Ebon Stronghold

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Premium Deck Series: Graveborn Uncommon
Masters Edition II Uncommon
Beatdown Box Set Uncommon
Classic Sixth Edition Uncommon
Fifth Edition Uncommon
Fallen Empires Uncommon

Combos Browse all

Ebon Stronghold

Land

Ebon Stronghold enters the battlefield tapped.

: Add to your mana pool.

, Sacrifice Ebon Stronghold: Add to your mana pool.

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Ebon Stronghold Discussion

sonnet666 on Demon School for Demons, Cool.

1 month ago

Bowngnawer, I think you've got that backwards. No Rest for the Wicked opens up a 2 creature line:

  1. First tutor: All the 0 drop creatures into LED.

  2. Second tutor: No Rest for the Wicked

  3. Now that all the 0 drops are back in your hand you can tutor Mana Crypt and Genesis Chamber, and then you have at least 4 more tutors to do whatever you want with.

That gets you to Aetherflux a lot faster than 30 life, which is good seeing as it's reasonable to expect to be lower than 30 by turn 4 in a lot of metas.

They're both still good cards, and I'll probably add them in my next revision, but I think the Paradox Engine stuff just adds unnecessary bloat to the deck.


thegigibeast, I'm sorry, but I playtested Ebon Stronghold and Peat Bog, and I just can't stand how they come in tapped. With how much this deck wants to play ramp every turn I think that slows you down more than the 1 extra mana next turn helps you. I'll try out City of Traitors though.

thegigibeast on Demon School for Demons, Cool.

1 month ago

Ok, so to make the deck more reactive AND mess less with AdNaus, why not Slaughter Pact? Should not bother with the 4 we need to pay, either we use it on combo turn or we have nothing else to do with our mana because we should only use it in EXTREME cases... Another 'free' removal spell would be Snuff Out, 4 life might be too much (needs testing) but we should always have a swamp so it would at least be free in mana... Would mess with AdNaus but still always be relevant to remove something at least...

Myr Sireis another one that could be considered, similar to Carrier Thrall, but no colored mana (which can sometimes be a plus). No it can't tap for mana nor will the token it produces, but you would still be able to go off with only another creature on board plus him if needed. Also you would have another creature to sacrifice after a Culling the Weakor an opponent trying to remove... I could see it replacing Reassembling Skeleton, since it would give the same purpose, two tutors for two mana, but without any further mana investment.

And... Would you like to get an appropriate primer written? I would greatly like to contribute to your deck and have it featured on our list!

So, my suggestions this time:

-Swamp

-Infernal Darkness

-Reassembling Skeleton

+Ebon Stronghold

+Slaughter Pact

+Myr Sire

Edit: And I see you are missing a card, I would suggest adding in City of Traitorsas a land also in the deck. Every possible way to ramp is good, even if it is a land that maybe won't stick around. It would act as another copy of Crystal Vein in some way, I would even say it would be beter, since you can drop it on a turn for 2 mana, next turn tap it before playing the land so it can net 4 in two turns at the very least, if not more (and awesome land on combo turn). If you do not want a land more, I would suggest cutting Mishra's Workshopfor it.

thegigibeast on Demon School for Demons, Cool.

1 month ago

As strange as it may seem, I would also cut Mishra's Workshop, because the opener would require a lot of artifacts to make it work, it doesnt help you to cast your commander faster. Once I was stuck with this in hand and was missing a single mana to cast the commander, and I was hoping it would be another land... I would also replace a basic land by Peat Bogfor further acceleration, since it can help you cast your commander faster and it can tap twice, which should not be a problem since after two turns tapping it you should be in your winning turn already.

I would also cut both Contaminationand Infernal Darkness, as they play against your gameplan. Yes they slow opponents down, but the idea here is to play your commander as fast as possible to combo earlier. It would make lands such as Ancient Tomb tap for less, which is bad, you would need to invest mana to keep it alive (which is bad) or you would need to sacrifice creatures to keep it alive, which also is bad since you want to have those creatures available to sacrifice for your commander's ability. I would go for more speed, so Grim Monolithand Dark Confidant, a mana positive rock and a small creatures that could come down early, help you draw faster into ramp pieces, and could be sacrificed during your combo turn. This would also lower your average CMC in case or Ad Nauseamplay, which is not bad also.

