stax, & even HUGE amounts of Walker Shenanigans. But w/ 65 cards to cut, a lot of Walkers, in addition to several guidelines this time, I will have to show them myself:
Would Cryptolith Rite be useful here as Infinite Mana?
A Creatureless Infinite Draw Combo.
Are there any noncreatures that protect both me & my Walkers? They are now considered separate targets entirely.
HUGE set of Priorities if this deck needs them. 65 Cards to cut, & only little room for improvement/adds & precarious stuff to cut. That said, I still have a limit on budget (I can't even afford one card at $599.), that said, It would be interesting what you could throw into a CREATURELESS Superfriends Deck as well...
good luck, should you accept...
2 months ago
Hey, nice budget version of Sigarda. I like the new additions of Siona, Setessan and Calix. I would also add Destiny Spinner :)
You're honestly not too strapped for the budget because I see both Prismatic Vista and Fabled Passage which are two of the most ridiculous overpriced lands for what they do in Commander. You could cut Prismatic for Brushland which would give you $20 to make other upgrades. Could cut Passage for Hall of Heliod's Generosity which would give you $13 for other cards. Cards such as reprinted Idyllic Tutor, Dueling Grounds and Eternal Witness which is a big upgrade for Auramancer.
An upgrade to consider is cutting Life from the Loam and replacing it with Sterling Grove. Grove protects all the auras attached to Sigarda from targeted removal or it can be saced to tutor for any enchantment. Grove is good with Sun Titan. Path to Exile could be cut for Generous Gift or Darksteel Mutation and honestly even if budget wasn't a concern I would make this change.
Good luck with your deck.
2 months ago
Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.
Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.
Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.
Fossil Find alluded to graveyard order... in a 2008 set... huh.
Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.
And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.
2 months ago
So you're finally using my deck site of choice, huh? Well i'll start off by giving the advice that I give to pretty much everyone else start off: Make a better deck description. The best example(s) are in the following articles by Epochalyptik: Do you want to write a Primer? and Getting more views on your decks. Now, I understand you're a busy man who is on a constant Path of Exile binge/raising a baby - but if you take some time to think and write about how your deck plays you'll have a better understanding of the synergies/combos in it. More importantly, if you have any misconceptions and don't realize it folks here on TappedOut can pick up on that and point out your mistake because it's listed in a detailed deck description. I know, it may seem like a pain but in the long run it's totally worth it. Oh, and one more thing - writing a deck description is in my opinion another form of self expression for deck building that can feel therapeutic. At least, that's my thinking.
So, my whole rant on that is over - now what do I think about your deck? After playing it for so long I can give a somewhat educated opinion: in 1v1, it's insanely strong and can easily tear a player apart. But, unfortunately it does very poorly when facing more than one opponent...which is kind of like the basis of EDH. To address that, I think you're definitely headed in the right direction with tax and soft lock effects like Sphere of Safety - but you need to go deeper. I suggest adding in more cards to supplement that - to deter your opponents from going wide: Ghostly Prison and Dueling Grounds will help. Also, as a player you do have one very distinct weakness - you don't use politics very well. Your desire to win is obvious - and that can be intimidating to the rest of the table when Sigarda or Serra Ascendant is on the battlefield wrecking (usually my) house. So, you should consider adding some more control: Settle the Wreckage and Divine Reckoning are good for making the board or one player turn and swing all in on you.
Another thing - I've noticed that your deck has a tendency to putter out. Ether you have mana problems or draw problems. I know you do have a ridiculously low mana count, as 29 is NOT enough for this EDH deck. I recommend at least 35 lands, no more than 38 though. But to also help with your tempo, i'd try Smothering Tithe and Abundance - which combos with the already included Sylvan Library . Each draw trigger for Library is replaced with a tutor effect for land or non-land (as specified by Abundance ). Get those two enchantments out, and you'll get three tutors per turn that go straight to hand. You know I run it in my Zacama deck - The Predator of Predators, and it's amazing. This is probably one of the best draw combos in mono-green, let alone Selesnya. I think it would be beneficial for you to run it.
Last but certainly not least, I have an odd suggestion for you - try out Grafted Exoskeleton . No one else can target Sigarda to remove her...so why not give her an equipment that not only gives you an amazing alternate wincon, but uh...also makes players regret blocking even more. Just a thought. Also, I think the inclusion of Serra the Benevolent would be cool, and flavorful. Don't know how much success you'll get with her - but she is cool. We'll definitely talk more about your deck - probably at our next game. Good luck, I hope my suggestions help! - oh, and before I forget i'll throw your deck an upvote.
4 months ago
Deerslayer1925, thanks for commenting. Actually, I re-discovered a card that fit my every want for the slot: Spike Weaver . It's an easy target for proliferation that can pass it's own counters over to other creatures - performing the function that Hadana's Climb Flip or the previously included Simic Ascendancy while having the added ability to control the battlefield with an optional Fog effect - sort of filling the gap that Ensnaring Bridge or Dueling Grounds would have. What are your thoughts on Spike Weaver ?