|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Future Sight (FUT)||Rare|
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Graven Cairns Discussion
20 hours ago
Although I do think you're on to something, some pure value cards can replace more expensive ones to put more space for dualies that won't enter tapped. A copy of Foreboding Ruins and Choked Estuary would cost only a few dollars, and getting some battle lands, and a cheap filter Graven Cairns, which is 2$ thanks to M25) would only make the deck better. It does suck that dual lands are so expensive that it makes most budget decks have to run mono-color, or worse, taplands, but I guess the price reflects the fact that everyone wants and needs them. I do think you should try and even out the pricing enough enough that the pricetag doesn't rest on 3-4 cards. I wish luck to you in your Allied-Colored Ixalan tribal endeavors!
1 day ago
@girlyvader If you're having troubles with consistency in your mana-base there are ways too improve it, however it's not always cheap to do so. Having all 3 OG dual lands and shock lands help out a lot, but to complete the package you'll definitely want to include the other 5 fetch-lands: Flooded Strand, Polluted Delta, Scalding Tarn, Windswept Heath and Wooded Foothills, as these can all search for your dual lands and provide greater consistency.
That said they are still rather expensive, but there are some cheaper inclusions that I would argue fit in just as well. Those cards being the match-lands: Isolated Chapel, Dragonskull Summit, and Clifftop Retreat as well as the filter lands: Graven Cairns, Fetid Heath, and Rugged Prairie. These lands are much cheaper and have done an excellent job color fixing my deck as well as reliably entering untapped. Furthermore Ash Barrens plays excellently with getting colored mana the turn you need it and Path of Ancestry while meant to be used in tribal decks reads exactly like a second Nomad Outpost that occasionally might let you scry off your commander. Both those two lands will greatly improve your access to colored mana.
Lastly if indestructible weenies are giving you grief I'd recommend in adding Slaughter the Strong. It won't remove all the creatures but it will remove armies and big creatures as well as by-pass indestructible as this wipe forces the creatures to be sacrificed. Toxic Deluge can also work in the same manner as well.
I normally run into all kinds of problematic situations in the various play-groups I've played in, so if something is giving you problems I might know of a few good solutions for it.
3 days ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
2 weeks ago
Changes so far:
+1 Sunken Ruins
-3 Mana Leak
+3 Fatal Push
-1 Mana Leak
1 month ago
Also, you need more dual lands to help paying for those extreme colored casting costs. Some cheap lands that might help: Terramorphic Expanse, Nomad Outpost, Rakdos Carnarium, Orzhov Basilica, Boros Garrison, Bloodfell Caves, Scoured Barrens, Wind-Scarred Crag, Exotic Orchard, Caves of Koilos, Battlefield Forge, Shadowblood Ridge. // Some pricier (but better) ones: Path of Ancestry, Canyon Slough, Smoldering Marsh, Dragonskull Summit, Isolated Chapel, Clifftop Retreat, Graven Cairns, Rugged Prairie. Try to not have more than 7 lands that always enter the battefield tapped, because you're trying to play a signet at turn 2.
2 months ago
Thanks BiomancingTerror! I agree about mardu, it's definitely an under-utilized color combo with lots of synergy.
I chose Tormenting Voice over Cathartic Reunion for two reasons - First, the former requires discarding one card, and the latter requires discarding two. I found that the second card was always a card I didn't want to dump, or I only had one card to discard. So the Reunions often ended up as dead cards in my hand. Second, I like the concept of a tormenting voice over the concept of a reunion for the "revenge" theme of the deck.
As far as Graven Cairns, the mana base seems to be pretty consistent already, but I'll consider it, thanks
2 months ago
Is there any reason as to why you are using Tormenting Voice over Cathartic Reunion? I am just curious. Also I do like the thought of trying to fit a Graven Cairns. Overall I love the theme of the deck and I feel that Mardu has a lot of opportunities for great decks, just the colors are under-utilized. Got my +1.
3 months ago
I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.
Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets
- Mana Crypt - If you have the cash this is an auto include; it's a 2nd Sol Ring
- Worn Powerstone - Strong in any deck with a moderate to high CMC
- Kodama's Reach - A second Cultivate, which is good enough to want two of
- Skyshroud Claim, Hunting Wilds, Ranger's Path - If you have duals with the "Forest" type these all become very powerful
- Tempt with Discovery - Hits nonbasics, the more opponents that bite the more it benefits you
- Ulvenwald Hydra - Ramp on legs, hits nonbasics
You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.
Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.