To prevent your life total, I would think about cutting fetches. They are not of that much use, since deck thinning is so small in a 99 cards deck, and you would only get basics. I would replace them with basic lands, it would preserve you some life (they are not played in storm decks such as ANT Sidisi because you want to keep as most life as possible for AdNaus, it also is the case here).

+Ebon Stronghold

+Grim Monolith

+Dark Confidant

+Peat Bog

+Swampx3

-Mishra's Workshop

-Contamination

-Infernal Darkness

-Marsh Flats

-Polluted Delta

-Bloodstained Mire

-Verdant Catacombs

thegigibeast on Demon School for Demons, Cool.

1 month ago

Ok, so I goldfished a bit with your list, and we are winning on average turn 4/5. I think you could add Ebon Stronghold over a Swamp for the possible mana acceleration. I would also go with Grim Monolith, as it is another mana positive rock, and sometimes 1 mana is the only thing you need to win a turn earlier. Dark Confidant would be another good creature to continue drawing early to draw into something like ramp, and it could be sacrificed later on. I would like it over Reassembling Skeleton, since I am not really using the ability to reanimate for further sacrifice because I need to keep every mana I need, mana is so thight on turn 3/4/5...

Chandrian on From the Grave to Enslave

1 month ago

You've got a nice build for sure. May I suggest cutting some of your lands that ETB tapped: Ebon Stronghold, Everglades, Leechridden Swamp, Piranha Marsh. The reason for this is that they don't really have much of an impact, while coming into play tapped is a huge downside.

If you're looking for some creature ramp I suggest Crypt Ghast, altough he's not a zombie. Caged Sun is also a very nice ramp (and grants a small bonus to your creatures).

Finally, if you're looking for some lifedrain I would suggest Pontiff of Blight, as it grants extort to all your creatures.

Rzepkanut on Mazirek Synergy - Commander

3 months ago

Nice deck! Got a few ideas from looking at your list here...Ghost Quarter, Archaeological Dig, Crystal Vein, Havenwood Battleground, Ebon Stronghold, Hickory Woodlot, and Peat Bog are all good self sacrificing lands you can use. I have found success with them in my Mazirek deck. I have a very different take on this deck than you, not sure what else to suggest...so I'll leave you with a link to mine. Happy gathering!


Mazirek Sac-Storm: The Contraption of Life & Death

Commander / EDH Rzepkanut

SCORE: 2 | 802 VIEWS | IN 1 FOLDER


ecologicodin457 on NEED HELP: Turn 1 Wins :O

7 months ago

How about Sakura-Tribe Elder? But then again you could just go legacy and play lands like Ebon Stronghold. That's the land I was trying to remember. It has a whole cycle.

sleeper_agent007 on Exava Voltron (updated)

8 months ago

I'm in the process of re-building my Exava Voltron deck as well. Your videos are what inspired me in the first place, but I think we could get even closer to the ground with this one. Exava's haste is key and we want to bring her out of the gates as early as turn 2 whenever possible. While Mox Opal and company would be nice, I also tend to play on somewhat of a budget. Fortunately, we do have some inexpensive options available to us. Here's what I would suggest:

Lotus Petal

Crystal Vein

Dark Ritual

Ebon Stronghold

I also think that auto-equips are very much necessary. Cards like Sai of the Shinobi, Piston Sledge, and Grafted Wargear along with cheap equips such as Bonesplitter + Silver-Inlaid Dagger are the way to go with Exava.

My deck also plans on running fewer creatures, relying mostly on Exava since the plan is to win via commander damage. Other cards to consider include Tainted AEther, Mindslicer, and Sire Of Insanity. The rest of the deck is going to be spot removal - an unpopular choice perhaps but I'm going for speed and removing opposing commanders in the early game is perhaps one of the few ways to prevent them from going off.

This being voltron, a less than competitive strategy to begin with, and an Exava deck on top of that, we pretty much have to accept that we will most likely lose once opposing boards have been established.

But until then, watch them scrabble as The Blood Witch burns their faces off!

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