|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
Combos Browse all
Gift of Estates
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.
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Gift of Estates Discussion
2 weeks ago
Hey so I took a look at the deck. Your choices are very solid, not a bad card in the list. So that means that were talking about really fine tuning, and getting into some fairly knit picky choices. Some of this will depend on how fast your meta is, if its slower than its cool to go a little bigger, if your meta is a little faster either go faster or play removal to slow things down. But One of the first things I was looking at was just over all count cards. Creature count looks good, land count Id like to see you go up 1 to 37. I would like also like to see the enchantment count come down slightly, maybe subtract 2. I think the big change needs to be that your artifact needs to come up so that we can make sure that you always have metalcraft in the mid to late turns. On the same note Id like to see more mana ramp as well. Your ramp count is about 4 ish right now id like to see that closer to 8. Cards I would like to see added, Thran Dynamo and Worn Powerstone, are amazing sources of ramp, and Palladium Myr does a nice impression of worn powerstone plus can be an attacker late. Then Sensei's Divining Top is so good for everything that you want to be doing, metal craft and smoothing out draws. Its not out yet but Smothering Tithe looks like it will be incredible in this deck so I would add that when it comes out. Another artifact that looks very good is Shrine of Loyal Legions is an artifact that makes lot of artifact tokens, metal craft and power. Also looking at your maybe board, theres a lot of good cards in there as well. Conquerors flail is super sweet, especially if you are like me and prone to get blown out by cyclonic rift mid combat, or even just shutting off counterspells so good. A few other cards that I would add or at least think about are Windbrisk Heights, and Spinerock Knoll, also side note becareful with how many colorless mana producing lands you run it can cause problems especially early in the game. I have found myself cutting slayers stronghold of late since tapping out 3 is kind of a lot, unless its really late. Hanweir garrison is just much better IMO. Few more cards to think about White Sun's Zenith end step and hit big on your turn, and finally Gift of Estates and Boreas Charger and/or Tithe making land drops is so important, be sure not to get stuck on 4 or 5 lands. So those are the cards I would add or at least think about. Oh Cultivator's Caravan would be interesting also.
Next up cards to cut. This is generally the harder part. And as I mentioned you don't really have bad cards in the deck, so cuts will be difficult. Like I mentioned, I think enchantment count needs to come down a little. Do you find that breath of fury, and goblin assault are carrying their weight? Those might be the 2 that I would cut, though I haven't played Breath very much myself. Has curse of opulence performed well?
Lands - Do you find that you are getting value out of slayers stronghold, secluded steppe, and kher keep? Cut any that you really don't find yourself using.
Creatures - Cut 1 or 2 of your worst creatures. Has Tilonallis Summoner performed well? Firemane Avenger is sometimes awesome, sometimes not in my experience, potential cut. Are you getting value from mirror entity, I don't run it often but I feel like I never get to activate it.
Artifacts - heres my controversial picks...Do you find that sword of fire and ice and rogue's gloves are performing well? Fire and Ice is amazing but doesn't necessarily belong in every deck since 5 is a lot of mana to draw a card and shock something. Treasure Map is much cheaper and faster which may help the metal craft plan much more.
Anyway let me know what things are working and what things aren't, and about how long your games go turn wise and maybe I can help with the cuts a bit more.
2 months ago
What can I say, call me SynergyBuild, master of being bored and annoyed at clickbait to write up random stuff.
Onto the deck, it seems really on theme, but doesn't really look well-tuned, great on a budget though, so props where props are due, but it seems to try to do what Simic colors do, when you are in boros.
I mean, card draw and ramp are in all colors, but when you sacrifice speed and efficiency, and just start running cycling lands, you know you are too deep and need to go back.
In white-red, I like Tithe, Gift of Estates, Oreskos Explorer, Weathered Wayfarer, Land Tax and other such effects along with red looting/rummaging in the form of Rummaging Goblin, Faithless Looting, Tormenting Voice, Cathartic Reunion, etc to gain a lot of advantage, as well as fast mana rocks such as Mind Stone, Boros Signet, etc. and even Hedron Archive/Boros Locket for card advantage as well. The rocks can allow you to even break parity with an effect like Armageddon, Ruination, a cycled Decree of Annihilation, Impending Disaster, and other anti-sultai cards, as land ramp is their forte, you must combat it instead of trying to copy it badly.
I understand that Land Destruction isn't popular due to a social contract, but that social contract is specifically bad for boros colors only, if Green and Black get to ramp lands, and blue repeatedly untap them, the clear answer is to destroy lands, as if they were literally any other card type, but the social contract is built against boros.
Ocelot44, two issues with your comment, not that it is inherently wrong, but that you also have only responded to my comments with further provocation up until now, so I find it hypocritical, and also that it feels like you were simply diverting a situation you had gotten into with no out. You had said stuff that was clearly wrong and back-pedalled to save yourself, its a douche move not to admit failure in that sly of a way.
2 months ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
2 months ago
2 months ago
thrane, thanks for the comment. Things tend to go pretty well with 34 lands, since I've got multiple card effects to search out lands - Tithe, Thawing Glaciers, Land Tax, Weathered Wayfarer, and Gift of Estates all help me play with a lower land count. I feel a bit flexible on that front, though, and will adjust as I continue to get a feel for it.
As for the white counter spells, I actually agree with you - it always feels great to pull one off, but it is definitely situational. I plan to swap out Mana Tithe and probably Rebuff the Wicked for Blasting Station, Scroll Rack, and maybe something else as well for Crackdown.
4 months ago
4 months ago
Well after my denial w/ Boros, I actually have one other plan in mind...
Should I make a Gate Deck, or what? Just asking to be sure...
5 months ago
I was thinking, perhaps the familiars should be put in their respective 3-color shards? Or both sections.