Grim Monolith doesn't untap during your untap step.
: Add to your mana pool.
: Untap Grim Monolith.
|Want (11)||baeda735 , Tezlik , KetamineMedic , kadabura , flamekiller , lrdnecros , tyrant973 , Cainden , Rabu , 7utur3 , Bruner747|
Printings View all
|Urza's Legacy (ULG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Grim Monolith occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
Grim Monolith Discussion
2 days ago
You are welcome. I normally get more lukewarm responses from my in-depth analysis, so its refreshing to receive praise. I've taken another look at this bad boy, and here are the specific changes I would make, with a decent budget in mind (ofc Imperial Seal would be a great include but there are cheaper avenues to explore first).
I would advise thinking about the chromatic pieces another way. Its color fixing AND a draw AND metalcraft for , and you get repeat value from Glissa if there is nothing better to grab immediately (if there's a boardwipe, or you aren't getting pieces blown off the board, or you are able to continually snipe dorks/bears/commanders with Ulvenwald + Glissa). Even without Glissa, you've basically made yourself into a 97 card deck. With Glissa, you have a cheap ": draw a card" engine. It turns all your kill spells into cantrips, letting you dig faster to the combo, and grind out games that go longer. It also plays EXTREMELY well with any topdeck tutors, like Vampiric Tutor. I think there's a strong case for inclusion, but I can also see this list is chock-o-block full.
As far as the Sword. Its a nice card, but its mostly only helping you when you're already ahead. If you can't get an attacker to hit a player, you're not getting anything for paying mana to cast + equip. It also requires that you have a creature on board to get the uses out of it, which means you're slowed by casting + summoning sickness if someone else board wipes. Its a delayed slow reusable card, and its a reusable dork killer, both are unreliable for getting the triggers. Compare this to Jitte. Jitte gets triggers off ANY combat damage, and you get far more out of the triggers from Jitte. The -1/-1 until EOT is much better removal, and if something has bigger than 2 toughness you can always hold the counters. The 2 life refuels you when Confidant and other draw effects slurp you into danger range. The card draw is VERY nice, but being unreliable really makes me favor Jitte here. Of course I think the best choice would be Sword of Feast and Famine.
Grim Monolith is going to be outperformed by an elf here. Consider if either is in your opening hand. With an elf, you spend 1 mana on turn 1 to have 3 colored mana on turn 2. With Monolith, you spend 2 mana on turn 2 to have 3 colorless mana on turn 2. Monolith is expensive to untap, and you run no ways to artifically sacrifice Monolith to recur it untapped, or to untap it. You aren't running Monolith for an infinite combo either, which is another reason it is usually slotted.
I really think Exploration Burgeoning Azusa, Lost but Seeking Ramunap Excavator Wasteland and Ghost Quarter are a very powerful choice for stax. It means you will have to drop slots elsewhere though, which might require some more rethinking or reassembling of the deck. This also opens further lines and slots, such as Crop Rotation into Inventors' Fair to get Crucible of Worlds to replay Inventors' Fair to continue digging up pieces.
I also really think the chromatic + baubles have value here. Turns removal into cantrips, lets you play the longer value game.
I would advise you to investigate artifact based combos. You have artifact recursion in the command zone. If a piece gets blown out, you still have it in reach throughout the whole game until it is exiled. Currently, your combos are enchantment + enchantment and enchantment + artifact. Your combos also suffer from either requiring an untap stap (to get rid of summoning sickness), or causing each opponent to take 1 damage. Simply put, they are not instant wins. You're giving other opponents the ability to draw/play answers to the board and disassemble your win.
2 weeks ago
Hello there! I really love your deck, looks really fun to play and out of the ordinary EDH schemes!
Anyway, i'm here to ask you about some cards that i think will just be fine in this kind of deck.
Soothsaying Seems really on topic with it, you know, it's odd, it's a 1 mana drop and let you Shuffle and manipulate the topdeck. Talking about Enchantments, i also think Necropotence can be a thing. You know, you don't draw, but Yennett trigger in combat and does what she have to. The new Talisman of Hierarchy Seems also Good for mana Balance. I know it's veeeery expensive, but you also have Imperial Seal for topdeck tutor. Also, if you have the Isochron Scepter gaving Dramatic Reversal can also be good, for a infinite mana-combo that can be used to pull out something with Soothsaying . In the end, Aminatou, the Fateshifter could also be a nice add for topdeck manipulation and blink things like Liliana Vess and Tezzeret the Seeker for other tutors and Mana Vault or Grim Monolith for untap.
