Fellwar Stone


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 Uncommon
Commander 2016 Uncommon
Commander 2015 Uncommon
MTG: Commander Uncommon
Masters Edition III Common
Ninth Edition Uncommon
Fifth Edition Uncommon
Fourth Edition Uncommon
The Dark Uncommon

Combos Browse all

Fellwar Stone


: Add to your mana pool one mana of any color that a land an opponent controls could produce.

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Fellwar Stone Discussion

lilgiantrobot on Tariel EDH Deck

1 day ago

I agree with the comment calling for more ramp. With a 7cmc Commander you're going to need a lot of it. You can start simple: Sol Ring, Fellwar Stone, Orzhov Signet, Rakdos Signet, and Boros Signet. The monuments help, but only for creature spells. If you're trying to stay in Amonkhet block, you have pretty much Manalith. But if that is the case then at least add that!

multimedia on Super Friends Commander/EDH

2 days ago

Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.

My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.

You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.

For a budget $30-$40 manabase I suggest playing:

Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.

I recommend this manabase and adding a ramp package of:

Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.

To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.

Good luck with your deck.

PartyJ on Return Of The Worst Grampa

4 days ago


a new and interesting commander for sure! I haven't played much tribal yet, so I might not be aware of his full potential yet, but let me give you some cards that came to mind when looking at him:

There should be more, but this gives you something to consider for now :)

Good luck!


DarkEclipse18 on Let's Rage Cage Bro! - Mairsil Artifact Combo

4 days ago

Honestly, Fellwar Stone is your 'weakest' ramp due to the somewhat random nature of it. Sure if you know the group you can predict the colors, but fellwar stone is too random for my group, been too many times where it only gets 1 or maybe 2 color choice.

bmorri9 on The Ten Plagues: Locust God EDH | *PRIMER*

4 days ago

do you think Mind Stone might be better than one of the rock you are running?It enters untapped, and can become a locust if drawn too late. I would think that it's better than the Pyramid of the Pantheon. and equal but different to Coldsteel Heart and Fellwar Stone

Yoshisaurus on More Dragons Please

4 days ago

Nice build, after playtesting it a few times I can see why they limited Ramos to once per turn lol.

Here are some more ideas for your mana base:Fellwar Stone, Exotic Orchard, Reflecting Pool, obviously fetches if you've got em. Also cards like Worn Powerstone and Thran Dynamo help you cast Ramos earlier.

Other stuff:Obviously Prophet of Kruphix would be nuts, but Vedalken Orrery and Leyline of Anticipation could still be awesome since ramos says any turn.Fling would just be cool to put in, more janky but Ramos and co are easily get big enough that fling gets you some serious reach.Winding Constrictor - another (cheaper) Corpsejack Menace. There are definitely more +1/+1 counter enhancers out there I can't think of.

Talonisnthavingit on Help with Inalla ETB

5 days ago

So I play tested your deck a bit through tappedouts thing, and the only problem I found was you either got too much mana, and eventually ran out of cards in hand (without anything to do with it afterwards), or you got mana screwed. This may just be my bad luck, but either way, I'd take out Fellwar Stone and Rakdos Signet. Fellwar because it won't always make the colors you want or need, and rakdos signet because you have very low amounts of red and black cards in your deck (Over 66% of the spells are blue), so it'll do a bit less than the other rocks. As for what else to take out, I don't know. a bit of play testing will only tell.

I'd also like to recommend taking out two mountains and a swamp. If your okay with non-basic lands, Replace those with Command Tower, Path of Ancestry and another island. If you only want basic lands, replace them with islands. With the low amount of red spells, and the amount of blue spells that require two or three blue mana to cast, you should run a few more islands than the other colors.

hoardofnotions on The Scarab's Horde

6 days ago

is Chromatic Lantern nessary? maybe run Fellwar Stone or some other 2 mana rock?

Please contiue to run Dimir Aqueduct so i have juicy targets to kill!

If you're running thawing glaciers and cabal coffers look at Deserted Temple. it allows double activations, also with Rings of Brighthearth it turns cabal coffers with 5 swamps is infinte black. also rings is good with your commanders second ability.

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