Grim Monolith

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Leviathan Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Urza's Legacy (ULG) Rare

Combos Browse all

Grim Monolith

Artifact

Grim Monolith doesn't untap during your untap step.

: Add to your mana pool.

: Untap Grim Monolith.

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Grim Monolith Discussion

Winterblast on Disciplined Durdle

2 hours ago

If you want to further improve the deck you would have to look at strict upgrades to everything you already have and probably also more efficient win cons that fit. Obviously it's a matter of budget unless you play online or use proxies (I'd recommend that though so you see if the idea even works well enough when you have all cards you want).

Definitely cut several lands and add more ramp: Ancient Tomb, Talisman of Dominance, Talisman of Progress, Mana Crypt, Chrome Mox, Mana Vault, Grim Monolith, Fellwar Stone...maybe Chromatic Lantern or Coalition Relic. That's all from low to higher prices, whatever you want to try then.

Test of Endurance would be a solid win con, also removing more creatures and adding Humility will help a lot. Zur's Weirding might be an option with Oloro as a Long-term control plan.

Stefouch on Balthor the Graveyard Defiler

23 hours ago

Hi roastchicken !

JKRice on Teferi Chain Veil

3 days ago

My commander deck right now is CVT Teferi, and it’s pretty darn close to tier 1, so I have some suggestions. Im assuming your taking suggestions since you have it tagged as needing help.

Force of will, ugin, static orb, cursed totem, BSZ, grim monolith, transmute/Power arti, rewind, mana vault/crypt, gilded lotus

1) What I would take out

A: Forbid is a good counterpell, but bad in this deck. You don’t want to empty your hand that much to get a non-free counterspell back to your hand. You definitely want a full hand.

B: Jace, Architect of Thought doesn’t do anything in your deck unless he ults, and he’s probably not going to in a competitive meta.

C: Everflowing Chalice is a decent ramp card, but it’s definitely not the best one, and the fact that it only turns on the CV combo of you play it T4 means it’s not super viable.

D: Paradox Engine. Amazing card, and I considered putting it in my deck, but CVT can win pretty easily without it, and engine only adds a small amount of synergy and combo to what is played in the deck to the point that I would rather play another stax piece.

E: Sisay's Ring/Worn Powerstone. There are better ramp cards.

F: Unwinding Clock doesn’t do a whole lot in the deck and doesn’t turn on the combo.

G: Mind Spring is better replaced with any instant speed draw x or any target player draw x

H: Shimmer Myr does almost nothing, unless you wanna be a fricking troll and play something like Torpor Orb in response to them casting a big ETB creature

I: The creature teferi. Although he’s great against other counter decks, since CVT plays free counters and usually uses them to protect the combo, and creature teferi’s first ability is useless in the deck, and there aren’t a lot of competitive counter decks other than CVT out there, he’s not super good and it would be better to just play Dispel.

2) what I would put in

I’m not sure what your budget is so this might seem very overpriced.

A: Force of Will and Mana Drain do serious work in the deck, with the first protecting the combo and the second possibly ramping out a T3-T4 win.

B: Ugin, the Spirit Dragon is played in a lot of competitive CVT decks, because he basically locks down creature decks like sisay (board wipe the turn he comes down and bolt sisay whenever they try to play him)

C: Static Orb/Cursed Totem are absolutely necessary stax pieces in the deck. The second one especially helps against your worst marchups, like yisan or sisay.

D: Blue Sun's Zenith is my weapon of choice for teferi, allowing you to kill multiple people in a turn instead of Stroke of Geniusing one person.

E: Grim Monolith/Mana Vault/Mana Crypt are all good colorless ramp that help accelerate the win more than ramp like thran dynamo.

F: Gilded Lotus is especially good as ramp because it gives you colored mana for the Isochron Scepter/Dramatic Reversal combo, allowing you to play teferi and dig.

G: Transmute Artifact allows you to go for the combo easily

H: Power Artifact goes infinite with basalt monolith or grim monolith.

I: Extraplanar Lens acts as a static high tide, ramping You whenever you play teferi.

J: Rewind is possibly a good counter choice as it allows you to leave only four mana up and be able to respond twice.

enpc on Thrasios Tymna Scepter Combo

5 days ago

Grim Monolith is another parity breaker by itself. Recently got one and it makes a big difference.

Pallino on Grenzo Mono-Red Aggro-Control

2 weeks ago

Do you think dropping the goblin tribal is really worth it? I mean, Dire Fleet Daredevil, Dualcaster Mage, Flametongue Kavu etc. are cute, but the deck needs to go wide and goblin do that really well. Just asking, i still don't know what route take with my deck.

Grim Monolith and Mana Vault are worth it? If so, do you think Basalt Monolith can be good as a budget option?

Have you tried Rogue's Gloves? And i suggest you to try Surveyor's Scope, it's really underrated

Cloudius on Much room!

2 weeks ago

+1 for the background art.

I recommend adding more Wincons and consistent ways to draw into them.

Some suggestions to consider:

Possible Wincons

Rings of Brighthearth + Grim Monolith or Basalt Monolith to generate infinite mana, which you can pump into Slimefoot. With a sac outlet in play, it's basically game over.

