Gauntlet of Power
As Gauntlet of Power enters the battlefield, choose a color.
Creatures of the chosen color get +1/+1.
Whenever a basic land is tapped for mana of the chosen color, its controller adds one mana of that color to his or her mana pool.
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Time Spiral (TSP)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Gauntlet of Power Discussion
1 week ago
Hey there! Thanks for the kind recommendations (and the upvote :p). So I just got a Caged Sun so that's going in soon. This deck isn't really going for tons of lands, so while Exploration is great I don't think I will find a place for it. Burgeoning is better In a 4 player game, so I am still considering it. Extraplanar Lens while probably eventually end up in the deck but the price tag is a bit much right now. Oracle of Mul Daya is like exploration. Gauntlet of Power might work but it is a bit too much group hug. Patron of the Orochi is one that I had to give a second look and it looks pretty decent but I doubt I would use it. This isn't really going to be a swarm deck, so Triumph of the Hordes doesn't work that well. The rest fall under, when I find the card/find the money I will pick it up.
Thanks a lot!
1 week ago
Hey there! Maybe consider some of the following!
- Caged Sun
- Extraplanar Lens
- Oracle of Mul Daya
- Gauntlet of Power
- Mana Reflection
- Nyxbloom Ancient
- Patron of the Orochi
- Zendikar Resurgent
- Wilderness Reclamation
- Triumph of the Hordes
- Vorinclex, Voice of Hunger
- Selvala, Heart of the Wilds
Hope this helps, and have a great day!
1 week ago
Command Beacon - For when your commander is too expensive
Ancient Tomb > Temple of False
Arch of Orazca > Darksteel citadel - Darksteel is nice with cleansing fire, but arch provides draw, albeit expensive, is nice when you are inevitably out of gas
Strip Mine - Destroy coffers, cradle, urborg, field, etc...
Valakut Stoneforge - "Utility"
Valakut, the Molten Pinnacle - Not necessary but good to have
Hedron Archive - Ramp when you need it, draw when you don't
Humble Defector - Nice to have but not necessary, politics and card draw. Nice with homeward path should you wish
Ignite the Future - "Draw" and flashback is very powerful
Light Up the Stage - Similar to above, easy to cast with all your burn. Although truth be told, you should really cut down on burn and focus on strengthening your weaknesses rather than incorporating burn with no particular strategy
Mind's Eye - Expensive, not necessary but nice with wheels
Outpost Siege - A little slow similar to above, but often gives you many cards as people don't want to waste removal on it.
Skullclamp - Draw
Solemn Simulacrum - Draw and ramp
Chandra, Torch of Defiance - Best chandra - Ramp, draw, removal and wincon all in 1
Sensei's Divining Top - Digging 3 cards deeper is always nice
Wayfarer's Bauble - Ramp
Gauntlet of Power - Helps you achieve kicker
Caged Sun - Read above
Deflecting Swat - Redirect removal, counterspells, targetted draw, etc... way too much utility to ignore
Urza's Incubator - Ramp
Be sure to let me know what you think of each suggestion. There are more tribal cards to consider but since I don't play tribal, they are not on the top of my head. Once we go through these, we can consider other tribal cards as well. Your biggest issues are lack of ramp and card draw. For a dragon deck, it's not bad.
1 week ago
Herald's Horn was in an earlier build of this deck along with Urza's Incubator, and the ramp was nice on occasion, however I always found that I was short on colored mana. I elected to change these to the the mana doublers Caged Sun and Gauntlet of Power, they exchange higher mana cost for better flexibility. Additionally the ideal situation is to cheat the Birds out with Sneak Attack which circumvents the mana cost and the ramp provided by the Horn.
The card draw is nice, however it is highly dependent on luck, and I found that I rarely had a tribe member on the top of my deck during my upkeep, so I average 1-2 extra cards a game for the 3 mana, which isn't enough to justify the slot for me. Though depending on your personal luck in games, this would be probably be better in place of Mana Echoes, which is arguably of equal effectiveness in the deck, especially without the additional pieces needed to utilize colorless mana from Echoes.
2 weeks ago
Myriad Landscape is ramp and doesn't take up a slot, so that is worth considering. Everflowing Chalice is great for these kinds of ramp decks too. With all your glorious sea monsters the big-boy ramp cards will be useful. Gilded Lotus, Mana Vault, Dreamstone Hedron, Thran Dynamo, Nyx Lotus, and Empowered Autogenerator would all be good. Gauntlet of Power, Caged Sun, and Extraplanar Lens are good for decks like this.
Don't underestimate the small rocks either. Sky Diamond, Sapphire Medallion, Prismatic Lens, Star Compass, Guardian Idol, Arcane Signet, and Coldsteel Heart are all good. Burnished Hart is good for heavy ramp in Blue. Personally, I always aim for eight pieces of ramp in most normal decks (which is where you are, including High Tide) but in high-CMC ramp decks I aim for 10-12. Your commander could be considered a piece of ramp since Sol Rings are so easy to steal. Thieving Skydiver could be considered a ramp piece too!
Quicksilver Amulet miiight be worth considering. Far from mandatory. I often prefer pure ramp if the deck isn't super creature-oriented.
3 weeks ago
Aether Vial isn't mana ramp, nor do you want to rely on it for big dragons. Gauntlet of Power costs too much mana to be good ramp (you want to stick to cmc 3 or less) plus it doesn't color fix, and only works with basics (which you don't have much room for in a 5c deck). imo, Mox Amber is also too slow when all your legendaries are 5+ mana. it won't be able to produce mana until after you've already reached a point where you can cast your dragons anyway. you want stuff like Arcane Signet and Darksteel Ingot, as well as Farseek which can grab dual lands.
as for lands, a 5c mana base is easy if your group allows proxies. 1 of each fetch land, original duals, and shock lands gives you 30 lands. the rest you can fill out with rainbow lands like Command Tower, and Cavern of Souls. stay away from lands that enter tapped.
3 weeks ago
CoBo on yawgdog fun
1 month ago
-1 Archfiend of Ifnir +1 Dark Ritual -1 Burnished Hart +1 Leaden Myr -1 Magus of the Coffers +1 Arcane Signet -1 Nirkana Revenant +1 Everflowing Chalice -1 Gauntlet of Power +1 Vampiric Tutor -1 Liliana Vess +1 Mind Stone