|Commander / EDH||Legal|
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Flagstones of Trokair
Tap: Add (White) to your mana pool.
When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library.
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Flagstones of Trokair Discussion
2 weeks ago
I personally think it would be better to run Fatal Push or even Knight of the Reliquary but you definitely should be running Flagstones of Trokair it goes fantastic with boom and knight of the reliquary
3 weeks ago
1 month ago
noahconstrictor95 Obelisk isn't necessarily the "main" win-con. Just one a few diverse ways to finish the game. It is also a bit of life-gain utility. This deck can cause itself quite a bit of pain with the Ancient Tomb land package as well as just taking early damage from creatures. A 5 point life swing is quite nice sometimes. It also provides other utility, such as pumping a soldier token after attacking/blocking or killing smaller creatures. I do agree that more recursion could be a nice thing and I have thought about replacing one of the Flagstones of Trokair with another Academy Ruins. I think that change would require finding a slot for another Blue source as well.
Thank you for the feedback and suggestions!
1 month ago
you could run Flagstones of Trokair along sideDust Bowl.Not to mention you get to get a land in play after Armageddon with a flagstones in play. you can even tryCrucible of Worlds along with Wasteland or even Ghost Quarter to grind them out of lands in the long run. Exploration can let you wasteland/ghost quarter multiple times per turn with crucible of worlds in play.
1 month ago
Soul Sisters isn't quite Rush and it can act like swarm if it has to. Usually it hits with 6/6 Flying Lifelink Turn 2 or swings with a 5/5 Ajani's Pridemate Turn 3 depending on the initial draw. Whitemane Lion shouldn't really be considered as a creature. Its more like a White Swan Song except I get the 2/2. It and Brave the Elements are there to dodge removal and the lion also has good interactions with Oketra's Monument and Soul Warden during the opponent's end step. Archangel of Thune is outside of my curve but if I add in another couple of lands it might be a good finisher.
I've tried using a fourth copy of Martyr of Sands. Its good as 4-of in Martyr Proc, but Soul Sisters style decks have less gas so its a dead draw after turn two.
The Arid mesas are strictly there for thinning the deck. Originally it would have been 4 x Flagstones of Trokair, but the current Legend Rule only destroys 1 not both so its the same net. They can probably afford to go.
Good Catch on the Lone Rider Flips I don't remember why they were there originally. They're a nonbo with Honor of the Pure and I've never actually sided them in since I built this deck. Rest in Peace is sounds like a pretty good call too depending on the meta. Guessing its to hose Grim Lavamancer, Snapcaster, Tarmagoyf, and Delve?
2 months ago
Mono-W D&T I'm much more familiar with. You play 23 lands, 4 path, 8 or 9 1-drops, 8-10 2-drops, and everything else is a 3-drop or 4-drop.
For the 2-drops, 4 Thalia, Guardian of Thraben and 4 Leonin Arbiter, no exceptions. You can play optional copies of Smuggler's Copter, Selfless Spirit, and Phyrexian Revoker, but no more than 2 in combination.
For the 3-drops and 4-drops, there are more options. Generally, 4 Blade Splicer, 4 Flickerwisp, 4 Restoration Angel. And some combination of Thalia, Heretic Cathar, Mirran Crusader, Aven Mindcensor, Eldrazi Displacer.
2 months ago
Hello, I think your deck is really cool. I also am a mono-white enthusiast, on a mission to make the strongest possible white deck. I have a few comments on your card choices.
Inventors' Fair: This feels too slow to be playable. You are effectively paying five mana and sacking a land to get Skullclamp into your hand. In addition to skullclamp, I personally run alternative draw engines such as Memory Jar, Mind's Eye, The Immortal Sun (which doubles as ramp) and Karn, Scion of Urza. These all serve as additional draw, albeit mediocre. You probably have considered these, but just in case you haven't.
Chrome Mox: I would imagine that, although the zero-drop mana ramp is powerful, the 2-for-1 you are inflicting upon yourself by playing this, would be too much card disadvantage for mono-white to handle. If you play chrome mox turn 1, it's as if you mulligan-ed. Mox Diamond has the same issues, although it works better if you have already played a Land Tax. However, maybe you have concluded that the upside of playing a chrome mox outweighs the card disadvantage.
Fetchlands: I would heavily recommend that you replace four Plains with Flooded Strand, Windswept Heath, Arid Mesa and Marsh Flats. Not only do the synergize with Crucible of Worlds, but they also make Scroll Rack and Sensei's Divining Top better. In my deck I Include as many shuffle effects as possible. With out them, Scroll Rack feels like a dead card after one activation if you don't have Land Tax or Weathered Wayfarer. I personally also run Oreskos Explorer, because it shuffles my library no matter what, chump-blocks and holds skullclamp. It might be a little weak though.
Flagstones of Trokair: I honestly don't get the hype behind this card. It cost a lot of $$$ and it is a nonbo with Emeria, The Sky Ruin and Extraplanar Lens (if you had one). Nobody will ever target-destroy it. It is only relevant when someone does an Armageddon type effect, though you do have Cataclysm. The plains then comes into play tapped -_-. At that point, does it really matter having one more basic land than everyone else? I dunno, you probably know better than me of this.
My mono-white deck is below. I don't get to play a lot. I mostly just goldfish. My deck is obviously much less competitive than yours. However, maybe it can provide some benefit for you, as your deck has done for me. Thanks :)