Finding the Combo Pieces

Green grants you access to awesome creature tutors while Black basically fetches anything and everything. You may wish to consider some of the following tutors:

Green Sun's Zenith - Turn 1 Dryad Arbor ramps you too!

Chord of Calling - Tons of shenanigans you can do with this card. Fetching Craterhoof Behemoth during Combat to buff your creatures, bringing in Blood Artist, Zulaport Cutthroat or Falkenrath Noble in response to a board wipe, etc.

Survival of the Fittest - Repeatable creature tutor. Slightly pricey though.

Demonic Tutor - One of the best tutors Black has to offer!

Dimir Machinations - And the other Transmute cards, depending on the CMC of your combo pieces. Machinations seems like a good fit since Ashnod's Altar, Rings of Brighthearth, Basalt Monolith are all 3 drops.

Keeping the Board in Check

Some creature removals to keep you alive while you gather the combo pieces.

Grave Pact - Way better than Butcher of Malakir, despite the in its casting cost, but you're a 2 color deck so it shouldn't be too difficult.

Urborg Justice - Nice little combat trick you can hold in your hand, then say to your opponents "I Die, You Die!"

Living Death - Always fun to see this resolve when we mess with the living and the underworld.

Other Utility Cards

Tortured Existence - Good recursion to bring back the dead and reuse their ETB effects, etc.

Mana Reflection or Zendikar Resurgent if you're keen to explore mana doublers. Their CMC is on the high side though. If you want to make the deck more fast paced, then perhaps they ain't a good fit.

SynergyBuild on Commanders by Power Level [EDH Tier List]

2 weeks ago

Actually, yeah, the definition fits that perfectly. Tuvasa is tier 3.

Tier 3

This is the middle tier. They can't usually compete against tier 1 decks, but might do fine with tier 2 decks. They usually have "the Aggro Problem," or they are wildly inconsistent. Most of the "pubstomp" decks that dominate casual meta go in here. They may have a bad reputation, but that doesn't make them tier 1.

Tuvasa can handle aggro swarm with propaganda/ghostly prison, aura of silence for artifact ramp, and stony silence for aggro voltron builds

It is wildly inconsistent, and slow. I play enchantress, and the most powerful combo and stax builds I have achieved over a year of trying has been tier 3 at best. Enchantress and enchantment-based stax is simply to inconsistent, relying on a draw engine, that is subpar in the command zone or not easily able to be put online with bad tutors like Summoner's Pact being needed when you just can't afford the tempo loss. Really, Tuvasa is bad against most tier 2 decks, and is way to slow and durdly for tier 1 to ever be affected by it.

Aura of Silence comes down after the artifact mana. Artifact mana, Sol Ring, Lotus Petal, Mana Vault, Mana Crypt, Chrome Mox, Mox Diamond, Grim Monolith, Mox Opal, and the other similar effects come down on turns 1 and 2. Without some very incosistent ramp strategy, Aura of Silence doesn't come down until turn 2 or 3, which is averagely missing most of the artifact mana.

The aggro strategy that sees the most play is Edric Turns, a deck that can attack any other player to get the draws, and easily blow up all of your pillow fort over 40 turns before one shotting you.

Stony Silence is a great card, worse than Null Rod, but good in a stax build. It does help the deck be a good stax deck, however with only a handful of real stax cards, it falls short of making Tuvasa viable. Rest in Peace and Blind Obedience are other cards I have found help out with Tuvasa, and Rule of Law, Arcane Laboratory, Eidolon of Rhetoric, and ocasionally Spirit of the Labyrinth does as well. Blue has Mystic Remora, a card that sees extensive play in cEDH stax builds as well as many blue-based decks in the format, and Rhystic Study exists to help lock out some storm decks by drawing you until you can hit some 0 mana counterspells or a Flusterstorm if they are a Tendrils deck and are not going Aetherflux Reservoir.

Back to Basics and Mana Vortex are semi-efficient enchantment replacements for Winter Orb/Smokestack, but aren't too good unless in a dedicated deck, as is Stasis.

Outside of those 11 cards, of which 5 are generally only decent or bad unless in a dedicated deck, enchantment-based decks need red or black for cards like Nether Void, Blood Moon and Stranglehold, however five color enchantments isn't viable due to landbases being too stretched to run Blood Moon or Back to Basics, which leads the whole point to be undermined.

I'll check out your link and see if it has any potential, but I highly doubt it.

enpc on Legacy of the Firemind

3 weeks ago

For the dramatic scepter combo, I would recommend adding Thran Dynamo. The benefit of dynamo is that you can generate infinite (albeit colourless) mana by itself. While your commander is saturated, casting cost wise, you have enough other draw card effects (especially X spells) that you can sink your mana into. Long term, Mana Vault and Grim Monolith are cards you want to look into but I get that they are expensive.

Words of War is an interesing card here. It gives you a similar Niv effect but is also useful in that you can prevent your self from decking dramatic scepter (as Niv's ability is not a may).

Whispers of the Muse could be good here too. With Niv out, it draws two cards but it gives you a re-useable draw card effect.

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