Cheers and keep up the good work!
4 weeks ago
Nice list, kudos especially to that average CMC! Hopefully no-one hits a Chalice of the Void against you anytime soon... :^)
Also, a couple of tips from a seasoned Farmer:
- If looking for more fast mana sources, try Phyrexian Tower / Ancient Tomb for lands ( Crop Rotation becomes a ritual that way, even without too many creatures).
- Seeing you usually have a lot of dudes and both Growth & Sprawl handy, have you considered an Earthcraft package with basic lands + Prismatic Vista ? That represents a lot of mana during your Naus turns, and accelerates your gameplans on the side pretty well.
- Finally, Grace+Naus into Sickening Dreams is somewhat challenging to assemble without Yawgmoth's Will most of the time. 80+% of my Dreams kills go by Naus -> Will -> Grace -> Naus -> Dreams. Of course those kinds of stormy wins often require more fast mana like Mana Vault / Grim Monolith too, but I recommend trying Will out here seeing a lot of cards like Extortionist can be abused with it.
1 month ago
Fetch and shock lands will not make the deck faster. You are looking for those zero cmc mana rocks such as Mox Opal , Chrome Mox , Mox Amber , Mana Crypt , and etc. Even then you won't benefit much unless you are casting two to three merfolks/spells in a single turn. If you are then you can also add Mana Vault and Grim Monolith to that list.
But your deck is about using the TAP mechanic, and not about casting multiple spells in a turn. So fast mana might not be the answer for you.
1 month ago
Fluid1 Grim Monolith + Power Artifact actually makes infinite colored mana with Urza as you can first make infinite colorless mana and then use Urza’s ability to tap the Monolith for blue and some of the colorless mana to untap it again :)
1 month ago
Rorolith You're going to be hard pressed to find a 'equal' replacement for Sol Ring. Grim Monolith , Mox Diamond , Lotus Petal are probably the closest you're going to get. Also I would look in to faster land. Ancient Tomb hurts you, but can be good fast mana. Cloudpost is usually an auto include '4 of' in colorless decks ran alongside Glimmerpost because they are both Locus. Urza's Mine , Urza's Power Plant , Urza's Tower are also lands you should think about including.
2 months ago
Tzefick: I'm kind of confused here, what are you trying to say? Which cards are you talking about?
And yes, youv'e listed a bunch of cards that already exist and provide some level of pseudo ramp or provide card advantage. So again, I'm confused. What is the point you're trying to make here?
Some cards like Sun Titan can bring back fetchlands sure, however that is a nice side function of the card. But trying to build a card which specifically brings back lands not only seems very green and not white, but also means that players need to have a bunch of fetchlands in their deck, thuis making it unusable for the majority of casual players whose budget doesn't facilitate the cards.
And if you make it cheap enough, legcay D&T would love that since they can abuse the crap out of Wasteland .
again, white is not good at card advantage or ramp, but that is by design. But it can suppliment this by running artifacts which is what it does. That's the point of artifacts - they are good at filling in gaps, albeit at a higher cost.
So when you combine this whit hte little ramp that white has, you actually have a playable amount available:
Sol Ring , Mana Vault , Mana Crypt , Grim Monolith , Arcane Signet , Thought Vessel , Mind Stone , Fellwar Stone , Marble Diamond , Coldsteel Heart , Wayfarer's Bauble , Knight of the White Orchid , Mox Diamond , Chrome Mox , Lotus Petal , Pearl Medallion and that's without going above 2 mana. No, some of these are not the best ramp, but that's how it works.
And white has decent tutoring whern it comes to equipment. I don't see why they need a bunch more unconditional draw power.
So, let's put this back on you for a second since you're the one who believes there's an issue. Assuming you would need say 10 different white ramp/draw cards to offset the cards already available. Try coming up with the 10 cards that aren't just functional reprints (think Nature's Lore vs Three Visits ) and that wont break other formats, but are still fair for both casual and competitive commander as well as the other eternal formats.
2 months ago
I’m a rather big fan of Urza, Lord High Artificer as a win condition, since he both turns your non-rock Artifacts into coloured mana rocks, and serves as an outlet for infinite mana. He makes for a relatively easy Lab Man win that mitigates your concerns with that line. You can exile your entire library, including your counterspells, cast lab man with counterspells to protect it, then fire off a draw one (still with protection) for the win.